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Okay, so, hello everyone,
you probably all know me
either as "Jamie", or, you know,
"That ***"... Right, yeah, emphatic nodding there.
So yeah, I thought it would be good, as such an incredible ***, if I could give a talk...
on all the ways you can, or can avoid
being an ***.
And apparently the screen's gonna screw up a load, so maybe that's not gonna happen.
Ah, there we go.
[Messing around with PowerPoint]
Okay, so, yeah.
Accessibility and inclusivity in Games.
So, this is a pretty big topic,
there's a lot that I'm gonna try and cover
there's a lot that I won't be covering,
you know, this isn't exhaustive,
it's more to sort of get you to think about things.
I think...
Yeah, you should know a lot of this stuff already,
a lot of it is common sense. But knowing it, and doing it
are different things, it's very easy to overlook a lot of this stuff
or just not think about it, so
here's a few things that you should ask when you're making a game:
can you make your game, as it is, more inclusive?
(For various groups)
can you make it more accessible?
If people had a certain disability, how could you cater to that disability, and allow them to...
complete your game?
And, are you making assumptions about your players? Because...
the common assumption is gonna be that
the player is a white male, because that's just the industry, that's the way
it is right now, and that's not really a good thing
at least I don't think so.
So who plays games, right now?
There are lots of different numbers
flying around, here are a couple that I found.
So teens: basically everyone, all teens play games.
A large number of adults.
The ESA emphasises the aging population of gamers,
the fact that, you know, you can't
guarantee... you can't expect your players to be
young, any more. That's just not the truth.
And you also shouldn't expect them to be old:
kids are going to play your games, as well.
So, a basic approximation would be:
Everyone plays games.
So what's the problem? Why do we need accessibility, why do we need to improve
our inclusivity and accessibility?
The industry has a very specific demographic
that it caters to
and a lot of indie games also cater specifically to that group.
and don't include any others.
So, many other groups will play games
and feel that they are not the intended audience, and that
they are, somehow... I guess a good example was
I was reading about someone, a female gamer playing Fallout 3
saying
the game was great, the game did most things right
it screwed up a lot, in that there were bugs
where her character was referred to as "he", and in one of the ending sequences
the character was shown as male
so that was a big problem, but other than that it was OK.
But, they said,
she said when she went to a Gamestop
she saw the box art for Fallout, she saw the
back of the box, and she saw the posters,
and all the characters were male,
they were this quite stereotypical white male character
that is the "ideal", according to the industry.
So, that's a big problem.
And finally, games frequently fail to address the needs of
people with disabilities in the simplest ways.
On a personal note, my mother is disabled,
paralysed on one side
And there are so many games where, "oh, my mom would love this game"
"But, hang on you actually need
two hands to operate this game, and *I can't see a reason for that*".
You know, there are games where that would be necessary for the mechanic,
but there are other games where you kind of need two hands and it's like, "why?":
They just didn't think of it.
So, I'm going to talk about accessibility first.
So, accessibility...
Again, a big topic, a lot of the things I'm gonna cover
might get one slide; could deserve an entire presentation on their own.
The overarching points are that
there are limitless
disabilities and you probably can't cater to all of them them unless you're making a
very simple game
I'm trying to kind of give things that will
kind of make it easier for a wide range of people
to play your game without difficulty.
(Or without too much difficulty)
So, people with disabilities
*will* play your game. I mean,
Andy sent me a link
about a blind kid who
played all The Legend of Zelda from start to finish
by hitting his sword against the wall
and hearing where he was.
I read another article about someone with cerebral palsy
who had finder motor control with their neck,
and so would play video games... would play with the mouse
under their neck - you know, people are eager to
play games whether they're disabled or not,
and they will do what they can to play your games.
So: make it easy for them. Think about how you can
allow them play a games.
And here's a very good definition of accessibility, I think, which is basically
you know, can someone complete your game whether they're disabled or not.
So: spot the problem with this. Anyone?
