[Accessibility-testing] both games and voice/keyboard accessibility

Jason McIntosh jmac at jmac.org
Fri Jul 20 16:28:17 EDT 2018

On Jul 17, 2018, at 6:00 PM, Furkle Industries <furkleindustries at gmail.com> wrote:
> Oh, relatedly, let me know if it would be useful to create a flat-text list of things one should be capable of doing in the Twine. I recognize it's a bit dicey, epistemologically-speaking, to ask people to assess the functionality of something designed to potentially exceed the limits of what they're capable of perceiving with available tools.

Having a written set of intended player-goals would definitely be useful! Per group discussion last Monday, it’ll be an ingredient in the surveys.

I have an overall suggestion for the latter half of the game, by the way: consider taking a page from Zarf’s work, and adding some accessibility-challenging “steganography” that the player must comprehend in order to, say, know the correct actions to apply to the totally dope lute and the other items picked up during the first part.  (Or the correct order to feed them into the final loot-processing machine, or whatever…) For example, putting one instruction into an image, and another into a sound effect, and another into text that appears only so long as you hold a hyperlink down…

The idea being that, if the platform’s accessibility falls short, then the game’s “true ending” is, intentionally, not reachable on that platform. (And I expect that “Were you able to complete the game?” will be a common question on the the surveys.)

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