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<?xml-stylesheet type="text/xsl" href="http://www.gameinformer.com/utility/FeedStylesheets/atom.xsl" media="screen"?><feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-US"><title type="html">ccidog Blog</title><subtitle type="html">ccidog Blog</subtitle><id>http://www.gameinformer.com/blogs/members/b/ccidog_blog/atom.aspx</id><link rel="alternate" type="text/html" href="http://www.gameinformer.com/blogs/members/b/ccidog_blog/default.aspx" /><link rel="self" type="application/atom+xml" href="http://www.gameinformer.com/blogs/members/b/ccidog_blog/atom.aspx" /><generator uri="http://telligent.com" version="5.5.134.12297">Community Server</generator><updated>2013-02-13T10:00:00Z</updated><entry><title>Why Used Games are More Accessible</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/05/15/why-used-games-are-more-accessible.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/05/15/why-used-games-are-more-accessible.aspx</id><published>2013-05-15T20:05:00Z</published><updated>2013-05-15T20:05:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/0167.2013_5F00_05_5F00_14_5F00_Feature_5F00_WhyUsedGamesMoreAccesible_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;One of the darker rumors surrounding Microsoft&amp;rsquo;s new hardware is that it won&amp;rsquo;t allow players to buy games used. While this is probably nothing more than speculation, it would be unfortunate to see Microsoft make this decision, because it would irrevocably damage the system&amp;rsquo;s accessibility.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;I have given reasons why used games are important for game accessibility in brief in other articles, but in order to understand the issue fully, you really need to delve into the issue of why used games are inherently more accessible than new ones. There are two reasons, both are deeply embedded in the issue of financial accessibility.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;First, used games are cheaper. For a lot of disabled gamers who are on limited incomes, the only way they can enjoy hot game titles is if they pick them up used. Also, the longer someone waits, the more likely they are to hear that a game is inaccessible. Therefore, it is not only cost effective, but also incredibly useful for determining a game&amp;rsquo;s accessibility if a player waits and decides to buy it used. For example, in my own gaming career, I was incredibly surprised when I heard how forgiving Metal Gear Rising: Revengeance was. I had not originally planned on playing it because from all the footage shown at E3 and other conferences the game looked to require too many rapid button presses. However, as I shopped in GameStop for something to rate for DAGERS, the clerk told me how easy he thought the controls would be for my disability and sold me a used copy. So not only was I able to get the game at a lower price, because I waited to get a used copy, it came with a recommendation from a sales clerk who knew both the game and my physical ability. So there was much less of a risk when I purchased the game.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;But the bigger issue is that used games typically have return policies that are much more lax than new games. A non-accessibility illustration of this was Star Wars: Knights of the Old Republic 2. I had eagerly purchased it only to find out that it was not playable on my system. The bad news was, I was out sixty bucks because my hardware failed. When speaking in terms of accessibility, instances like this happen much more often. For example, Medal of Honor: Warfighter had so many barriers in it that I couldn&amp;rsquo;t progress past the fourth stage, no matter how hard I tried and even with the help of a friend. But because I bought the game new, there was nothing the sales clerk could do except apologize. By contrast, if I or players like me are able to buy games used (at GameStop, for example), there is usually an extended period of time in which the game can be played and returned without losing any money. As a result, players have the option to try games, and if a title proves to be inaccessible, they can simply return it for a full refund.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The bottom line is this: Buying a game when you have a disability is always a risk&amp;mdash;one that many disabled people can&amp;rsquo;t afford to take very often. So when they do, they really need to have the option of buying used games so that the risk of buying a game that they physically can&amp;rsquo;t handle is greatly lessened.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2852695" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="videogame" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/videogame/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="pre owned" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/pre+owned/default.aspx" /><category term="pre-owned" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/pre_2D00_owned/default.aspx" /><category term="preowned" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/preowned/default.aspx" /><category term="used games" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/used+games/default.aspx" /></entry><entry><title>Four Things the Next Xbox Can Do to Be More Accessible</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/05/08/four-things-the-next-xbox-can-do-to-be-more-accessible.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/05/08/four-things-the-next-xbox-can-do-to-be-more-accessible.aspx</id><published>2013-05-08T19:10:00Z</published><updated>2013-05-08T19:10:00Z</updated><content type="html">&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7536.2013_5F00_05_5F00_08_5F00_Feature_5F00_Xbox_5F00_Controller_5F00_610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The Microsoft press conference is about two weeks away now, and anticipation is building across most major game news outlets. Most sites have multiple articles talking about what the next Xbox will probably feature and what it should feature. But everyone seems to be ignoring the accessibility angle. There are certain things that Microsoft can do to make the new Xbox even more accessible than the 360. Here are four of them.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;1. A More Streamlined UI&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;One of the most common complaints from even non-disabled critics of the Xbox 360 is how crowded the user interface is. Most people don&amp;rsquo;t like the constant stream of ads, apps, and other widgets cluttering up their Xbox home screen. For visually disabled gamers, this makes the system even harder to access, since it requires the ability to distinguish between lots of similarly shaped icons in order to navigate the interface. It is true that one way to tell the difference is often the color of these icons, but gamers who are colorblind may not have this option. Also, if the icons have similar color schemes, players will have to rely on reading the names of the icons, which can be hard for low vision gamers. The bottom line is that if Microsoft hopes to make the next Xbox more accessible to the visually impaired, they have to come up with a home screen interface that is easy to navigate even with a sight disability.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;2. The Option to Play Used Games&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Even though the Xbox 360 does not prohibit players from playing used games, there are rumors that the new Xbox will implement this technique. And if they do, Microsoft will end up making the console vastly more inaccessible than current generation consoles. This is because buying used games (most of which have a return policy that is more forgiving than new games) is the only way that many disabled players can try games out without the risk of wasting their money. The reality is that when games are bought new, most cannot be return after their seals are broken. As a result, for many disabled players the only option is to buy a used game so that they have a window of time in which to return it if the game turns out to be inaccessible given their physical limitations. Although it is doubtful that the new Xbox will prevent players from playing used games, it cannot be stressed enough that the decision to do so would be a bad decision for the console&amp;rsquo;s accessibility.