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Messages - gendiskan

#1
Thank you so much for your interest in accessibility.

I'm not familiar with the difficulties that might come with implementing each measure. Maybe we can stay in touch via email to discuss the matter. Mine is: sergioveravalencia@gmail.com

Regarding screen readers, the most used one on Windows is called JAWS. However, the operating system itself includes another one called Narrator, which is commonly used by compatible PC games like Firebird or 1428: Shadows over Silesia.

I've asked a blind programmer who has just developed an accessible mobile game called Galadia if he could lend a hand.

Hugs, thank you very much, and let me know:

Sergio
#2
Hi again, and thanks a lot for your interest.

Let me explain: my goal is for adventures developed with AGS to be accessible to as many players as possible. Ideally, and I'm not sure if this is possible because I don't know how the engine works, but based on what I've seen with the visual novels engine Ren'Py, I would like as many accessibility measures as possible to be applied by default to all adventures. Some measures would still need to be applied by each developer individually.

Many of these have already been discussed, but I'll summarize them here. I'll start with the measures that, hopefully, could be incorporated into the engine so that all adventures developed from now on include them. And if we dare to dream, it would be amazing if they could somehow be applied to already published games (I'd love to play those from Wadjet Eye Games, for example):

   
  • Adjustable text size, color, and opacity, including fonts for players with dyslexia.
  •     High contrast filters to highlight characters and interactive elements.
  •     Filters for major types of color blindness: Protanopia, Deuteranopia, and Tritanopia.
  •     Screen reader compatibility to verbalize menus, texts, and subtitles.
  •     Sound adjustments (mono or stereo) and volume settings for effects, music, and voices, if any.
  •     Analog control, allowing players to navigate menus and interactive elements with keys or buttons.
  •     Compatibility with keyboard, gamepad, and Xbox Adaptive Controller to connect specific controllers for all types of motor impairments.

These would be the main measures that could be generally introduced. Then, each game should include other design-specific measures:

   
  • Text translation.
  •     Audio description: descriptions of non-verbal information, environments, and actions during cutscenes and gameplay.
  •     Closed captions: Subtitles for sound effects.
  •     Tutorials, hints, and reminders of objectives and major events in the game.
  •     Adapting or omitting board puzzles or similar.

Again, I'm not sure if this would be possible, but it would be ideal. So, if there are any AGS engine developers reading this, please let me know if it would be possible to introduce these general measures into the engine.

Thanks so much, and let's keep in touch!

Best,
Sergio

PS: Sorry if I take a while to respond, but a little adventurer entered my life two and a half months ago and needs constant supervision.
#3
Hi, my name is Sergio. Despite losing my sight in 2005, I am passionate about video games, especially graphic adventures.

Based on my training and experience in the field of inclusion as an educational advisor, I developed the project 'Videociegos'. This innovative project focuses on analyzing, promoting, and advising on accessibility in video games.

Currently, I collaborate with well-known companies in the sector like PlayStation and Xbox, as well as prominent media outlets, including Hobbyconsolas, one of the most-read Spanish websites about video games. On this platform, I have a pioneering section on an international level. You can find more information at:

https://www.hobbyconsolas.com/reportajes/especial-videociegos-mejores-videojuegos-accesibles-jugadores-ciegos-1282418 .

As my favorite genre is graphic and narrative adventures, I've also launched the project 'Choose Your Own Video Adventure' to connect readers and gamers on Zenda, the prestigious literary magazine by renowned writer Arturo Pérez Reverte. You can learn more about this project at:

https://www.zendalibros.com/elige-tu-propia-videoaventura-un-proyecto-para-animar-a-la-lectura-y-el-ocio-digital/

In collaboration with the cultural center of the U.S. Embassy, I've organized the first International Inclusive Video Game Fair 'We All Play Here,' which took place from January 18 to 20, 2024. This was the first event of its kind worldwide. Among many other activities, like awareness workshops, conferences, and tournaments, it included the 'Choose Your Own Inclusive Video Adventure' award for the most accessible adventure of the year, which was won by 'Brok the Investigator.'

For all these reasons, I would love to collaborate voluntarily to introduce accessibility measures in graphic adventures developed with the 'Adventure Game Studio' engine, similar to what exists for visual novels developed with 'Ren Py.' I always say in my articles that adventures seem to be the ideal genre to introduce accessibility in video games and the easiest to adapt for the more than 400 million gamers with disabilities worldwide, according to Microsoft.

Of course, I would also commit to spreading the word in the media I collaborate with to encourage more developers to use this engine.

Regarding this, I would like to get in touch with the people responsible for 'Adventure Game Studio,' or any developer interested in implementing accessibility in their adventures, either through messaging on these forums or via my profile on 'X,' @videociegos.

Thank you very much for your attention, I look forward to your responses!
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