We have had much discussion, of late, on a topic we usually discuss
thoroughly about every year, sometimes every few months. That topic is
game development, its costs, its profits, its hazards. We resort to
comparisons with the major game studios, comparisons with major
mainstream games we have encountered or heard about. I have had,
finally, a clarifying thought, and I intend that it reach all of the
blind players and developers of audiogames that it possibly can.
I have two discrete, separate topics. First, the fact that developers
of games for the blind, by extension audiogames, by extension games in
general don't make much money from it. Second, we are a niche market,
at this point, primarily due to lack of awareness, lack of exposure,
and lack of confidence.
First, Developers of audio games don't make living wages. However,
neither do developers of most of the games out there for sighted
folks.
Mojang, the people who made the popular indie game Minecraft, may be
rolling in the dosh, but they're a remarkable, phenomenal story,
I'm not saying that you have to work for a triple A publisher:
Electronic Arts, etc. to make good money, but what I am saying is that
we should remember that we're indie developers, that we play indie
games. When games for the blind in general, and audiogames in
specific, came to be a thing, Indie wasn't a word at all associated
with games. Now, especially because of the ease of entrance into the
mobile space and the presence of tremendous online markets for PC and
Mac, most of the games out there are Indie games. For people
unfamiliar with the term, this means they are developed by an
independent individual or small team. They aren't made by huge
organizations, giant studios, or wealthy individuals. I think that
this is a necessary perspective when considering how much we might
make by developing software for blind gamers.

The second part of this is the new revolution in the mainstream gaming
world. Game audio in general is a lot more useful and a lot more
important than it was. I couldn't play popular Bioware title Mass
Effect in its entirety, but I could play one of the minigames,
scanning planets, perfectly well. I could identify, with apparently
startling accuracy, direction and distance of enemies. I can locate
enemies and follow my dog around in Fable II, a mainstream roleplaying
game made by Microsoft/Lionhead Studios. Many games now offer, or
rely, on audial cues to tell players something important is coming.
This means we are approaching a point of choice. We are approaching an
important crossroads. If we stop treating ourselves as a niche in
which nobody is interested and start trying to actually get our games
out there, maybe we can become a little more mainstream ourselves.
I'm not just being idealistic. Do you guys think that every player of
Swamp is blind? I and my friends haven't played in a while, but I used
to get my sighted wife, and two of my sighted best friends involved
with that one. We had such good times. The reason is that Swamp was
immersive. It wasn't riddled with beeps, boops, clicks, and other
obvious blindness related stuff.
What about the Somethin' Else games: Papa Sangre 1 and 2, The
Nightjar, and Audio Defense? Are those blind games or are they audio
games? Is every player blind or can every player hear?
Even Entombed, an obvious game which is fantastic by our standards but
rather lackluster by the standards of mainstream games of ten years
ago or many indie games today, was enjoyed by several of my friends.
I suggest that we are a niche market, at least in part, because we're
used to being a niche market. How many games out there run with
absolutely awful graphics, and sighted people love them. Steam,
Valve's online game database and platform, contains truly thousands of
games like these. Even popular entries from the well-known developers
Choice of Games are now on Steam, and those are so old school it's
cool!
As a side note, I have to offer a little advice, especially when
considering the demographics of the supposedly niche market we are in.
We have to stop comparing our works to major titles like Final
Fantasy. We also have to stop pricing our games like them. When an
Indie developer can sell their so so RPG for $5 to $10, we can't
justify tripling that. Why? Because our developers are also indie
developers. If we continue to expect to be a niche, then that's all
we'll be. Instead of trying to convince fat cats and major studios
that our few thousand blind buyers would make it worth their time to
put in the few tweaks necessary to make their multi-million dollar
games playable, let's start by asking the indie developers, the folks
who, like our own gamemakers, are hoping for a few extra buys to make
Christmas just a bit more special, to change their mindset for future
projects. Let's get the word out there about our games, try to get
noticed, try to advocate for something that will actually bridge the
gap.
Back briefly to game audio, and to tie it in with what I'm getting at,
consider the eponymous Audiogames.net. My suggestion that that sight
be about audiogames rather than games for the blind has been shot
down, twice.

So in conclusion, I'm saying two discrete yet poignant things. First,
our developers are indie developers. Almost by definition, that means
they aren't going to make much money off their games, compared to
someone at a major studio. Second, one of the reasons we make so
little money is that we don't try to include sighted persons in our
gaming environment. We have a golden opportunity to change number 1 by
changing number 2. Will it change the way everything is done? No. Will
it do something positive? How could it do anything else?


-- 
Signed:
Dakotah Rickard

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