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;3. Dealing with Motion Control Correctly&amp;nbsp;&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;There are rumors that the next Xbox will push a greater degree of reliance on Kinect technology on players. While it is still possible to have a motion control component to a system and have it still be accessible to gamers who have disabilities, Microsoft has to approach this technology correctly. The worst thing they could do is make a system that requires motion control, like the Nintendo Wii. If they did, they would end up alienating a large segment of the disabled gaming market. The way they should handle it is as an option&amp;mdash;an add-on for players who are interested in motion control. They need to make it so that gamers who can&amp;rsquo;t use the Kinect can still enjoy the new Xbox. If they don&amp;rsquo;t, there will be thousands of disabled gamers out there who won&amp;rsquo;t be able to enjoy Microsoft&amp;rsquo;s new hardware. The other thing Microsoft needs to do in regards to motion control technology is that they need to make sure none of the games that they release as upcoming chapters in popular franchises (e.g. &lt;i&gt;Halo 5&lt;/i&gt;) rely solely on motion control. If they do, they&amp;rsquo;ll end up completely alienating disabled fans of those series in much the same way that Nintendo did when they chose to make &lt;i&gt;Zelda: Skyward Sword&lt;/i&gt; purely motion control.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;4. Customizable Controls&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The last item is somewhat unlikely, but it would still be a major help to gamers with disabilities. If possible, Microsoft should make the controllers customizable outside of individual games. This would help make the system accessible because many times developers don&amp;rsquo;t put enough controller customization in individual games for players to find controller layouts that are comfortable. Ideally, the new Xbox would have a controller that was completely customizable to the player&amp;rsquo;s preferences regardless of whatever game they were playing. If Microsoft did this, games that were previously inaccessible for those with disabilities would become accessible because of the freedom to design controller layouts around players&amp;rsquo; physical ability.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;There are lots of other things Microsoft could do to make their new hardware accessible. But these four would represent a good start and a commitment toward game accessibility that none of the big three console developers have yet shown.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a target="_blank" href="http://dagersystem.com/"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a href="http://www.facebook.com/dagersystem" target="_blank"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2834162" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="xbox 720" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/xbox+720/default.aspx" /><category term="next generation" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/next+generation/default.aspx" /><category term="Microsoft" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Microsoft/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="xbox" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/xbox/default.aspx" /><category term="videogame" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/videogame/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="xbox 360" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/xbox+360/default.aspx" /><category term="gen" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/gen/default.aspx" /><category term="durango" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/durango/default.aspx" /><category term="hardware" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/hardware/default.aspx" /></entry><entry><title>The Marks of an Accessible Arcade Fighter</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/04/30/the-marks-of-an-accessible-arcade-fighter.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/04/30/the-marks-of-an-accessible-arcade-fighter.aspx</id><published>2013-04-30T20:55:00Z</published><updated>2013-04-30T20:55:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/1207.2013_5F00_04_5F00_30_5F00_Injustice_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Recently, DAGERS gave&amp;nbsp;&lt;em&gt;Injustice: Gods Among Us&lt;/em&gt;&amp;nbsp;the first barrier free rewarded to an arcade style fighter. In some ways the game is a landmark in the genre, because it perfectly illustrates a reasonable level of accessibility for a game genre that has been around since video games first became popular. Injustice does this by embracing five out of the six features that are crucial in making the arcade style fighter reasonably accessible.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;First, the most crucial feature to making any game accessible (but especially the arcade style fighter) is one that Injustice embraces whole heartedly: fully remappable controls. Games like&amp;nbsp;&lt;em&gt;Injustice, Mortal Kombat&lt;/em&gt;, and&amp;nbsp;&lt;em&gt;Tekken&lt;/em&gt;&amp;nbsp;all rely heavily on combos&amp;mdash;the rapid button taps that allow characters to unleash their most powerful attacks in combination. The ability to remap controls ensures that a player will always be able to position the buttons they need together, thereby making performing combos much easier. The one problem that most disabled players will run into is when combos require use of the joysticks as well as the buttons on the face of the controller.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The second most important feature in making a game accessible is lots of different characters. It&amp;rsquo;s not enough to have a variety of characters that look different but all play the same. Accessible fighters need to have a spectrum of characters with slow, heavier-hitting characters on the one end, and fast, &amp;ldquo;wimpy&amp;rdquo; characters on the other. Consider the original&amp;nbsp;&lt;em&gt;Mortal Kombat&lt;/em&gt;. Most people who played it will agree that there was really only one character with seven different skins. All the characters moved at the same speed, had the same reach, and performed basically the same moves. To be fair, that&amp;rsquo;s an illustration way out of its time, but it is an example of an arcade fighter with not enough character choice to be accessible.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Just as important as the number of characters is the amount of extra content in the game. Although this is one feature that almost all modern fighters nail pretty well, it still deserves to be mentioned. The reason is, there is always the chance that either the disabled gamer&amp;rsquo;s stamina will give out or that they will reach a sudden drastic increase in difficulty. If this happens, gamers need to have the option to enjoy the game in other modes. For instance, if you are struggling with a particular chapter in the&amp;nbsp;&lt;em&gt;Injustice&lt;/em&gt;&amp;nbsp;story, they always have the option of going and playing one of the 24 battle modes for a different experience. They can set them to any difficulty level, and enjoy them even if the game is making them tired.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;This feeds directly into the next two features that make an arcade style fighter accessible. They both have to do with the idea of difficulty. First, the difficulty has to be scalable. Having a game that requires all players to play on the same difficulty level is just as inaccessible as if the developer includes only one control scheme. Different disabilities can have different challenges with speed, and because the arcade style fighting genre is pretty universally based on speed, it is important to have difficulties that allow slower players to excel. It is also important to allow players to adjust difficulty on the fly without quitting the ladder. A good example of this would be the Soul Calibur series, which allows players to &amp;ldquo;Try Again on a Lower Difficulty&amp;rdquo; if they fail a match.