Uh, Rhiannon? [Colourblind]
Yup, straight away. This is what you would see
if you were you were... if you had
deuteronopia, which is the most common form of
colourblindness.
Colourblindness is really, really common.
So this is normal colour, clearly,
this is the most common form of
colourblindness, deuteranopia, most common amongst men
and also protanopia, both of these are
forms of red-green colourblind.
Finally the rarest form is tritanopia, tritanopia.
I don't know how to pronounce it.
Basically, you should try to account for all these,
I mean, monochromacy is also
not unheard of
So an easy way of checking if your game is accessible to colourblind people
is playing it in greyscale.
There are other methods you can use.
For example: default to orange and purple, not red and blue.
Avoid red and blue like the plague, because
people with the most common form of colourblindness cannot tell the difference
and that's a big big problem.
Avoid cyan, because if you have protanopia,
this is a neutral point - you can't distinguish this point
from white, and again, someone without that
form of colourblindness would not have a problem,
and would be completely unaware that there was a problem there.
Allow players to choose the colours themselves, that way you can't screw up.
That can be a bit programming, I guess,
depending on how you're doing it but it's worth it, because you're making your game
more accessible, and that should always be worth it.
One thing I was gonna say was, we put loads of effort
into targeting separate platforms, right? We put all all this work into
targeting mobile devices or a certain type computer, and that's great:
we should be doing that. Why do we not put the same focus
on targeting these sorts of problems and making games accessible
in that way as well?
The final thing is, display your game information symbolically,
don't rely on colour alone to
convey ideas.
So here are a few tools that exist
that I've found. So, ColorOracle
is pretty good?
it works on any platform that has Java
and it takes a, it shows you a static image of your screen, so you can't
actually test gameplay while you're doing it, which is a bit of a pain, but
the other one, sim-daltonism
Which, I don't know, it's on OS/X and I couldn't test it, maybe it's better,
maybe it gives you real time stuff, I don't know. But yeah, "Can you play your game
in black and white" is sort of a fool-proof test.
And then in GIMP,
there's this
display filters thing that actually has colourblind filters
included so you can check there as well.
So moving onto other vision impairments, these are generally
things that you can,
you know, mainly options so making sure there's
high contrast in your user interfaces
or giving that option. Adding audible cues
can be really useful: when you're scrolling down on something, let them know that they've moved onto
the next menu item, things like that. And, resizable...
UI text. High contrast option, Text-To-Speech.
Text-To-Speech is probably the hardest of those to implement
I don't if I really expect people in 48-hour
competitions to be adding Text-To-Speech to their games.
But if you were making a much larger game then it would definitely be something to consider if you had a lot of text.
Blindness...
is a big issue for games, it's
probably one of the hardest things
that I can think of to actually cater for.
But, you know,
games based around music or sound alone, if you like those sorts of games
you know, you should be thinking, you know,
what can I do with my user interface that means that
not only people with perfect vision can enjoy this game? Can you cater for blindness without compromising your game?
And that statement applies to all
disabilities:
can you cater for it with your current game?
So, hearing impairments... are actually probably
less problematic for games, but they can still be a
big problem, especially if you have voiced dialogue
so, Closed-Captions
and not relying on sound alone to convey information
- basically you should you give people information and feedback in as many ways
as you can because then,
you're less likely to leave anyone unable to play
Motor and Cognitive Impairments
I've kind of grouped these together because while they are very different
their effects in games, or the ways you can
solve these problems in games
and make it easy for people people with these impairments in games are kind of similar
and there's a lot of overlap, so I've got a long list, so I don't actually know what comes next, hold on.
So, simple UI interfaces, I think
Assassin's Creed the first Assassin's Creed took 11
key presses, or button presses,to get back to the main menu, like, to quit the game.
That's kind of poor, and only
big industry games can really afford to exclude people
in that way.
