On Thu, 2008-04-24 at 11:15 -0700, Zachary Kline wrote:
>     It does help a great deal.  I must say, after a lot of practice I've 
> been having fun with this game.  It was initially frustrating, and to a 
> certain extent it still is, but I'm enjoying it.  I just wish there were 
> more live people to play with, but sadly I'm pretty sure I can't run a 
> server myself.  I doubt anybody else at my university would be interested, 
> no matter how much Halo they play.  Heh.

I'm glad my email explanation helped.  You raise an important point: at
the time when we started AQ, the huge but slowly declining popularity of
Quake was something we had to balance with the fact that the engine was
one of the most advanced to have been open-sourced, which allowed us to
make it accessible.  Since then, it has obviously got older, but there
are still projects that have created much-improved (in terms of graphics
and other snazzy modern features) Quake engines, which, with help, we
could maybe move to in the medium-term.

The main goal of the AGRIP project was to provide access to a mainstream
game, surrounding online community, development tools and, finally,
mapping tools (which we're at a very early stage with, but will
hopefully soon start getting feedback that will help us improve its
direction, when we've posted the questions on it, hehe).  Anyway, the
fact that Quake is now very old means that at some point we may have to
move to a new engine if we want to keep the ``cool'' factor.

Many of us in the AG research and development arena have been trying to
prove the market potential is worthwhile exploiting by mainstream game
developers, thus negating our need to exist (the ideal, after all).
Unfortunately they don't see it as improving the experience for everyone
through wider adoption of ``accessibility'' techniques and technologies.
It's widely held in the accessible gaming and access technology
communities (and by an increasing number in the wider world) that making
things accessible is a side effect of good, flexible design and that it
can benefit everyone to some degree if done right.

AQ was, to our knowledge, the first ``to-market'' conversion of a
mainstream FPS game for the sighted that blind people can play.  That
means that it proved the goal was reachable but for a lot of reasons is
unlikely to be the one that gets the wider world's attention.  We and
the others in the community have exhibited at Sight Village, taught
workshops at ICC [1], had numerous media interviews and even presented
at academic and industry conferences including ``Game Developers
Conference'' (the big one in the commercial game development area), but
in my experience it's never been about anything but accessibility to
everyone else.  That's why we have to carry on, learn from AQ and the
other great research and development that so many people are doing in
this area and move on to overcoming yet bigger accessibility hurdles --
though I don't see this happening soon without the entire AG/AT
communities really regrouping and joining forces.

My own personal research plans include more work on proving the general
link between more adaptive user interfaces and hopefully more time spent
in the AG arena, though this has all been delayed by a very serious road
accident a couple of years ago that has had a profound impact that will
continue for many years to come.

I think what I'm trying to say is that it seems we are still very early
on in this area of work and research, which makes it both very exciting
and very frustrating.  It is hard to prove that a major shift in
technology and social attitudes is required :-).  Personally I think
that the fact that many people compartmentalise off ``accessibility'' as
``that other cross-section of humanity that is the disabled'' is a huge
stigma we have to get over.

IMHO as a discipline, we're doing usability, just more successfully than
everyone  else, because they never managed to make people with serious
cognitive and motor difficulties learn stuff whilst having fun before --
hats off to people like Barry Ellis of OneSwitch and the many others
like him on the AGDev list, in IGDA, DIGRA, the Bartimeus Foundation and
many other places.

It seems that what we really need to push things forward is a killer app
-- a way to prove a lot of what we've been banging on about regarding
making systems easier for everyone by making them more adaptive.  I'm
not yet sure exactly what it is but I think we should really push
towards it in our own ways and hopefully get to a place where we can
collaborate together to actually construct it.  (Actually maybe we
researchers should really be concentrating on giving blind, motor or
cognitive-impaired people the tools *they* need to do it *themselves*.
That's certainly what a number of other projects are now looking at
(e.g. Audio Game Editor) and what we're trying to do with our Level
Description Language, albeit at a very early stage now.)

Well, rant over.  I hope that this has been interesting at least.  I
have copied it to both AGRIP-discus and AGDev-discuss in the hopes that
we may be able to spark some discussion on the subject :-).

bye just now,
take care,


Matthew

[1] http://www.icc-camp.info/
-- 
Matthew Tylee Atkinson <[EMAIL PROTECTED]>

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