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The final aspect that injustice nails so well (and the final aspect of difficult that aids in accessibility) is the concept of even difficulty progression. The best way to see this in&lt;em&gt;&amp;nbsp;Gods Among Us&lt;/em&gt;&amp;nbsp;is to compare it with NetherRealm&amp;rsquo;s other most recent fighter, the reboot of&amp;nbsp;&lt;em&gt;Mortal Kombat&lt;/em&gt;. The difficulty in that game progresses evenly up until the final fight with Shao Kahn. Up until that point in the game, the difficulty had progressed evenly. Each fight had required a little more speed, and a little better defense. And even if they had to spam throw buttons or span throws, most players could progress through the game on medium with very little difficulty. However, when you reach the final level in the story mode, it was practically unbeatable unless players were really capable&lt;em&gt;Mortal Kombat&lt;/em&gt;&amp;nbsp;fighters. Liu Kang couldn&amp;rsquo;t throw Shao Kahn, and Kang was too squishy to stand toe to toe with the emperor of Outworld, so players had to resort to his long range kicks and fireball attacks, which were hard for disabled players to execute. By contrast, Injustice has a very even difficulty progression in its story mode and ladders, meaning that most players won&amp;rsquo;t hit a difficulty wall even when fighting the final boss.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The one feature that makes fighters accessible that Injustice does not have is preset combo buttons&amp;mdash;buttons that are set aside to stand in for small combos. An example of this would be in&amp;nbsp;&lt;em&gt;Tekken Tag Tournament 2&lt;/em&gt;, where players can remap the trigger and shoulder buttons to stand in for virtually any two button combo on the face of the controller, which makes it easier for disabled gamers to do combos and, thereby, win.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Now I know I said there were only six features of an accessible arcade fighter. But there is one &amp;ldquo;bonus&amp;rdquo; feature. This one is not a requirement, but it does make the game vastly more accessible when it&amp;rsquo;s available. If the game ships with a fight stick, it gives disabled gamers an affordable way to buy the one peripheral that vastly improves this genre&amp;rsquo;s accessibility. And the fact that the&amp;nbsp;&lt;em&gt;Injustice Battle Edition&lt;/em&gt;&amp;nbsp;shipped with a fight stick small enough to fit on most wheelchair lap trays makes it even more accessible and shows why this game could be considered the model for arcade style fighter accessibility.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/p&gt;
&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2805210" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="josh straub" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/josh+straub/default.aspx" /><category term="dagersystem" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagersystem/default.aspx" /><category term="injustice" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/injustice/default.aspx" /><category term="fighter" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/fighter/default.aspx" /><category term="arcade" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/arcade/default.aspx" /><category term="mortal kombat" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/mortal+kombat/default.aspx" /><category term="gods among us" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/gods+among+us/default.aspx" /><category term="soul calibur" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/soul+calibur/default.aspx" /><category term="tekken" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/tekken/default.aspx" /></entry><entry><title>Why “Always On” Is Bad for Game Accessibility</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/04/16/why-always-on-is-bad-for-game-accessibility.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/04/16/why-always-on-is-bad-for-game-accessibility.aspx</id><published>2013-04-16T20:06:00Z</published><updated>2013-04-16T20:06:00Z</updated><content type="html">&lt;p&gt;&lt;img style="font-size:12px;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/4666.2013_5F00_04_5F00_16_5F00_Why_5F00_Always_5F00_on_5F00_Bad_5F00_610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;In recent days there has been a lot of outcry over the rumor that the next Microsoft console will require an internet connection even to play single player games. There are notable voices on both sides of this issue, even though the broader gaming community seems not only to dislike, but completely abhor the idea of an always-on console. In the conversation that this issue has sparked, very few people have talked about the impact that an always-on console would have on the disabled gaming population. To that end, here are three reasons why the always-on concept is bad for game accessibility.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Let&amp;rsquo;s start with the broadest possible conversation. Always on requires players to have a consistent internet connection anytime they want to play a game. This, by very definition, limits the amount of access any player can have to the hardware. Regardless of whether they&amp;rsquo;re disabled or not, very few gamers have access to a consistent enough internet connection to avoid being kicked out of their game multiple times in a single session. As a result, always on negatively affects the most basic definition of game accessibility&amp;mdash;a definition which is not based on physical ability, but rather simply on the ability to access the game. Because of this, if a game is &amp;ldquo;always on,&amp;rdquo; it will affect disabled gamers not exclusively, but as a part of the broader gaming population. In other words, always on is bad for game accessibility on the most fundamental level because it puts constraints on the basic access of the game for all players, which includes those with disabilities.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Moving on to more specific reasons, always on is bad for disabled gamers because it requires gamers to pay for internet. Many disabled gamers have limited funds, and the cost of paying for internet in addition to the cost of games would prohibit many disabled gamers from purchasing the games they love. In my own life I know this would be true, since while I&amp;rsquo;m looking for a job, I&amp;rsquo;m on social security, which means that I have a very limited income. Thankfully, my parents pay for the internet (because I live with them). But if I had to dip into my budget to pay for a service which would enable me to play games, I probably wouldn&amp;rsquo;t be able to, since every penny I have goes into either my living expenses or my work at DAGERS. It&amp;rsquo;s hard to imagine disabled gamers like myself who are on such limited income shelling out hundreds of dollars for systems and games, and then paying a monthly internet bill on top of that. Always on is bad for the disabled because it requires them to pay even more money out of what are, in most cases, small budgets.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Finally, there is simply the matter of the physical accessibility of hardware that requires an always on component. With a system like that, there&amp;rsquo;s one more way in which the system can go wrong and one more area in which disabled players need help fixing it. For example, if an able-bodied player&amp;rsquo;s PS3 loses its connection to the network, they can get up and check the cord to make sure it didn&amp;rsquo;t come unplugged or they can go into the system settings to try to figure out what is wrong. But if a player has a disability, they may not have this option, either because they can&amp;rsquo;t access the system&amp;rsquo;s internal interface well enough to troubleshoot, or they simply can&amp;rsquo;t physically reach the cords and components well enough to check when the game or system loses connectivity. This means that they are dependent on able-bodied people to help them jiggle cords and flip through menus if a system ever loses connection. The difference is that, if the system is always on, they have to have someone&amp;rsquo;s help immediately, even if they just simply want to play single player. This puts disabled gamers at the mercy of able-bodied help when gaming&amp;mdash;which is always a bad thing for game accessibility.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;In conclusion, if Microsoft of any other company develops an always on system, they run the risk of excluding many disabled gamers. This is because an always on system would generally alienate lots of gamers to begin with. But it would affect disabled gamers especially, because it would require them to pay for internet in addition to paying for their games (something that a lot of disabled gamers on limited budgets can&amp;rsquo;t afford) and it would create another problem that could go wrong with the system that would necessitate disabled gamers having help from non-disabled people in order to enjoy the most basic single player gameplay.