Health Meter: Bringing Gaming to the Disabled

The AbleGamers Foundation is working to make games accessible to everyone.
9/30/2009 10:04 AM | 6 Comments | Page 1 of 2

Steve Steinberg
Steve Steinberg
Status: I think there's something weird about my status ...
Ironically, it was located in one of the least-accessible areas of the Games for Health conference held a few months ago in Boston. Up a set of stairs and around a corner from the large conference halls and breakout rooms was the AbleGamers Accessibility Arcade. Here, many in the gaming community got a chance to see -- and to experience -- what gaming is like for those with disabilities. As a game journalist, I can't think how many times I've trashed on a game's controller scheme for being illogical, unintuitive or just plain bad. But as lousy as those controller setups were, they were at least playable. To a huge number of gamers and would-be gamers, though, even the most sensible and well-laid-out controller scheme is unplayable. For them, accessibility and interface issues make gaming at best an incomplete experience and at worst a total impossibility.

"The number of disabled people in this country is staggering," says Mark Barlet, a disabled vet and the founder of the AbleGamers Foundation, a non-profit advocacy group for the disabled. "You're talking about 15.1 percent of the population that is considered disabled."

You'd think that a group that numbers in the millions would be an attractive one for first- and third-party publishers, but while the total number of disabled folks is large, the group is segmented in such a way that makes it less of a financial plum to game makers. Disabilities can range from vision and hearing issues to physical issues that can be both mild and profound. To deal with all of the accessibility issues raised by such a diverse group is more than most developers are willing to do.

Health Meter
One way that disabled gamers are able to do their fragging, racing and leveling up is through modded or hacked controllers. I had previously thought that the toughest thing I'd done as a gamer was to play through the Dreamcast version of SoulCalibur using the fishing-rod peripheral that came with my Japanese version of Sega Bass Fishing. That, though, was child's play next to trying to Wii my way through an air hockey game using a Wii Remote velcroed to the top of a hat. For those with limited use of their arms, though, that's the only way the game can be played. Even more humbling was winding through the tracks of Forza Motorsport while controlling my car with a device I moved with my chin. I had the "luxury" of using foot pedals, but for those without the use of their arms or legs, speed would be controlled with a sip-and-puff device that would translate their exhaling and inhaling into accelerating and braking.

But just because these means of playing exist, it doesn't mean that they're finding their way into the homes of the disabled. And, again, it boils down to money. On the PC-gaming front, things are a little friendlier to the disabled gamer. "PC gaming is so much easier to deal with, because the USB port has allowed anyone with an idea to make some kind of human-interface device," says Barlet.

Console gamers aren't as lucky. "The companies that make the consoles make a lot of profit by selling you controllers. And because they're making a lot of money on these controllers, they're very proprietary about how they interact with the box. As a result, the entry point for making a custom controller is anywhere from $25,000 on up to $50,000 or $55,000 for an Xbox controller."

So, yes, a company could theoretically create a custom controller that would allow a person who, for example, only had the use of one hand to play Halo; but because of licensing fees, the cost of each controller would probably be price-prohibitive.

The AbleGamers Foundation does more than just point out the plight of the disabled gamer. It's also been instrumental in getting developers to make changes in existing code to make games more accessible. One of its biggest successes was with EA and Mythic's Warhammer Online. "When that game came out," says Barlet, "it was almost a perfectly accessible game." The only problem was that it wouldn't recognize Windows' on-screen keyboard. For those who can't use a traditional keyboard, an on-screen mouse-and-click keyboard is the only way to input letters.

"We contacted Mythic. It took some pushing to get to the right people, but Mythic listened to our problems. They actually invited me into the studio, showed me the fix, and said, 'Is this what you're looking for?' When the next patch came out, the on-screen keyboard was fixed."

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Comments

  • OCX15
    OCX15

    9/30/2009 3:16:17 PM

    @KyleBaron:

    Hey Kyle,

    Thanks for the kind words. The foundation attends as many game-realated conferences as it can. Its Accessibility Arcade is a really powerful way of showing what the foundation is all about. Contributions help offset the cost of travel.

    To everyone else: Sell two games that you're never going to play again and donate the dough here...

    AbleGamers.org

    How cool is that? You can actually help the world simply by getting rid of your copy of Golden Axe: Beast Rider.

    Steve

    Reply »
  • KyleBaron
    KyleBaron

    9/30/2009 1:16:54 PM

    Fantastic article, Steve! The photos were pretty good as well.

    I met Scott Jones at Fan Expo in Toronto this year, and mentioned how I look to Crispy Gamer for a different, more insightful feature based approach to games journalism. This piece is a great example of that.

    You covered one of the facets of gaming that are neglected in the sea of endless reviews, previews, and developer interviews that so many sites bank on as their focus and premiere product.

    I can't remember how I found out about Crispy Gamer in the first place, but it's pieces like these that make me keep recommending this site to other game journos and gamers.

    Once again, good article. Care to elaborate on how Spohn plans to keep the organization in the minds of those who aren't disabled? Did he say?

    Reply »
  • CG-Prophet

    9/30/2009 12:48:38 PM

    Oh okay then, my bad.

    BTW it is good to see that someone is looking out for gamers that are color blind. It might not seem like a big deal to someone that doesn't suffer from it, but it really is.

    Reply »
  • RyanKuo

    9/30/2009 12:33:51 PM

    @CG-Prophet:

    I figured he was using the term "WoW killer" in the "trying but doomed to failure" sense.

    Reply »
  • CG-Prophet

    9/30/2009 11:56:55 AM

    nice feel-good article Steve. One thing I want to object to is your reference to Aion as a "WOW Killer." Seriously, not even in your wildest dreams.

    Reply »
  • AbleGamers
    AbleGamers

    9/30/2009 11:49:07 AM

    *blush*

    Reply »

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