{"id":265,"date":"2018-08-09T18:02:12","date_gmt":"2018-08-09T18:02:12","guid":{"rendered":"http:\/\/www.brandoncole.net\/?p=265"},"modified":"2018-08-09T18:02:12","modified_gmt":"2018-08-09T18:02:12","slug":"blind-accessibility-past-and-present","status":"publish","type":"post","link":"http:\/\/www.brandoncole.net\/?p=265","title":{"rendered":"Blind Accessibility: Past and Present"},"content":{"rendered":"<p>Anyone who is a gamer knows how much video games have changed over the years, and not just the games themselves, but the perception of them. This applies to the blind as well, as our perception of game accessibility, what is playable and what isn\u2019t, has also changed. I\u2019d just like to take a moment to reflect and discuss those differences with you now. Let\u2019s see what you think.<\/p>\n<p>Accessibility in video games has become, as the years have gone on, both more complicated, and yet more simple as well. More complicated because the complexity of games is much, much greater than it used to be, and the implementation of accessibility features would involve the writing and\/or rewriting of a whole lot more code. At the same time, though, it has become more simplistic because the possibilities of what can be implemented have expanded. Game companies have drastically increased in size, and games are now developed by teams that can go from small groups to well over a hundred people.<\/p>\n<p>And that\u2019s not all. The fact is, accessibility in retro games simply wasn\u2019t a thing that was considered. Not just for blindness, but for anyone. If there was a game you couldn\u2019t play, that was the end of it. There were no patches or fixes you could hope for. The release of a game was the final product, and that was that.<\/p>\n<p>It\u2019s interesting to think back on how all of these things have changed. In the case of blindness, for instance, we knew to accept that there were things we could play, and things we couldn\u2019t, and nothing could be done about the ones we couldn\u2019t. We had dreams, we had frustration, but we also had acceptance. For this reason, some of what I\u2019ve mentioned above didn\u2019t actually matter to us, because that was the way things were.<\/p>\n<p>After all, it\u2019s difficult to argue the fact that the accessibility threshold was a bit lower, at least for the blind. For instance, most very old games didn\u2019t even have a menu. Old consoles didn\u2019t even have an interface of their own. You pop in the cartridge, you turn on your console, you begin playing. If there was a menu option, it was almost always 1 player or 2. That alone eliminates some of the accessibility problems we face today. No menu memorization, no concern over whether a console has text to speech or how good it is, no store to purchase DLC from\u2026 It was a simpler time.<\/p>\n<p>Games themselves were more limited in scope back then as well. This is interesting because it meant that a game was usually completely playable by a blind person, or completely not playable. A fighting game, for instance, didn\u2019t even have an in-game move list back then, and although fighters today almost always fall under the playable category, we still don\u2019t have access to those features in most of them. Back in the old days, though, we had just as much access to a fighter as anyone, as a sighted person couldn\u2019t look things up easily either.<\/p>\n<p>There is also an interesting difference in what we had to learn in order to play a game versus what we have to learn now. In older games, there weren\u2019t as many sound effects used. This was good in that it took us a shorter time to learn what each sound meant, but it was also bad. Less sound effects meant fewer indicators for events. This was made worse in games that used the same sound for multiple things. Older fighters, for instance, used the same voice audio for all male characters, and only used a different one if there was a female character. We had to use other things, such as the sounds of certain moves, to determine which fighter was actually present.<\/p>\n<p>Now, there is so much sound in games. This, too, is a good and bad thing. More sound means more work learning each individual one and what it means. This usually takes much longer now as there are so many sounds in the game that it is possible not to notice a particularly helpful one right away. For example, it took me some time to realize that, in Kingdom Hearts, Saura\u2019s footsteps change depending on what keyblade he\u2019s wielding, but once I figured that out, it was immensely helpful.<\/p>\n<p>The fact that the footstep sound difference I just mentioned even exists, though, is a great example of why more sound is a good thing. As long as we can figure things out, there is loads of information available via our ears, some of which the sighted community doesn\u2019t even notice. This is why today\u2019s audio designers love us. We tend to catch the little details that exist, even though there are so many of them.<\/p>\n<p>Today\u2019s sound goes beyond sounds themselves, though. These days, with technologies like surround sound and even 3D audio, we get even more information. We can tell where something or someone is based on the positioning of its sound in our headphones or speakers. Most older games played all their sound from a single speaker until around the mid 90\u2019s.<\/p>\n<p>I\u2019m not really trying to make a point with this blog. This struck me as an interesting topic because of how different things were than they are now, and I thought it would be fun for you guys to think about it too as we move forward into a new age of accessibility. Yes, accessibility takes a lot more work these days than it might have if we had accessibility features back then, but it\u2019s still happening. Developers are starting to communicate with the disabled community, and they\u2019re starting to listen. It\u2019s a wonderful, magical time, but the past, the way things were in the NES and SNES days, had a sort of magic all its own as well. I hope all of this made sense, and I hope as well that it got you thinking. As always, feel free to comment, and check out the support heading for ways in which you can, well, support this content. Thanks for reading, and continue to be awesome!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Anyone who is a gamer knows how much video games have changed over the years, and not just the games themselves, but the perception of them. This applies to the blind as well, as our perception of game accessibility, what is playable and what isn\u2019t, has also changed. I\u2019d just like to take a moment [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[27],"tags":[140,36,97,169,119,168,126,76,125,171,69,28,43,170],"class_list":["post-265","post","type-post","status-publish","format-standard","hentry","category-blog","tag-3d-audio","tag-accessibility","tag-accessible-gaming","tag-audio-gamer","tag-audio-gaming","tag-blind-accessibility","tag-blind-gamer","tag-blind-gaming","tag-kingdom-hearts","tag-nes","tag-nintendo","tag-playstation","tag-ps4","tag-snes"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/posts\/265","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=265"}],"version-history":[{"count":1,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/posts\/265\/revisions"}],"predecessor-version":[{"id":266,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=\/wp\/v2\/posts\/265\/revisions\/266"}],"wp:attachment":[{"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=265"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=265"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.brandoncole.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=265"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}