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a target="_blank" href="http://dagersystem.com/"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a href="http://www.facebook.com/dagersystem" target="_blank"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2749307" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="Microsoft" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Microsoft/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="josh straub" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/josh+straub/default.aspx" /><category term="dagersystem" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagersystem/default.aspx" /><category term="always-on" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/always_2D00_on/default.aspx" /><category term="always on" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/always+on/default.aspx" /></entry><entry><title>What I Do All Day</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/04/16/what-i-do-all-day.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/04/16/what-i-do-all-day.aspx</id><published>2013-04-16T18:30:00Z</published><updated>2013-04-16T18:30:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img style="font-size:12px;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/1464.2013_5F00_04_5F00_11_5F00_Game_5F00_Review_5F00_BioshockInfinite_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Although it may seem self serving, I&amp;#39;ve decided to dedicate this blog-post to a bit of shameless self advertising. On &lt;a target="_blank" href="http://www.gameinformer.com/members/ccidog/writeblogpost.aspx/dagersystem.com"&gt;dagersystem.com&lt;/a&gt;, we have weekly game reviews that highlight the accessibility of the industry&amp;#39;s new titles. In order to spread the word, I also will occasionally cross post things from DAGERS onto my Game Informer blog. For those of you interested in the other stuff that DAGERS does that you don&amp;#39;t see on the blog, here&amp;#39;s my &lt;i&gt;BioShock Infinite&lt;/i&gt; review. There are tons more of them on my website, and I hope you&amp;#39;ll spread the word about the work I&amp;#39;m trying to do.&amp;nbsp;If you like what you see, please be sure to join us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;and follow us on Twitter&amp;nbsp;@dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Here&amp;#39;s the review.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Bioshock Infinite was one of the most anticipated games of 2013. The hype was apparently worth it, as the game is getting accolades across the industry for its engaging story and top-notch gameplay. Thankfully, Bioshock Infinite is not only an incredible game, but also a game that almost anyone will be able to enjoy regardless of their disability.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;To begin with, players with visual disabilities will have no problem in Columbia because the art style that Irrational Games uses is similar to Dishonored and makes even the finest detail overstated and obvious. Also, the game highlights any objects players can interact with. Whether it&amp;rsquo;s glittering money on the sidewalk or a glowing red machine gun that the player can pick up and use, it&amp;rsquo;s always clear which objects can be interacted with and which can&amp;rsquo;t. And while it is true that some of the font can be hard to read on a smaller TV, but if the player can hear, there is so little occasion to have to read that this should not be a barrier. Combine that with the fact that nothing is communicated using color alone, and it&amp;rsquo;s easy to see why Bioshock is so accessible for the visually disabled. But the truly impressive thing is that in the one area where it is necessary to see fine detail (picking up items), this barrier is mitigated because every item features a clearly readable label that tells the player not only what it is, but what it does, such as &amp;ldquo;Hot Dog (+25 Health)&amp;rdquo; or &amp;ldquo;Coffee (+Salt).&amp;rdquo; This text is large and easily legible, even with a visual disability.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Players with fine motor disabilities will have absolutely no problem with this title either, since the gameplay is extremely forgiving. For example, players have a nearly infinite number of lives and lose just a few coins every time they die. But the single most impressive feature of Bioshock is the way that the character of Elizabeth actually makes the game more accessible. Non-accessibility reviewers (such as Joe Juba over at GameInformer) will talk about how remarkable Elizabeth is, because she doesn&amp;rsquo;t need protection and actually contributes to the gameplay. I say she&amp;rsquo;s remarkable because she actually makes the game more accessible by giving players health, ammo, and salt when they need it most. As a result, players may be surrounded by a dozen Columbian soldiers and about to die, and Elizabeth will throw them a med-pack that completely heals them. This makes the combat extremely forgiving. In addition, enemies also don&amp;rsquo;t respawn, and damage stacks between lives. So if a player is having a particularly hard time with a motorized patriot, even if the player gets killed, there&amp;rsquo;s nothing to worry about since the enemy will still be as badly damaged when Booker respawns. Given Bioshock Infinite&amp;rsquo;s extremely forgiving nature, and that it gives the player the ability change difficulty on the fly, it doesn&amp;rsquo;t matter that there are only three different controller setups for the console versions, since no matter what system a player is using they should still be able to access and enjoy Bioshock Infinite.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Players with auditory disabilities shouldn&amp;rsquo;t face any barrier either. This is mainly due to the game&amp;rsquo;s forgiving nature, which compensates for a subtitle system which relies on distance. (Players may not see subtitles displayed for what enemies are saying across the room.) This is also because the game&amp;rsquo;s subtitles do include most ambient dialogue, and even some of the inflections in the story driven dialogue. In addition, nothing in Columbia is communicated by sound alone and the game is not really meant to be played stealthily, so things such as guard awareness level are not important. The one part where players will have to hear is in the collection of recordings that give insight into the story. But again Bioshock compensates for this by giving fully written transcripts of each of these recordings in one of the game&amp;rsquo;s menus.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;We rated Bioshock Infinite as Barrier Free because the developers at Irrational Games went over and above and included features that make it more accessible than a vast majority of shooter RPGs on the market. We wholeheartedly recommend that anyone play this game to enjoy its great story and fun gameplay.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Please feel free to leave comments below the article that address your particular accessibility challenges with this game. If you feel there is a major omission in this review, please feel free to e-mail dagersystem@gmail.com with the word &amp;quot;revision&amp;quot; in the subject line. Please include specific details regarding anything we may have missed. If necessary, we will update our review based on your feedback.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Overall Rating: Barrier Free&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Visual Rating: Barrier Free&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Fine-Motor Rating: Barrier Free&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Auditory Rating: Barrier Free&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Released For: PS3, Xbox 360, PC&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;ESRB Rating: M&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;GameInformer Score: 10.00&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2748970" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="josh straub" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/josh+straub/default.aspx" /><category term="dagersystem" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagersystem/default.aspx" /><category term="Bioshock infinite" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Bioshock+infinite/default.aspx" /><category term="game review" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/game+review/default.aspx" /></entry><entry><title>Why I Prefer PS3 to Xbox 360, Wii U, and PC</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/04/05/why-i-prefer-ps3-to-xbox-360-wii-u-and-pc.