So yeah, limit the number controls
in your game there's a whole branch of
games which Alan mentioned to me yesterday,
obviously you see them about, but they have a name: "One Switch" games,
which are operated with a single button
so can your game be translated into one of them?
Being able to map
controls is probably the best thing you can do
because if someone can't play with your default controls,
setup, but they can change it to something that they can
play with, that's ideal - that's what you want.
You should avoid controls
which require two hands, as I said, 'cause some people just can't
do that. And again,
sometimes this is impossible,
it's on a game-by-game basis, but you can think about it.
Fast reaction times,
and simultaneous key-presses... repetitive button-presses
all these things are bad people
with motor impairments, and often cognitive impairments as well.
And I saw this suggestion in an article,
if you're gonna have these sort of,
repetitive depresses, have an option in the settings menu,
"Do you want to you repeatedly tap, or do you
hold the button?", which is better for you? Some people can do one and not the other.
I'm and the harness
The hardest suggestion is one that came up a lot,
was actually having a speed setting in your game
which controls the master flow of time, so people could slow down the game
to something that they can actually play
I'm there's a
So, none of this means making the game easy,
people don't wanna an easy game
people don't want to play stupidly easy games and there's no reason that you have to
make your game really easy to cater for
disabilities, you just have to try and make as many different ways you can
that people can actually complete them.
So, here are some One-Switch games.
And, these web sites, the first website especially have
pretty much all the information I just gave, pretty much all of it,
and more,
and in a nicer format, so if you want to make
games that are more accessible you should check out gameaccessibility.org, I think that was the best one,
and the second one has a list of research papers
and all sorts of on making
games accessible.
While we're on the topic of accessibility
this is kind of, this kind of broaches
both sections
Trigger warnings. I don't know if
many or you know, or if any of you know trigger warnings, you see them about online.
Some people have taken to mocking
trigger warnings, but what a trigger warning is, is
is when someone post-traumatic stress disorder
resulting from event in their life
you... that can be triggered
by sometimes the simplest, most innocuous things,
so, a sound, or someone saying something
you know, can trigger someone with PTSD,
and PTSD is, I mean, I'm not
sure what it's like, I don't have it, but I've been told that it, you know,
you relive the event, as though you were there, and it
can be an absolutely terrifying experience. If you're playing...
if you're making a game and it deals with topics
that could trigger people, you should tell them;
you should put a warning on your game.
Here are a few common things that you will put trigger warnings on.
Anorexia and eating disorders, I'm not sure that that relates to PTSD, but certainly
I've read that people with eating-disorders, or who have survived eating-disorders
who then read about, whatever, various
eating-disorder related material, can end up regressing.
So there are other things.
And there's a content note for things that just discuss
these problems as well, not [actually] representing them, just talking about them.
So, no matter how good your game is, no matter...
you know, if it deals with these issues, then it's probably quite a serious game,
and, you know, no matter how well you deal with these issues,
or how great your game is, if a thousand people, or a hundred thousand people enjoy your game,
and one person has to relive a *** for that,
that's not worth it really, is it?
The final warning with... the final message with trigger warnings is
it's better safe than sorry: if you're not sure if you should include a trigger warning, you
probably should, because,
no one is gonna complain, or nobody is seriously gonna complain
because you put a warning that wasn't necessary.
So now, moving onto inclusivity.
Which is maybe a slightly more contentious topic.
But I hope not.
So...
what can I say about inclusivity? A lot of inclusivity related issues
come from making assumptions about your players,
now, I think we all made assumptions about our players, the assumption is normally
that we're the players - you know, I'm the person that's gonna play my game
The problem with making that assumption is
it will then come true: you will be the only person that plays your games.
Which, nobody wants, right?
Inclusivity: the first thing
is, forget realism, you know, don't say "oh well, realistically,
"this group or that group wouldn't be in this situation, wouldn't be in this
"setting,"
because if you have a character that flies and fires
lasers out his eyes then you've sort of abandoned realism
at the door, and most games will break with
realism in one way, why not make it a good way?
