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TO Game Developers, From Gamers with Accessibility Needs:

aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
edited November 2013 in General Discussion (PC)
The results of my research for one of our Armistice Day/Veteran's Day videos, riled up some serious emotions for those who attended and watched this video. We feel this is as good a time as ever to take a look at our game, Neverwinter, and have an open discussion (this means clean) for those in need of adaptive devices and/or simply better programming code, in order to allow them to play Neverwinter.

My video is meant to inspire us ALL, and to get developers and most importantly the industry EXECS that make these kind of decisions to THINK, and ACT. We need ONE big company to make waves, and change the way other developers think.

**

My question to our playerbase: What can Cryptic developers do to make Neverwinter more accessible to those of us with disabilities?

Thank you for your participation.

**

Our video, which I hope can raise awareness:

http://youtu.be/nzUpU8CCEhY



**

FIND HELP if you need it:

Recommended organizations to seek knowledge:

http://www.ablegamers.com/ in the US

http://www.specialeffect.org.uk/ in the UK


**


The research:

VETERANS & ADAPTIVE DEVICES FOR VIDEO GAMING
...what Developers Can Do To Help.


Button-customization

Relatively simple and inexpensive to implement, button-customization functionality is just one of many ways gamemakers can make their products more accessible for players with physical disabilities. And it's not just people born with medical problems who could potentially benefit from the implementation of accessibility standards: Genetic diseases and injuries can affect anybody at any time.

"We have ticking time bombs in our DNA," said Mark Barlet, co-founder of AbleGamers, a nonprofit that has been agitating for gamers with disabilities. "A bad day at work or a split-second at a stoplight on the way to the store and your life could change."

Barlet, who has limited use of his legs because of a spinal cord injury he incurred while on active duty at Andrews Air Force Base near Washington, D.C., says button remapping is just the tip of the iceberg. As games get more complicated, poor design choices can make them difficult even for gamers without disabilities.

"So many games are using button combinations that make it almost impossible for all but the most practiced able-bodied person to play a game, much less a disabled person," Barlet said in an e-mail. "Just because you can use all the buttons at once does not mean you should."

Closed captioning

Game designer Reid Kimball, who has worked on titles like Star Wars: The Force Unleashed and Tony Hawk: Ride, said it's sad how rare closed captioning is in games.

"It's cheap to develop compared to other game technology," Kimball told Wired.com in an e-mail. "The players love having it as an option and there's tons of opportunity to innovate in this space."

Nonverbal sound cues

In many games, nonverbal sound cues can be essential for success. AbleGamers' Barlet says text-based representations of a full spectrum of sounds and visual cues would be immensely helpful for the hearing-impaired.


"These are not features that nobody has ever done before, or features that need lots of exploration and research," said game designer Matthew Burns, who has worked on titles in the Call of Duty and Halo series, in an e-mail. The problem, he says, is that accessibility options are often the first thing cut during crunch time, when time and money are at a premium.

Color-blind features

"It will continue to be piecemeal and slow unless a large, influential company took a stand and made a conscientious effort to be better about this stuff across the board. "That would be the turning point."


Should Microsoft mandate that all Xbox 360 games ship with certain accessibility options, developers would have no choice but to make them a priority. But he doesn't see this happening.

"We have high-level contacts at one of the big [hardware makers], and they have shown little interest beyond lip service at pushing content producers to think about accessibility," he said.

Still, the issue's not going away.

We have two wars going on, and our soldiers are not all coming back in the same condition as they left. Those men and women are gamers.

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Post edited by aandrethegiant on
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Comments

  • naveed24naveed24 Member, Neverwinter Beta Users Posts: 11 Arc User
    edited November 2013
    Awesome. Enough said.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited November 2013
    . . . . . In-game controller/gamepad/joystick support is direly needed and is a great place to start. I used to use a Controller with STO along with WSRM (Windows Speech Recognition Macro Tool) to control the game with my voice due to my disability. Now, Windows 8 has taken away WSRM from me, which makes my gaming harder. Luckily, Neverwinter has so few buttons that I do not find myself needing a controller and voice yet but I sure would love some in-game support for my controller at least.