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/04/05/why-i-prefer-ps3-to-xbox-360-wii-u-and-pc.aspx</id><published>2013-04-05T18:15:00Z</published><updated>2013-04-05T18:15:00Z</updated><content type="html">&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7536.2013_5F00_04_5F00_05_5F00_FeatureWhyIPreferPS3_5F00_610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Because of my work on DAGERS, I have every system in the current generation. And when I sat down and listed out the reasons why I prefer my 3DS over my PS Vita, it got me thinking about other gaming biases I have. The largest is that when I am rating games, I prefer to do it on the PS3. If a title is listed on multiple platforms, in most cases, my default is Sony&amp;rsquo;s console. Occasionally I&amp;rsquo;ll dust of my 360 just to get a different perspective on a game. And if a game uses the Wii U touchpad properly, I might choose to rate it on that system. But I virtually never buy PC versions of games unless they&amp;rsquo;re exclusives. This may sound unreasonable, but I have found the source of my bias against these three systems and why I prefer the PS3.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Let&amp;rsquo;s get the most contentious one out of the way first. Yes, I prefer PS3 over Xbox 360. But I&amp;rsquo;m not one of those fan boys that&amp;rsquo;s going to tell you the Xbox 360 is junk. The fact of the matter is, I grew up on the PSOne. As a result, I prefer the joysticks on my controllers to be parallel. In addition to this being a personal preference, this also has an impact on the PS3&amp;rsquo;s accessibility. If the occasion calls for it, it&amp;rsquo;s easier to use one hand to manipulate both sticks on the PS3 because they are closer together. As a result, it&amp;rsquo;s easier for me to muddle my way through games that require you to use both sticks and press buttons at the same time on Sony&amp;rsquo;s platform. Another reason that I prefer the PS3 over the Xbox 360 is strictly a personal preference. I find the interface cleaner and easier to navigate. Frankly, I don&amp;rsquo;t see the need for a Bing search engine on a console, and it&amp;rsquo;s extra features like these that clutter up the Xbox 360&amp;rsquo;s interface with stuff I&amp;rsquo;m never going to use. But I discovered both of these reasons once I owned both systems.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;There were two reasons that my first console in this generation was a PS3. First, Blu-ray disks are more durable than normal DVDs. I&amp;rsquo;ll never forget the demonstration the GameStop associate made when he took out a copy of Ratchet and Klank on Blu-ray and scraped it along the unfinished edge of the counter to show me that Blu-rays don&amp;rsquo;t scratch as easily as DVDs. For an able-bodied person, this may not be as big of a deal, but because I&amp;rsquo;m liable to drop my disks when trying to put them in the machine, I went with the more durable option. But the multiplayer was the biggest reason I went with the PlayStation first. I don&amp;rsquo;t care how good your online service is, I think it&amp;rsquo;s stupid to pay for a feature which in last generation was free.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;My bias against the Wii U is a bit more obvious. Most games do a horrible job of implementing the Gamepad and just end up making the game less accessible. I would have given anything to be able to play&amp;nbsp;&lt;em&gt;Lego City Undercover&lt;/em&gt;&amp;nbsp;on PS3 (too bad it&amp;rsquo;s a Wii U exclusive!) since on the Wii U they require you to hold up the tablet and look through it in order to accomplish one of the game&amp;rsquo;s primary mechanics. Because of my weak hands, maneuvers like these are hard to accomplish. In other words, the Wii U seems to dress up most games with unnecessary trappings in order to include the Gamepad in some new and innovative way. But as a gamer, I don&amp;rsquo;t care how new and innovative the hardware is, I just want good games. And as a disabled person, I just want games I can play. Unfortunately, both desires are somewhat limited by the way most games use the Wii U.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Finally, we come to the PC. Counterintuitively, the PC is actually the most physically accessible system I own. I have a custom-built gaming rig with specialized peripherals that make gaming easier by building custom macros into keystrokes. And with the PC, I&amp;rsquo;ll never run the risk of accidentally pushing buttons like I do with the PS3&amp;rsquo;s triggers (which can get pressed by accident if I am playing the game using my lap tray). But there&amp;rsquo;s a problem integral to PC games that would make it a mistake to try to rate every game on this system: I can&amp;rsquo;t trade used PC games back in. As someone who&amp;rsquo;s trying to build a brand new website, it would be a mistake for me to keep every single game that I own. And retailers like GameStop won&amp;rsquo;t take PC games on trade. Even worse, I can&amp;rsquo;t sell them to a friend because of DRM issues. I need to be able to trade in games once I review them. Therefore, I&amp;rsquo;m stuck using the slightly less accessible, but more financially feasible PS3.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;I&amp;rsquo;m sure I&amp;rsquo;ve ignited a firestorm of opinions. Feel free to share them in the comments below. Just remember, my systems are like my children&amp;mdash;I love them all. I just happen to have a favorite. Does that make me a bad parent?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a target="_blank" href="http://dagersystem.com/"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a href="http://www.facebook.com/dagersystem" target="_blank"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2711885" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="pc" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/pc/default.aspx" /><category term="wii u" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/wii+u/default.aspx" /><category term="ps3" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/ps3/default.aspx" /><category term="xbox 360" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/xbox+360/default.aspx" /></entry><entry><title>Disabled Video Game Character Hall of Fame</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/03/29/disabled-video-game-character-hall-of-fame.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/03/29/disabled-video-game-character-hall-of-fame.aspx</id><published>2013-03-29T16:15:00Z</published><updated>2013-03-29T16:15:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img style="font-size:12px;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/1273.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The DAGERS Hall of Fame is a running article that profiles prominent disabled characters in video games. Our goal is to create a complete database of these characters. In order to be inducted, characters must have an evident disability. Characters do not necessarily have to be protagonists, or even primary characters in the games. Any character with any noticeable disability deserves consideration, and we hope our readers will help us by using the comments to nominate their favorite characters to be inducted into our Hall of Fame&lt;strong&gt;. (Warning: This list may contain spoilers for the twists and endings in games.)&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-weight:bold;"&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img style="font-size:12px;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/3005.