And here's a more controversial
statement, something that quite a lot of people say,
don't have...
[ignore that "target"] don't have white, able-bodied, cis-gendered, heterosexual
male main characters, because,
if I wanted to play a game with a character that
was all of those things, I could every game that's ever been made,
put them in a huge hat, reach in, pick one at random
I'd probably get what I was after. There are enough
of those already. I mean I'm not saying that that's true,
but it's something to think about.
So one way of being inclusive is
copping out: don't, you know, in games we have
this... we have the luxury, in
games that games are, at their simplest, they're a mechanism that
people operate to achieve a goal - you don't
actually need characters in games
you know, you should always think, "does this game actually need a character to be
fun, or to be meaningful. So, games
don't need characters. And, games that do have
characters, or need characters, don't necessarily need anthropomorphic characters.
A great way including everyone is not including anyone.
But you know, that's not always going to work.
That's probably not usually going to work. Most games will probably require anthropomorphic characters
because, you know, human nature, we like to see
humans, we like to be, you know, it's
a natural thing. So, there are
three options, if you have anthropomorphic
characters, for the main character - this bit's on main characters.
You can have your fixed main character: now, I would avoid that,
if you can, the only time that's really absolutely
necessary is when traits and properties
of that character are necessary for the plot
plot or storyline of your game.
So, if that's not the case then you should probably
try to be a bit more inclusive than whatever
group happens to be your main character. So you can have
a character selection screen,
and, you know, that can be fine, especially if you
want multiple characters that all have intricate backstories, or whatever, lots of games do that.
Finally, games like Terraria
will, you know, give you complete character customization.
You get to set everything about your character, and that's
great in the game that it works in; again, it doesn't work in every game,
you kind of have to have a game that doesn't... if it doesn't have a
story or the main character
doesn't necessarily have any
is sort of extraneous to the story, just sort of a witness to the story.
[Ben] Just a quick exception of a case where it does,
[Ben] you can have a character customized very much and still have a significant impact
[Ben] the Mass Effect series generally does very well. [/Ben] I was actually going to mention
Mass Effect
being awesome for that,
but yes, BioWare in general are really
on it when it comes to that sort of thing, and
and... nevermind.
So, there's a side note here, which is
user-generated content, whether it's a character customization
is always great, it's great not only because people like
to make stuff, but also because
if your game isn't very inclusive, people can just make it
inclusive, by making things for it that are inclusive.
on the other hand most of the games we make are very small, and crappy
and, user generation is *really hard*, so
you know, I think it's understandable not doing that, but whatever - it's something to think about.
Spot the problem with this.
... and the good thing, I guess. The good thing is fairly easy.
Anyone wanna say
what the problem is? No? Okay, this is the default character
model this is what you see when you start up that,
when you start a new character in Terraria, and
he's pretty white and he's pretty male. And
Terraria has all these
colour bars, and all these things that you can change,
and it seems really stupid - it has a randomize button!
It's there a bottom the bottom of the list! Why do you
have a default, why not just hit randomize... why does the game not
randomize for you - and in character selection screens, as well,
why is it always white male character that
is the first person that you see, you know, imagine...
I mean,
almost everyone here is male, imagine that
you every time you played a game, you had to you
scroll back in the character-selection screen to find the character that represented you.
I mean, that's a really small thing, right? But it
kinda sends a messages, it says what the people that made this game
expected. It makes an assumption
about your main player base.
So... how many people... how many men have made
characters with main female characters?
Ben. How many, how many white people have made
games with main characters that are people of colour.
I mean, I was going to answer first,
but Ben beat me to it. I've made one game
that almost meets either of those criteria, and it doesn't
really so you know
[Chris] I made a game where you play as a black square
That's great! I mean...
copping out, but I mean, that's one way of thinking of it.
But yeah, copping out is good.