    . . . . . If anyone knows a way to make WSRM work with Windows 8.1's Speech Recognition, please do let me know as I am missing being able to play STO and other games that have a lot of buttons. Thanks!
  • rhoricrhoric Member Posts: 1 Arc User
    edited November 2013
    This badly needed. Our Vets enjoying gaming. I am sure there were vets that gamed before gettting injured and afterwards losing that ability to play games takes it toll. Please add abilities for our disabled vets to play games once more, to play games for rehab. We have been taking care of our vets in other areas. Now we need you to take care of our vets in this area of gaming.
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    rhoric wrote: »
    This badly needed. Our Vets enjoying gaming. I am sure there were vets that gamed before gettting injured and afterwards losing that ability to play games takes it toll. Please add abilities for our disabled vets to play games once more, to play games for rehab. We have been taking care of our vets in other areas. Now we need you to take care of our vets in this area of gaming.

    Thank you for the support Rhoric.

    It is so easy to see the benefits of doing this, isn't it? Whether the person in need is a Veteran or not... the value of doing something in addition to what is already available in Neverwinter is HUGE. For veterans in particular, we know the benefits would be astonishingly welcomed.

    TYRS PALADIUM - A Premier Neverwinter Online Guild
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  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    edited November 2013
    As a person with the more common colorblindness I can say that Red zones on green or blue floors is a huge pain (Spellplague in particular I have issues with), and it gets worse as powers start stacking effects on the ground. Just being able to change the colour of the aoe zones would be a huge help.
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2013
    Yes, my colourblind husband clearly has trouble seeing red zones, at least on certain textures.
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  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    As a person with the more common colorblindness I can say that Red zones on green or blue floors is a huge pain (Spellplague in particular I have issues with), and it gets worse as powers start stacking effects on the ground. Just being able to change the colour of the aoe zones would be a huge help.
    Yes, my colourblind husband clearly has trouble seeing red zones, at least on certain textures.

    Thank you very much for this feedback Obsidian and Becky.

    Maybe someone high up the food chain is reading? If not, in a few days when we have a few more comments, I'll alert the dev team of this thread.

    This grass-roots effort can only make the game better in the end. Hopefully, many more speak up...

    TYRS PALADIUM - A Premier Neverwinter Online Guild
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  • bjwylerbjwyler Member Posts: 86
    edited November 2013
    Indeed. It's a shame more games don't seem to bother taking on this issue. In addition to the many fine suggestions here and ones we had during beta, my only gripe is not being able to move my character using keyboard only - the mouse lock/look system is very limiting when you can only play with one hand.
    "The ability to LeetSpeak does not make one intelligent."
    "Ask a stupid question and the Morons will answer."
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  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    bjwyler wrote: »
    Indeed. It's a shame more games don't seem to bother taking on this issue. In addition to the many fine suggestions here and ones we had during beta, my only gripe is not being able to move my character using keyboard only - the mouse lock/look system is very limiting when you can only play with one hand.

    Yeah I rose this one in Alpha. I think its a major over-sight which would be widely accepted if implemented... It would provide much needed options to the community that need just that.

    TYRS PALADIUM - A Premier Neverwinter Online Guild
    No Drama. Camaraderie. TEAM Focus. That's the TYRS way. If that's your style, come join us!
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  • xabersedgexabersedge Member, Neverwinter Knight of the Feywild Users Posts: 119 Bounty Hunter
    edited November 2013
    I would like to request this thread for a sticky, if I may. I believe this is one that should not fall away.
    sunElf_Rogue.png
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2013
    I found this online, but haven't tried it, perhaps it is a workable replacement for Windows Speech Macros?
    Looks like a trial download is free, purchase seems fairly cheap as well: $9.95 USD.

    http://voicefinger.cozendey.com/
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited November 2013
    bjwyler wrote: »
    the mouse lock/look system is very limiting when you can only play with one hand.

    And unfortunately I have to say my stance is still the same.

    There is no way for the developers to fix this on their end. It's like asking a FPS to no longer be a FPS.
    If any system was implemented to make it friendlier to those who can't use a controller or keyboard and mouse combination it would simply be far too superior to the action combat third person shooter theme to be viable.

    People play to win. They will use whatever gives them an advantage and if that is something which takes away from the enjoyment they will as long as it's within the rules to do so.

    This game is a third person shooter. It can't be anything else without ruining a key element of the game and any "option" to not be a third or first person shooter would be so far superior it wouldn't be an "option" anymore to anybody besides the most hard-core casual player.


    Color blind issues need to be resolved.
    Third party software support particularly for voice controls is a must.


    However they should not re-invent the wheel.
    If you have extremely special needs the best thing to do is find solutions designed by companies which specialize in those departments.

    Cars aren't sold handicap friendly. Nor can they be special ordered handicap friendly because the car dealership isn't in that business. Cars are purchased from the dealership and then modified by specialists who focus on improving the functionality for disabled people on a case by case basic based on the individual needs.