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Helghast_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;Name: The Helghast&lt;br /&gt;Game/Series: &lt;span style="font-size:12px;"&gt;&lt;i&gt;&lt;span style="font-size:large;"&gt;Killzone&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;Disability/Disabled by: Immunodeficiency&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;While not disabled in the traditional sense, the Helghast deserve a spot on this list because most of them are dependent on their iconic breathing masks to survive off their home planet. The harsh world of Helghan has forged a militaristic people with technology that is the terror of the galaxy. Throughout three extrasolar wars, the Helghast have sought to dominate the earth forces of the ISA and the UCN. In the first game, players are ISA soldiers tasked with an impossible mission: hold out against the overwhelming tide of Helghast soldiers seeking to conquer the plant Vekta. In the second game, players get a much closer look at this terrifying enemy as they go behind enemy lines to capture the Helghast military leader Scolar Visari. And in the direct sequel, Killzone 3, players must then fight their way off a planet whose whole population is bent on destroying them. Throughout all three games, the player comes to know the Helghast as a brutal enemy who lives by the creed, &amp;ldquo;Violence has its own economy. Therefore be thoughtful and precise in your investment.&amp;rdquo;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/2335.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Warfield_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name:&lt;/strong&gt; General Horace Warfield&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;/strong&gt;&lt;i&gt; StarCraft II: Wings of Liberty and Heart of the Swarm&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by:&lt;/strong&gt; Amputee&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The leader of the Terran dominion forces during the second Zerg invasion, General Horace Warfield was an accomplished soldier who defected from the Terran confederacy to aid Mengsk in his rebellion. Credited with securing the psi-emitter, Warfield had a storied military career under Mengsk until he retired shortly before the second Zerg invasion. His retirement was short lived, however, as he was reinstated by the emperor to lead the Terran forces against the infamous Queen of Blades. During the climactic battle in StarCraft II Wings of Liberty, on planet Char, Warfield was shot through the arm by a hydralisk but managed to kill his attacker with his bare hands. After being saved by rebel Jim Raynor, Warfield retreated to have his arm amputated and replaced with a mechanical one. This arm game him gave him a distinctive tactical advantage, however, as it could convert between a hand and a cannon at will. After deinfesting Kerrigan at the battle of Char, Warfield parted ways with Raynor to finish purging the Zerg from their home world, only to be killed weeks later by an enraged Kerrigan seeking revenge for Raynor&amp;rsquo;s death.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7510.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Master_5F00_Rahm_5F00_Kota_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name:&lt;/strong&gt; Master Rahm Kota&lt;br /&gt;&lt;strong&gt;Game/Series: &lt;/strong&gt;&lt;i&gt;Star Wars: The Force Unleashed 2&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by:&lt;/strong&gt; Blind&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Rahm Kota is one of the largely unknown heroes of the rebellion against the empire. Trained by Jedi Master Yoda, Kota served as a general in the clone wars, commanding a militia instead of clone troopers, which he believed inferior. As a result, Kota survived order 66 and fled with his militia, beginning a guerilla campaign against the empire. Hoping to draw the Dark Lord, Darth Vader, into direct confrontation, Kota assaulted the TIE fighter production facility orbiting Nar Shaddaa. However, instead of meeting the Dark Lord, Kota was forced to fight Vader&amp;rsquo;s secret apprentice. That battle, which he lost, left him blind and barely able to use the Force. After taking solace in drink, Rahm Kota was rescued by the man who had blinded him, who was now seeking to rebel against the Emperor. He went on to lead a storied career in the rebellion and is arguably one of the most influential disabled characters in the video games.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/0245.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Joker_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/h4&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Joker&lt;br /&gt;&lt;strong&gt;Game/Series: &lt;/strong&gt;&lt;i&gt;Mass Effect&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Brittle Bone Disease&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Born with Vrolik Syndrome, which causes extremely brittle bones, the pilot of the Normandy can barely walk. But what he lacks in mobility he makes up for in his piloting skill. Joker is singlehandedly responsible for flying the Normandy through some of the worst situations in the universe, whether it be chasing down Saren or taking on the reaper threat, Joker has been through all of it. On top of all this, Joker is an incredibly well-rounded and likable character. Voiced by Seth Green, Joker has a degree of likability not possessed by many characters in games. He is perhaps one of the most popular disabled characters in games, because he shows that a lack of mobility does not equal a lack of ability.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/0245.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_House_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Mr. House&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;/strong&gt; &lt;i&gt;Fallout: New Vegas&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by:&lt;/strong&gt; Immunodeficiency/Extreme Old Age&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;In Fallout: New Vegas, the House always wins. More correctly, Mr. House always wins. He&amp;rsquo;s the mastermind controlling the post-apocalyptic Strip, and because of his extreme old age he lives in a cryogenic pod with his brain wired into the various computers that control New Vegas. He is also the character that provides the player with one of the most interesting and tantalizing choices in an open world RPG. A player can either side with him and help him control New Vegas or side with his enemy and help overthrow him. Or the player can kill both parties and take control of the city themselves. No matter which one they choose, the player is left with the distinct impression that the man on the green TV screen is an all-controlling demigod that bends the world around him to his will.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/1727.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Sagat_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name:&lt;/strong&gt; Sagat&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;i&gt; &lt;/i&gt;&lt;/strong&gt;&lt;i&gt;Street Fighter&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by:&lt;/strong&gt; Partial Blindness&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Sagat is the Muay Thai fighter of the Street Fighter series. Born in poverty, he literally fought his way to the top becoming a national hero for his skill in martial arts. While defending his title of Emperor of Muay Thai, his left eye was badly damaged by the challenger Go Hibiki whom he subsequently killed in a fit of rage. Even though Sagat&amp;rsquo;s disfigurement has ruined his depth perception and peripheral vision, her has learned to adapt using monocular cues and is still one of the most formidable fighters in the Street Fighter pantheon.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/3301.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Barrett_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Barret Wallace&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;/strong&gt; &lt;i&gt;Final Fantasy VII&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Amputee&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Barret Wallace is the unintentional Mr. T homage in Final Fantasy VII. He is the leader of the eco-terrorist group Avalanche, whose mission is to prevent Shinra Electric Power Company from using Mako, thereby saving the planet Gaia. Despite his gruff exterior, Barret is an engaging character driven by his own personal demons and the love of his daughters. When he lost his right hand during the battle for his hometown, he replaced it with the gun arm, an attachment that allows him to use multiple weapons in place of his severed appendage. Different game designers have imagined the gun arm in different ways. Originally, he was designed to have a weapon in place of his right hand. In later versions, such as Dirge of Cerberus: Final Fantasy VII, he was shown having a mechanical hand that could morph into different weapons.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7103.