Yeah, I didn't say that, but on the copping out slide, when it come to non-anthropomorphic characters,
you can be a spider, you can be a black square, you can be a genderless robot, it
doesn't matter like you can... there are always different characters you can be, and,
you know, human and boring, right?
So, is it a problem that
we're not making games that feature more women, or more
people of colour?
Well, there's
$158,000 dollars of "this is a problem".
And if that wasn't enough,
if the amazing support that Feminist Frequency got
wasn't enough to convince you that this was a problem, the
backlash should convince you that it as a problem: the first time I ever
heard about Anita Saarkesian was somebody calling her a ***,
and the second time I heard about Anita Saarkesian was someone in the Ludum Dare IRC, who
he said this "This woman is nuts." Someone else,
completely unprompted, then came in, and said
"Feminist Frequency?" There are lot of problems, and I don't have
time to talk about all of them, but you know, that's
that's something to think about.
So, when it comes to sexism, there are a few really quick,
simple things you can think about when you're making
gave with storylines. The first is the Bechdel Test.
The Bechdel Test specifies that...
something passes the Bechdel Test if:
it has two female characters;
who at some point talk to each other;
about something isn't a man.
Okay, that sounds really simple. The first three
Star Wars films don't pass the Bechdel Test.
Lots of films don't pass the Bechdel test. Lots of games don't
pass the Bechdel Test.
Now, the Bechdel Test's
applications games is a little bit dubious sometimes, you know, it doesn't always
apply.
People have talked about
how we can adjust the Bechdel test to make it better
but you know, it is a problem, but if you're doing a game with a
storyline, it's something to think about.
The Mako Mori test is sort of a
newer version, which was
actually a response to Pacific Rim, which only had one
female character, but that female character had her own story arc,
and it was totally unrelated to any of the men in the film,
at least it wasn't for the furtheration of their plot arcs,
so people made a new version of the
Bechdel Test, not even a replacement - something to go alongside the Bechdel Test.
Which, you'd think, if you make
games with characters, 51% of the
people are female, right, so.
probably 51% of your games with characters should pass
pass the Mako Mori test.
Now, I can't really
say much about this that Feminist Frequency doesn't say, and I would
strongly advocate watching those videos.
There are lots of very negative tropes
in popular culture. The Damsel in Distress trope is the one most relevant
to games, it's probably...
probably most common in games, in terms of all media,
and again,
why does a male character have to rescue a female character?
why does the character that gets rescued have to be
female, why does the character that rescues them have to be
male? Feminist Frequency also says...
there's a lot about this being
females as reward, objectifying women all this stuff, bad stuff,
But yeah, again,
better to watch the Feminist Frequency videos, where she covers it
in extremely great detail.
The next thing I wanted to cover was Fridging,
that comic on the right
is Green Lantern, which is where this trope gets its name,
so, the
main character gets a note, "I left a surprise for you in the
"fridge," - it's from his girlfriend, supposedly
- he opens the fridge, and his dismembered girlfriend's body
is inside, and this has become
a really common trope - what it means is
killing a woman to further a man's
story arc... you know, that actually sounds like a really weird
thing, right - you wouldn't think that was normal, but it
comes up everywhere. I don't know if anyone watches Supernatural?
But it happens in that a lot, it's kind of famous for it.
for it. "Men with ***."
now this is something I wanted to highlight for a couple of reasons, this is the
name that Feminist Frequency is giving to this video
that she's going to do, and I'm pretty sure it's going to be about
female characters who are really
just masculine, sort-of-male characters
who've almost had a texture-pack applied to them, and I mean
there's nothing necessarily wrong that, if there was a range of
different female characters, but when that's the only kind of female character that gets represented,
it's a bit stupid, 'cause
people shouldn't have to be masculine to be main characters, people shouldn't have to appeal to some masculine ideal.
But the reason I wanted to highlight this is, you know, this is the name that Anita Saarkesian is giving to this,
and it's actually transphobic, because there are
"Men with ***," - there are people that are
born female who identify
as men, so that is actually marginalising of them.
