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OneSwitch6 karma

use I couldn't find a surface hard enough for me to be able to push the buttons. The Zephyr kind of sunk into my lap when I put it there, and when I put it on a table next to me I couldn't reach all of them.

However, if I had a bunch of ability switches I could rig something up and just set the controller to the side. Unfortunately ability switches can sometimes be expensive. What I do find most promising is that it integrates with the quadstick

Trabasacks are good, and Maxcess boards.... Worth a try before you buy if you can. Re. accessibility switches... I knocked up a couple of guides here:

https://switchgaming.blogspot.co.uk/2018/05/accessibility-switch-for-6-7-8.html and http://www.oneswitch.org.uk/art.php?id=57 (DIY switches for £6 ish).

A friend Gavin Philips posted this super cheap switch using old CDs: http://www.instructables.com/id/CD-Switch/

OneSwitch3 karma

How will I find that when it's done / or please drop me a line at OneSwitch. Be great to see something come about. Even if it's just the Game Accessibility Info symbol idea... but ideally some nice basics like labelling for subtitles (not sure how good CC is internationally - but something)... pointing people to explaining exactly what controls are needed and so on.... Seeing some of this reflected in filtering perhaps.

Be great to see some progress even if imperfect. Good luck with your PhD.

OneSwitch2 karma

Thanks for the kind words. Appreciated. :)

OneSwitch2 karma

Excellent thoughts. Thanks for them.... On point 4... I remember the first time I "paused" a game just to see it carry on relentlessly blurred behind what I thought was a pause menu. Was a bit of a shock that I couldn't take a breath.

OneSwitch2 karma

This one is a tricky one that I have conflicting opinions on. Ideally for me accessibility is just integrated into game design and there shouldn't always be a need to call it out as accessibility specifically because not everyone realizes their needs fall under accessibility. But, having accessibility menus is good to help some people, just as long as it doesn't mean it isn't also neglected in regular old game design. I hope I haven't misunderstood the question here! Standards would be great, although sometimes standards also mean bare minimum and then designers don't push past that and accessibility can suffer. So, again, conflicted opinions. However, since all big publishers, studios and platforms have guidelines for general development there's no reason accessibility can't become an extension of that.

Thanks Cherry. :) On point 1 I'm really thinking about finding games to suit (I didn't make it that clear) - so being able to sift games up front to list only the ones to suit certain barriers you may face... For example a need to play a game without sound, or with certain control constraints.

2 and 3 .... Big smiley face emoticon.

On 4.... You must hate the start of Canabalt? I'd never really thought about this as a barrier until you mentioned it at GAconf. Definitely shows the importance of getting a really wide range of views.

Thanks again.