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Nathan_5F00_Spencer_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Nathan Spencer&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;i&gt; &lt;/i&gt;&lt;/strong&gt;&lt;i&gt;Bionic Commando&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Amputee&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Nathan Spencer was one of the top Special Forces operatives in the Federal States of America&amp;mdash;until he lost his arm to a grenade. While in the hospital he volunteered to be part of cybernetic research, and was given the codename Research And Development #1, or RAD #1. As a result of the experiment, he was given a fully functional bionic arm that has become the namesake for the Bionic Commando series games. In the games, Rad&amp;rsquo;s arm gives him a distinct advantage, allowing him to grapple and swing over large distances as well as increasing his punching power to an inhuman level. Even though he has a disability, the bionic arm that compensates for that disability turned Nathan Spencer from an exceptional soldier into a super-soldier.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/1234.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Harman_5F00_Smith_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Harman Smith&lt;br /&gt;&lt;strong&gt;Game/Series: &lt;/strong&gt;&lt;i&gt;Killer 7&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Wheelchair Bound&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Harman Smith is a very hard character to define. While he himself is wheelchair bound, he is a master assassin capable of manifesting seven different personalities, each with distinct characteristics and assassination styles. While most of these personas are able-bodied, the main controlling character Smith remains confined by an unexplained disability. But even in his wheelchair bound form, he is still not defenseless since the chair is fitted with an anti-matter rifle that can vaporize anyone who is foolish enough to go against Smith.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/8750.2013_5F00_03_5F00_29-Hall_5F00_of_5F00_Fame_5F00_Raiden_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name:&lt;/strong&gt; Raiden&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;i&gt; &lt;/i&gt;&lt;/strong&gt;&lt;i&gt;Metal Gear Solid, Metal Gear Rising: Revengeance&amp;nbsp;&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Massive Trauma&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Nicknamed Jack the Ripper for his vicious fighting style, Raiden is one of the most beloved characters in the Metal Gear universe. As a child soldier, he was forced to undergo extensive cybernetic experimentation, leaving him dependent on his robotic body. But that does not mean he is weaker. Raiden is one of the most terrifying swordsmen in the Metal Gear universe. His skill with the sword is such that he was not only able to defeat the three mercenaries known as the Winds of Destruction, but he was also able to save the US from entering a costly war by killing a cybernetically enhanced senator bent on starting another world war. Throughout the events of Metal Gear Rising: Revengeance, Raiden exhibits his skill with his electrified katana by using it to dissect enemies and remove their cybernetic electrolyte glands to replenish his health.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/3463.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Adam_5F00_Jensen_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Adam Jenson&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;i&gt; &lt;/i&gt;&lt;/strong&gt;&lt;i&gt;Deus Ex&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Amputee&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Adam Jensen was a SWAT sniper in the Detroit Police force. After quitting his job, he became security chief at Serif Industries, one of the world&amp;rsquo;s largest producers of augmentations. Because of experiments done on Jensen as a child, he is the only person in the world who can be augmented without becoming dependent on anti-rejection drugs. However, Jensen had no wish to become augmented, but was nearly fatally injured in a terrorist attack on Serif Industry headquarters, resulting in both his arms and legs being completely replaced with augmented hardware. But Jensen&amp;rsquo;s disability comes with some pretty sweet perks. His arms house massive blades which make him lethal in hand-to-hand combat, and his augmentations give him ten times the strength and senses of any normal man. However, throughout the Deus Ex series, Jensen must come to grips with the fact that he was augmented against his will, and he must get used to his new body.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/3343.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Bao_2D00_Dur_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name:&lt;/strong&gt; Bao-Dur&lt;br /&gt;&lt;strong&gt;Game/Series: &lt;/strong&gt;&lt;i&gt;Star Wars: Knights of the Old Republic II&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Amputee&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Bao-Dur was a Republic soldier during the Mandalorian War, the events of which surround the Knights of the Old Republic series. A gifted engineer, Bao-Dur quickly rose through the ranks of the Republic Army. Bao-Dur&amp;rsquo;s greatest invention was the Mass Shadow Generator, which won the Battle of Malachor V at the cost of the lives of countless Republic troops. Realizing that he had been responsible for their deaths, these events haunted him for the rest of his life. At this battle, Bao-Dur also lost his arm, which was replaced with a high-tech prosthesis. Throughout KoTOR 2 he is a useful party member, with technical knowhow and a strong moral compass. He also is accompanied by a battle remote, a robotic orb which floats above his head and provides suppressing fire when needed. But the most impressive thing is that, in addition to being disabled, Bao-Dur is an incredibly well-rounded and sympathetic character.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/2474.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Bentley_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Bentley&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;i&gt; &lt;/i&gt;&lt;/strong&gt;&lt;i&gt;Sly Cooper&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Paralysis, Wheelchair Bound&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Bentley the turtle is the mastermind behind Sly Cooper&amp;rsquo;s many heists. Confined to a wheelchair after being crushed in the jaws of the robot, Clock-la, Bentley continues to use his superior intellect to plan extremely elaborate heists, aimed at enriching the team and foiling their enemies. Bentley&amp;rsquo;s wheelchair is often depicted with special features such as rocket boosters and grappling hooks. In addition to planning heists, Bentley is also the one that provides Sly and Murray with up to date assessments and advice in each level. But his most important role, by far, is designing the gadgets and tools that help Sly in his many quests.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7585.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Garret_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Garret&amp;nbsp;&lt;br /&gt;&lt;strong&gt;Game/Series: &lt;/strong&gt;&lt;i&gt;Thief&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Partial Blindness&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Garret is a master thief who wants only to get rich quick. However, fate has something much grander in store for him. He gets entangled with the trickster god who rips out one of Garret&amp;rsquo;s eyes to complete a device that would allow him to take over the world. Garret then has to move from simply acquiring wealth to saving the world as he spends the rest of the original Thief undoing the plans of the evil trickster. In later games, Garret would also have to contend with the fanatical Hammerites and machinists and their various plans to destroy the City. Although Garret has only one real eye, after the events of Thief: The Dark Project, he was given a mechanical eye that allows him to function normally. Garret&amp;rsquo;s skills include stealth, lock picking, and the ability to infiltrate even the most heavily defended castles. Throughout three games, Garret is thrown into one scenario after another where he must confront his past as a Keeper and save the inhabitants of the City.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/5516.