    A video game should be no different.

    Certain things are very much doable such as color options. Core mechanics changes just simply aren't something which should be touched.
  • yaminaboyaminabo Member, Banned Users Posts: 1
    edited November 2013
    You can use a razer naga if you only have a hand, it has a lot of buttons on the side so you can move with these buttons.
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    There is no way for the developers to fix this on their end.

    If any system was implemented to make it friendlier to those who can't use a controller or keyboard and mouse combination it would simply be far too superior to the action combat third person shooter theme to be viable.

    As Ambi knows well, I politely disagree with this one ;)

    I believe Neverwinter is a perfect game to be adaptable to those that have special needs, be it there are so few buttons/movements necessary to play. Button-customization is relatively simple and inexpensive to implement, which is why so many games just like Neverwinter have this built in. And you know what? Almost none of the player-bases object, in fact if they say anything at all, its to offer more button customization.

    In fact, I'd like to see some standards set voluntarily by the industry that makes it a requirement before the game exits the alpha stage that it IS accessible/playable by a majority of our disabled community. At the end of the day, this is the only way Developers across the industry will heed the call.

    People play to win. They will use whatever gives them an advantage and if that is something which takes away from the enjoyment they will as long as it's within the rules to do so.

    This game is a third person shooter. It can't be anything else without ruining a key element of the game and any "option" to not be a third or first person shooter would be so far superior it wouldn't be an "option" anymore to anybody besides the most hard-core casual player.

    The game will still be a third person shooter. Almost every third person/first person mmo allows you to completely map the button layout to your liking. Button customization has little to do with the architecture and everything to do with the Devs. It can be done.
    If you have extremely special needs the best thing to do is find solutions designed by companies which specialize in those departments.

    It's not that easy, as many in our community have stated since pre-alpha... through alpha, through beta, and after launch. A non-customizable UI is the reason. And expanding UI options wont just help those with "extremely special needs" whatever that is, but the much larger portion of the playerbase that after years of gaming are coming down with carpal tunnel, nerve disorders, sight and hearing disabilities. Then you have those new to MMO gaming, but with all kinds of relatively minor issues compared to say someone like Aieron, but play Neverwinter with great difficulty, if they can play at all. This can be addressed by devs, but first it needs to handled by the execs who are in charge of the budget.

    Cars aren't sold handicap friendly. Nor can they be special ordered handicap friendly because the car dealership isn't in that business. A video game should be no different.

    Sorry my brotha from anotha motha, but you're wrong again ;)

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  • ianhamiltonianhamilton Member Posts: 2 Arc User
    edited November 2013
    My question to our playerbase: What can Cryptic developers do to make Neverwinter more accessible to those of us with disabilities?

    This isn't specific to Neverwinter so not everything on the site will be relevant to Neverwinter's mechanic, but the following is a free resource on accessibility with a broad range of considerations that can make a big difference to gamers with a wide range of impairments, from colourblindness to autism, dyslexia to deafness:

    http://www.gameaccessibilityguidelines.com
    Cars are purchased from the dealership and then modified by specialists who focus on improving the functionality for disabled people on a case by case basic based on the individual needs. A video game should be no different.

    In some extreme circumstances in gaming, that's true, bespoke third party solutions are best. But even in those situations where you need external tech as a fix, there are often design considerations that can make the difference between whether or not you can actually use it.

    Also, "disability" isn't an attribute, it isn't something that people have. Disability is circumstantial. People have medical conditions, and when those interact with some kind of a barrier, resulting in difficultly going about your day to day life, you at that point and that point alone are disabled. The vast majority of those barriers are put there by designers, and that goes for games too.

    In games, some barriers are necessary, but many are completely unnecessary, and accessibility is about avoiding or removing those unnecessary barriers.

    See the site linked to at the start of this post - most accessibility issues can be solved by very simple design considerations that simply make the game better for everyone, as a barrier that completely excludes some people is also often a barrier that is an inconvenience to everyone else.

    It broadly comes down to just two things: allowing flexibility in play style, and communicating information in more than one way.
    Core mechanics changes just simply aren't something which should be touched.

    Yes, absolutely. If you change what's fun about the game, you've made what was fun about the game inaccessible to everyone. You should never dilute an experience, instead it's about offering that experience or an equivalent experience to as many people as possible.