So, that's... I think that's a good example of
even the people who are really on it, and who really know their stuff
can screw up sometimes, and
and I want to talk more about that a bit more later. So there are many more, and there are
a couple of places you can go to find out
more horrific tropes that will depress you.
So, the next slide...
Spot the problem... or spot the difference.
Either one, both from the same game. I'm going
to move on because I'm not sure what the rules on
*** are, but...
sexualization... is kinda bad, in all games
and it's - awful - if you only do it to female characters
It's bad anyway, if you're doing it evenly, unless you're making a
pornographic game, which, you know
if you wanna do that, do that, fine,
be even about it, but whatever.
So, why is this so bad?
It limits the age range of your game to adults,
(and adolescent boys I guess)
and excludes players that aren't comfortable with that sort of imagery,
those people do exist,
that don't like that sort of thing - I'm one of them, I'm not a big fan of playing games that
have sexualised characters.
It limits where you can play this game, and
who you can play it with - I mean, I probably wouldn't want to be showing
a game that has horrendously sexualised characters to my mum.
You know, probably not, even if it was really good.
So, Race and Ethnicity
Kind of... again, this is something
everyone will know - everyone will know how to not screw this up, but it's, again,
something that people don't necessarily think about when making their games.
So..., don't have a white-washed cast.
Don't just have white characters.
If you're gonna have a character selection screen I'd say that
this is the minimum you have to do to actually
you know sort of include - or sort of show that you're trying to include everyone
even though, you know, there are gonna be other ethnicities that aren't going to be included.
Sometimes there is going to be a limit.
I think this is probably the minimum. Although, again, 48-hour
competitions - throw everything out the window, but...
Maybe don't have a white main character, in that case.
Don't use it as an excuse, basically.
Now, if you're going to have a specific setting,
you should probably research the indigenous peoples
in that region or any ethnic
minorities that live there
there's nothing quite says exclusion like
setting a game in, say
Or, let's say the Frozen film...
Setting a film in Scandinavia and not
covering a major, sort of,
ethnic minority in that region - I don't know if anyone heard about that, probably not,
it was a big deal in certain places.
And - avoid stereotypes.
There are lots of reasons you should avoid stereotypes
They've got a whole slide to themselves.
So, racial stereotypes are the most
normalised, like, for some reason, while
racist speech is the worst thing, and homophobic speech
probably the most acceptable thing, in terms of what's "normal" in society,
it's kind of reversed when it comes to stereotypical characters
And stereotypes in general,
Stereotypes are not progressive - you're not
helping if you're including only stereotypical characters.
Maybe stereotypes have a place, but
I think, on the side I've got a link to an article
where someone says, the Cole Train - on his own - would be fine
but he's the *only* character you ever see, he's the only
black character you ever see, that stereotype is so pervasive
it kinda says that
actually, white characters get to be interesting
no one else does - they just get.. . they're a stereotype.
I personally feel that when including marginalised groups, a
stereotype does more harm than good. Maybe people would disagree with me on that - I don't know.
And that kind of leads on to memes,
because stereotypes are a kind of meme - a bit lighter than everything else I've mentioned so far
But, in a creative medium
memes are unacceptable, because they denote a lack of creativity.
That's what a meme is - it's being unable to have
ideas of your own. Tropes
can be tools; memes are normally...
opt-outs, they're saying, "Well, I couldn't be bothered to be funny or
"clever here, so I'm going to borrow someone else's funniness or cleverness."
They're inherently exclusive.
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the day from ya que the world
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of people you know dime don't just come and go and
line and do what you think is right
probably wrong about us head
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people and will be you know if you get it right
people while for you
time
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people they are the problem is is getting ready
never seen it before you would not know what was going on with my phone
on it hasn't really caught on but there are
using the dinner they for both individuals
can be a bit weirded and people will
how their own preferences about how mister
if they are intended where or avoid there on the gender binary
you should respect those people's wishes
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