I’ve spoken at length about accessibility in gaming over the years. I’ve talked about the terms we use to refer to ourselves, other people, and how inclusivity is important. Over the years that I’ve worked in this industry, I came to discover that accessibility wasn’t always a priority for developers. Things have gotten better over time, but there is still a lot to do. Hardsuit Labs is taking steps to further the pursuit of accessibility for all in gaming and I am proud that I was a part of it, even in some small way.
Now, before I get too deep into the discussion of this article and what happened to prompt this, I want to mention something. There will be no reveals, information, or discussion of any specific projects (or controversy) that Hardsuit Labs is working on or a part of, in this article. Not because I am under any sort of non-disclosure agreement, though I would happily do so if asked to return to consult.
The reason is that what I was a part of on September 9th was a casual, informal discussion that is exactly what we need right now. This discussion is entirely about accessibility and making a space for disabled people in the gaming sphere to play just like everyone else. This was not the first of these discussions, nor will it be the last.
Back in April, I saw Morgan Rowe ask on Twitter if disabled people would be interested to meet with gaming developers about common accessibility issues that are found in games. Immediately I was intrigued and threw my hat in the ring. I’m always interested to share in experiences and discuss things. For reference, Phenixx Gaming was built on a diverse crew of writers and creators, so this was an important discussion to be had.
Question for my Disabled buddies–would any of you be interested in an informal chat with some game developers about common accessibility issues you have experienced with games? I'm trying to gauge interest and don't have any official plans yet.
— Morgan J. Rowe (@Spookenator) April 23, 2020
Three weeks ago, Morgan reached out to me with instructions and an invitation to join their next discussion. It was a casual affair, nothing formal, just a conversation with other disabled community members along with some of the dev team from Hardsuit Labs. On September 9th, that conversation took place and was everything I could have hoped for.
I and other disabled gaming enthusiasts were given the space to share honest, open experiences about our struggles in gaming. Some of us had physical limitations and spoke about things like QTE’s and demanding button presses. Others talked about things like visual triggers (flashing lights, etc.) and control remapping. One example is that I discussed my issues with Dark Souls and how difficulty and accessibility are entwined.
Morgan led the discussion with grace and careful attention to detail. When someone would bring up a concept, she’d ask for elaboration or ask a related question to further the discussion. There were no professional barriers, no divides between us. We were all people sharing a conversation about a topic that we were passionate about.
In addition to talking about our struggles, we also got to talk about shining examples of gaming excellence. We talked about our favorite games, recent gaming experiences that impacted us, and all sorts of other things. The conversation was only about an hour and a half long, but it left an impression on me due to how…natural, it felt.
A sad fact that I’ve had to face over the years is that sometimes people don’t recognize that people with disabilities are people. We are often seen as something to be pitied or a cautionary tale. Sometimes we’re used in media as inspiration-fodder, meant to show able-bodied people that if we can persevere through our lives, so can they.
It gets exhausting because honestly, we’re people living our lives just like anyone else. Yet this conversation with Morgan and members of Hardsuit Labs’ team showed a difference in mindset. Accessibility matters to them. Every question we were asked was respectful and indicated an awareness that wasn’t laced with fear of offense.
These interactions were genuine and each of us was able to bond over things and find common ground that, had this dialogue not taken place, we would have missed. There was no pity, though there was sympathy when talking about rougher topics (there is a difference after all.) It felt like a welcoming, warm, open place that was free of judgment, with a clear desire to understand and learn.
This is where other developers should take notes. This wasn’t a conversation between a developer and other able-bodied people who maybe had friends and family in need of accessibility options. This was a conversation between real people with all sorts of different circumstances and members of the dev team. We were able to share our concerns, and in turn, understand other people’s circumstances as well as our own.
Accessibility is an ongoing pursuit, and we're excited to share our journey so far. Visit the Square Enix blog for details on how we're improving accessibility options and representation in Marvel's Avengers!https://t.co/flWXawPdZX pic.twitter.com/fyZ9yLwau3
— Marvel's Avengers (@PlayAvengers) May 28, 2020
The enthusiasm of the people involved spoke volumes as well. Each one of them had ideas and thoughts on how accessibility could be implemented, along with an excitement to hear our thoughts and contributions. I left the meeting with a sense of satisfaction, feeling heard, seen, and understood. I can’t say that I’ve heard of very many other developers taking such a hands-on approach; though Square Enix comes to mind with Marvel’s Avengers.
Some examples of a few of the ideas brought forward were the inclusion of multiple control schemes, options for colorblind users, and visual indicators to show that you are taking damage without the use of flashing lights or images. I should also clarify that this discussion was entirely to open the door for the devs to start thinking about ways to include accessibility options in the future. Even if some aren’t attached to any project in progress, the awareness for future projects is important.
One discussion, in particular, was particularly valuable for the future, in that we delved into inclusivity and representation in narratives. We talked about how certain types of stories were perfect for including disabled characters, especially genres that don’t often touch on these sorts of things. In truth, narratives don’t often include disabled characters at all, so the idea of inclusivity from the narrative to the gameplay was particularly refreshing.
It is also important to remember that even though we had this conversation, certain projects may be too far along in development to incorporate certain ideas. The release of a game comes down to multiple factors, including shareholder direction and monetary investment. Because of that, the conversations may have brought up great ideas that aren’t able to be worked in at the launch of any specific project.
This was a productive discussion because it brought things to mind that people on the team might not have considered before. It also opened doors of communication that can be accessed in the future. Who knows, I might end up consulting on future releases if they feel so inclined. Drastic changes may not be made right now, but lasting changes sometimes start out as slow changes.
What I’m trying to say here is simple. Regardless of what you feel about Hardsuit Labs based on news about the development of various projects, it is undeniable that they are taking a different, refreshing approach to the accessibility conversation. Getting information from people affected by a lack of accessibility is smart and shows an underlying desire to solve problems at the root, rather than tacking things on as an afterthought.
We need more people like Morgan in this industry. We need people who aren’t afraid to take real measures to bring accessibility to the gaming industry as a priority. We also need to have more companies like Hardsuit Labs that support these efforts and bring things like this into the foreground.
2020 has been full of rough things such as tragedy, mistreatment, general chaos, and the like. However, experiences like this are shining rays of hope for the future. Even when things are dark, chaotic and generally intense, coming together in pursuit of a common goal is a wonderful thing. If you’re a developer, there are resources and people to talk to about this. We’re here, talk to us.
Phenixx Gaming is everywhere you are. Follow us on Facebook, Twitter, YouTube, and Instagram.
Also, if you’d like to join the Phenixx Gaming team, check out our recruitment article for details on working with us.
Phenixx Gaming is proud to be a Humble Partner! Purchases made through our affiliate links support our writers and charity!
🔥459