    It's worth putting alot of thought into though, as often what constitutes the core mechanic is actually a bit looser than at first glance. Take Bayonneta, the developers realised that their mechanic wasn't actually doing lots of complex button presses... instead, it was players pushing their motor skills to the limit, and being rewarded with flashy moves. They were able to make some quite surprising design decisions as a result. Start to think about things in that way and you often find surprising ways to grow your audience while keeping the core experience intact.
    I believe Neverwinter is a perfect game to be adaptable to those that have special needs, be it there are so few buttons/movements necessary to play. Button-customization is relatively simple and inexpensive to implement, which is why so many games just like Neverwinter have this built in. And you know what? Almost none of the player-bases object, in fact if they say anything at all, its to offer more button customization.

    Absolutely, button remapping, like most accessibility considerations, is something that's just as beneficial to hardcore players as players with disabilities. And hardcore players with disabilities, and everyone else inbetween.
    In fact, I'd like to see some standards set voluntarily by the industry that makes it a requirement before the game exits the alpha stage that it IS accessible/playable by a majority of our disabled community. At the end of the day, this is the only way Developers across the industry will heed the call.

    That would be a beautiful thing indeed, but it's at too embryonic a level in the games industry for that to happen in the immediate future (it'll get there though, other industries are already there). I think that the closest that's easily achievable would be publishers and platforms setting requirements for their studios.. such as Ubisoft's requirement for all of the studios working for them to include subtitles in their games.

    Until then, what we really need is just lots of examples of best practice. The more studios think about accessibility, the more the solutions just become widely used design patterns that others copy just because it's the done thing and what players are used to seeing. Anything that Neverwinter does will influence some other designer somewhere else.
    This can be addressed by devs, but first it needs to handled by the execs who are in charge of the budget.

    Yes, absolutely!
  • nawni3nawni3 Member Posts: 0 Arc User
    edited November 2013
    this is a short comment but i hope it helps non the less. xpadder will give you controller suport and allow you to remap the buttoms its a fairly cheap program and i believe some of there older versions are free hope this helps at least a little bit.
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    This isn't specific to Neverwinter so not everything on the site will be relevant to Neverwinter's mechanic, but the following is a free resource on accessibility with a broad range of considerations that can make a big difference to gamers with a wide range of impairments, from colourblindness to autism, dyslexia to deafness:

    http://www.gameaccessibilityguidelines.com\

    That link is an excellent resource if someone wants to carry the torch at Perfect World/Cryptic for this super duper cause. :)

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  • ianhamiltonianhamilton Member Posts: 2 Arc User
    edited November 2013
    That link is an excellent resource if someone wants to carry the torch at Perfect World/Cryptic for this super duper cause. :)

    There's a strong business case as well as it being a decent cause.

    15% of the general population has some kind of impairment. PopCap comissioned some wide scale research to find out if that stat applied to their own audience, and they found out that it didn't.. the figure they got back of how much of their audience regarded themsleves as disabled was actually 20%.

    Obvious enough when you think that anyone with an impairment has no less a reason to want to play games, but some people have extra reasons, such as independence and socialising, because of limited recreation opportunities, for physiotherapy, pain distraction and so on.

    And of course if you're catering to a niche, that niche will be very loyal.. and as the Solara developers found, often higher spenders on IAPs as a result.

    So if you've got a potential feature than will not only improve the game for all players, but could also net you some new high value players that you didn't have before, it does kind of make sense to consider it :)
  • mithrosnomoremithrosnomore Member Posts: 693 Arc User
    edited November 2013
    As a veteran and as someone with a disability I appreciate this thread, even if it doesn't impact me directly.

    Every time I see people talking about voice chat being "required" to do something (dungeon run, join a guild, etc) I think about people with hearing problems, or people that have limited or no speech ability.

    I know that not having voice chat isn't a good solution, but I just wonder how many people that insist that someone use voice chat to join their guild or dungeon run even think about the people that they are cutting off because they can not be bothered to spend a couple of minutes typing and reading.

    Still, though, people are what they are. Probably many of the same people that insist that people have experience before they can join them on some dungeon run or another because they, apparently, can't be bothered to spend a few minutes explaining how this or that encounter works and which abilities someone would need to have slotted.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2013
    Indeed, a good guild or dungeon group would be considerate about the situation if it was explained. A speedrun group isn't going to make exceptions for anything that might slow them down, but who needs 'em?

    In the case of people with speech difficulties but no hearing problems, having voice chat on in order to listen to teammates can be invaluable, even if you're only able to respond back via text. It's really not any different from a group asking that you enable some kind of voice chat even if you don't have a microphone.

