Development of Computer-based Games, and Grand Theft Auto?

Category: Accessible Games

Post 1 by hardyboy09 (I'm going for the prolific poster awards!) on Monday, 21-Dec-2015 9:14:10

Hi all:

I would just like to announce that Grand Theft Auto has been released for the IOS platform. While not accessible, I believe one who is totally blind can play based on sounds and vibrations, provided that a separate IPhone controller be purchased to overcome the limitations of the screen. Has anyone managed to play GTA purely based on sound? Your opinions would be greatly appreciated.

Also, regarding game development for the PC, is this a dying interest? What is needed to create a game for the blind per say? I'd be curious to know.
Thanks.

Nathan.

Post 2 by Elrobin (Generic Zoner) on Monday, 21-Dec-2015 9:30:34

Since mobile devices are, by nature, portable, more games are being written for them than for the PC or Mac desktops. The combination devices such as the Surface Pro, might slow the decline of games for the PC some.

As to what it takes to develop a game for blind gamers, there are several guidelines that spell out what is involved. If you go to www.7128.com and select resources, you can get to some of these guidelines.

The most important thing in developing a game for blind gamers is context. You have to let them know exactly where they are at all times. And the second most important thing are the sound files, keeping them in proper sequence and not interfering with each other.

Eleanor Robinson
7-128 Software

Post 3 by hardyboy09 (I'm going for the prolific poster awards!) on Monday, 21-Dec-2015 12:03:22

Do you know if it is possible for someone who is totally blind to write PC games for the blind?

Post 4 by Remy (I've now got the silver prolific poster award! wahoo!) on Monday, 21-Dec-2015 14:54:24

I'm no developer, but I am a life-long player of mainstream games. I think one of the greatest challenges for accessible gaming, other than the fact there's very little market for it, is that many games these days are built in wide open environments. There s lot you really could make accessible; anything from dialog systems, to in-game interfaces to quiccktime events; all of that could be made more auditory, especially now with Sony and Microsoft including text to seech in their systems. Much could also be made accessible with specific sound effects, or other audio queues. For isntance, Quicktime events. These are points in a game where a pront appears on screen to push a button. Instead of just flashing on the screen, it could immit a certain tone depending on the button, or even say the name of the button to be pressed. This could be a feature easily toggled in the options menu so it wouldn't interfere with the sighted gaming community. Actually in this case I bet even sighted gamers would benifit from this. often people spend so much time pushing these buttons that they don't pay attention to the actions on screen. In many ways, the safist6ication of audio already allows much to be located by sound, especially with surround sound. Where you run into trouble though are with navigating things like terrain and other obstacles in a 3d environment. Games like a Blind Legend, Papa Sangre etc show that 3d navigation can be done, but while there are hazards in those games, they are essentially 3d soundscapes with no physical walls. Esentially wide open environments. Not so in mainstream gaming. That said, there are some games which lend themselves better to accessibility. Fighting games have been enjoyed by
The blind community for ages, and it wouldn’t take much
To make what’s already somewhat accessible more so. And my
Favourite, the “point and click” adventure game genre is one which lends itself very well to accessibility. Games like those in the Telltale library – The Walking dead, the Wolf Among us, Tales from the Borderlands and Game of Thrones all have a lot of potential in this realm. Mostly they are interactive movies with a high level of choice. The trick is finding ways to make them accessible that would actually work, and be economically feasible. You’d probably have an easier time getting independent developers to include accessibility than you would big triple A publishers.

Post 5 by hardyboy09 (I'm going for the prolific poster awards!) on Monday, 21-Dec-2015 16:44:42

Interesting. So, could one play Grand Theft Auto on an IPhone provided that one had a game controller? I remember my brother playing this one, and I loved it! I have heard of some blind people playing this with success.

Post 6 by Striker (Consider your self warned, i'm creative and offensive like handicap porn.) on Monday, 21-Dec-2015 16:46:08

an indi fighting game skullgirls is completely access friendly on pc.

You're probably not going to be playing GTA and winning totally blind. Just being honest.

Post 7 by Remy (I've now got the silver prolific poster award! wahoo!) on Monday, 21-Dec-2015 18:36:25

The thing about GTA is it's a completely open world game. You'd have to figure out ways to get from point a to point b in a city which is absolutely enormous. There's alsoa great deal of driving, including twisting, turning through swreats. You'd have to find a way to make navigation from one point of interest to another possible. I have no idea how you'd go about doing that.

Post 8 by Striker (Consider your self warned, i'm creative and offensive like handicap porn.) on Monday, 21-Dec-2015 18:51:26

I only have GTAv not GTA iv. But from what i've heard, GTA iv actually had talking GPS in some of its DLC cars.
So its possible.
That's really the main adaptation that would make it easier for me to play.
Shooting is annoying though, no doubt about that. Though you can up the level of auto aim.

Post 9 by Remy (I've now got the silver prolific poster award! wahoo!) on Monday, 21-Dec-2015 19:50:15

Yes, Rockstar games of late have had pretty decent auto aim. I haven't played GTA - it's not my kind of game - but I'm pretty familiar with the way it plays. Also, L.A. Noire, another game from Rockstar which is more focused on driving and detective wor, has your partner give you directions verbally. That was a really cool feature. In that isuation though, if you don't see, how do you know exactly when to turn, and how much? it's alkl these little questions.

Post 10 by Striker (Consider your self warned, i'm creative and offensive like handicap porn.) on Monday, 21-Dec-2015 20:00:17

I have enough sight to make it possible. so no idea.