    For the hearing impaired, a good group would be willing to communicate the important stuff via text.

    People ask for use of voice communication because it's such a valuable utility, being instantaneous and hands-free. It's hard to type that you need help over in the corner while you're busy trying to not die. So while a legitmate situation causing difficulty using it can be accommodated, that's why many will say up-front, "We use this program and expect you to as well". (Many will also say, "You don't have to talk, but please be able to listen".)
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  • gavinrunebladegavinruneblade Member Posts: 3,781 Arc User
    edited November 2013
    Andre, I tried to send you a private message that had some information I think would be helpful. But I can't tell if it worked. Did you get it?
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    Andre, I tried to send you a private message that had some information I think would be helpful. But I can't tell if it worked. Did you get it?

    Wow that's really awesome stuff Gavinruneblade! I think I'll address that one, thanks for the tip.

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  • sominatorsominator Member Posts: 0 Arc User
    edited November 2013
    Thanks so much for these suggestions, all! We'll take a look!
    Proud member of Team Fencebane, official guild of the unofficial Neverwinter Adventure Hour!
  • rhoricrhoric Member Posts: 1 Arc User
    edited November 2013
    That is good to hear.
  • vrtesseractvrtesseract Member Posts: 631 Arc User
    edited November 2013
    I use a laptop so mouse look can be difficult. But im also prity adaptive and I found a way to play mouseless. This is an issue that has hit the forums a few times before and I typically give the same advice. I don't believe people expect the game mechanics to be changed.

    /bind <key> AdjustCamYaw <num> turns the camera that many degrees
    /bind <key> AdjustCamPitch <num> points the camera up and down that many degrees
    ie /bind a adjustcamyaw -30 will turn your camera left.
    downside its a bit choppy as you have to rapidly hit the keys as they turn, but i also have one turning 90 and 180 degrees to speed things up. when you attack or move forward your character turns in the direction the camera is facing.

    WHAT devs can do:
    simply add the ability set keys for smooth camera sweeping right left up and down. this does not change the game system at all as you can already use binds to change camera angle. but will make the game more comfortable for people who can not use a mouse.

    as far as colour blindness goes maybe have the option to make red circles a bright white or dark black. while it doesn't fix the issue it will make it a bit easier for some people.
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    sominator wrote: »
    Thanks so much for these suggestions, all! We'll take a look!

    Wow, thank you so much Sominator! You rock!!!

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  • darinderdarinder Member Posts: 9 Arc User
    edited November 2013
    On the colour-blindness front, I'd like to see the levels of gear indicted by more than just coloured border or item names. For instance, include the level as a text property in the tooltip, say, under the item name - e.g. "(Rare)".

    And, a big yes vote here for giving players an option to change AoE colours.
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    Here's a pic of the Revoltec Fightpad. Pretty snazzy, huh folks!?

    Fightpad-%284%29.JPG

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  • throsbithrosbi Member Posts: 291 Arc User
    edited November 2013
    I don't remember the last time I posted on forums for any mmo I have played. I have played a lot of them. All of those I have given up on because of my disability it is just to difficult to play for more than an hour or two. Than came neverwinter. I do play more than I should most of the time with a 5 button mouse and one finger on the other hand. I had high hopes for controller support as using a third party controller program causes delays and add my delays from disability make it impossible to work. When I read thru this thread and noticed sominator take note I smiled and look forward to any improvements they bring along.

    As to using the razor naga its simply to many buttons for me. the midi and game pads are also not much better than just plopping my hand on the keyboard and using what buttons my fingers can get to. the hand looses movement after for example about 20 or less pvp matches.
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited November 2013
    throsbi wrote: »
    I don't remember the last time I posted on forums for any mmo I have played. I have played a lot of them. All of those I have given up on because of my disability it is just to difficult to play for more than an hour or two. Than came neverwinter. I do play more than I should most of the time with a 5 button mouse and one finger on the other hand. I had high hopes for controller support as using a third party controller program causes delays and add my delays from disability make it impossible to work. When I read thru this thread and noticed sominator take note I smiled and look forward to any improvements they bring along.

    As to using the razor naga its simply to many buttons for me. the midi and game pads are also not much better than just plopping my hand on the keyboard and using what buttons my fingers can get to. the hand looses movement after for example about 20 or less pvp matches.

    Thank you so much for taking the time to comment Throsbi! Your words mean a lot, and resonate clear.

    The controller support issues here in Neverwinter definitely needs to be delved into much deeper.

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