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Illadin_5F00_Stromrage_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Illidan Stormrage&lt;br /&gt;&lt;strong&gt;Game/Series: &lt;/strong&gt;&lt;i&gt;WarCraft III&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Blindness&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The night elf sorcerer Illidan Stormrage was banished to a lightless prison for ten millennia. It wasn&amp;rsquo;t until the burning legion had invaded and brought Azeroth to its knees that Illidan&amp;rsquo;s brother agreed to release him. Literally blinded by his desire for more power, Illidan lost his eyes, which were replaced with magic orbs which allowed him to visually perceive every kind of magic. Armed with two crescent-shaped blades and an extremely powerful set of magical abilities, Illidan was portrayed as a sorcerer with no match. Unfortunately, his unquenchable thirst for power destroyed him when he used the Skull of Gul&amp;rsquo;dan instead of destroying it, thereby becoming one of the worst villains in the WarCraft universe.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/6661.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Fenix_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Fenix&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;i&gt; &lt;/i&gt;&lt;/strong&gt;&lt;i&gt;StarCraft&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by:&lt;/strong&gt; Massive Traumatic Injuries&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;This hero of the invasion of Aiur was a decorated Protoss soldier. Alongside Tassadar and Aldaris, Fenix is one of the most memorable characters in the original StarCraft games. Early in the war against the Zerg, Fenix was tasked with guarding a strategic outpost in the Protoss province of Antioch. He also helped destroy Zerg cerebrates in an attempt to break the Overmind&amp;rsquo;s hold over the swarm. However, during the second battle of Antioch, Fenix was ambushed by a hydralisk and nearly killed after his psionic blades malfunctioned. Barely withstanding the attacks, Fenix was forced to inhabit a mechanical dragoon in order to survive. But the mechanical apparatus was enough to allow Fenix to continue his life, and even join up with the forces of Jim Raynor during the evacuation of Aiur.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7167.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Sir_5F00_Hammerlock_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Sir Hammerlock&lt;br /&gt;&lt;strong&gt;Game/Series: &lt;/strong&gt;&lt;i&gt;Borderlands 2&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by:&lt;/strong&gt; Amputee&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Sir Hammerlock is one of the most memorable characters in Borderlands 2. A hunter and parody of a Victorian adventurer, his most distinctive features are a ridiculous hat replete with bullymong fur, and a broken pair of glasses which function as a monocle. Most importantly, he has a robotic right eye, arm, and leg. The artificial limbs were acquired to replace limbs he lost during an encounter with a thresher named Old Slappy. Sir Hammerlock lives in Liarsberg, and is the first friendly human encountered in Borderlands 2. He originally agrees to repair Claptrap&amp;#39;s eye, but is always looking for ways to torment the annoying little robot. His main function in Borderlands 2 is as a prolific quest giver and extremely comical character.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/1374.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Alcatraz_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Alcatraz&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;i&gt; &lt;/i&gt;&lt;/strong&gt;&lt;i&gt;Crysis 2&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Massive Traumatic Injuries&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The faceless protagonist of Crysis 2, players are introduced to Alcatraz just before his submarine is destroyed, leaving him as the only known survivor. Prophet, the protagonist from the first Crysis game, gives Alcatraz his suit in order to save his life. Because of extensive injuries to his internal organs and spine, Alcatraz must keep the suit powered at all times. In return, he is given an advanced suite of tactical powers, including short-term cloak and the ability to become bulletproof for brief periods of time. Throughout the game, players learn more about the man they are playing and come to depend on the Nanosuit not only for life, but also for that much needed edge against the insidious alien Ceph.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/0317.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Woods_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Woods&lt;br /&gt;&lt;strong&gt;Game/Series:&lt;/strong&gt;&lt;i&gt; Call of Duty&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Wheelchair Bound&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Sargent Frank Woods was not only a veteran of the Korean War, he also saw action in some of the darkest covert ops of the Cold War. Tasked with assassinating Fidel Castro during the Bay of Pigs invasion, Woods was captured and thrown into the Soviet prison, Vorkuta, where he spent two years trying to survive while being brainwashed by Russian scientists. After escaping with the help of Viktor Reznov, Woods went on to lead a colorful career with the CIA, serving in Vietnam and South America. Woods received the wound which crippled him at the hands of Raul Menendez, who shot him in both knees and disabled him for life. Woods plays a prominent part in both Call of Duty: Black Ops games, and serves alongside the main character, Alex Mason, from the first game.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/2867.2013_5F00_01_5F00_16-Hall_5F00_of_5F00_Fame_5F00_Psycho_5F00_Mantis_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h4&gt;&lt;span style="font-size:large;"&gt;&lt;strong&gt;Name: &lt;/strong&gt;Psycho Mantis&lt;br /&gt;&lt;strong&gt;Game/Series: &lt;/strong&gt;&lt;i&gt;Metal Gear Solid&lt;br /&gt;&lt;/i&gt;&lt;strong&gt;Disability/Disabled by: &lt;/strong&gt;Extensive Burns&lt;/span&gt;&lt;/h4&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;This former KGB agent is perhaps the most memorable boss in the Metal Gear Solid series and is probably a good candidate for the toughest boss of all time. Psycho Mantis has a background as a KGB special operative. His telekinetic powers and ability to read people&amp;rsquo;s minds made him one of the most memorable characters in the Metal Gear Series. But he is considered disabled because his body was extensively burned in a fire that he himself set as a boy to kill all the members of the town he grew up in. After the KGB, Mantis joined the FBI where he used his abilities to probe the minds of killers and find out the truth about their crimes. However he reached too deeply into one subject&amp;rsquo;s mind and adopted his disturbed personality. This turned Mantis into Psycho Mantis. Players will remember him as the boss who made them switch controller ports and who could read the memory cards on their original Playstations. But in the Metal Gear universe, he is likely one of the most feared operatives of all time.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2692889" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="thief" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/thief/default.aspx" /><category term="videogame" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/videogame/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="WarCraft III" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/WarCraft+III/default.aspx" /><category term="Call of Duty" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Call+of+Duty/default.aspx" /><category term="Crysis 2" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Crysis+2/default.aspx" /><category term="Bionic Commando" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Bionic+Commando/default.aspx" /><category term="Star Wars: The Force Unleashed 2" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Star+Wars_3A00_+The+Force+Unleashed+2/default.aspx" /><category term="Metal Gear Solid" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Metal+Gear+Solid/default.aspx" /><category term="StarCraft II: Wings of Liberty and Heart of the Swarm" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/StarCraft+II_3A00_+Wings+of+Liberty+and+Heart+of+the+Swarm/default.aspx" /><category term="Metal Gear Rising: Revengeance" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Metal+Gear+Rising_3A00_+Revengeance/default.aspx" /><category term="Mass Effect" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Mass+Effect/default.aspx" /><category term="Street Fighter" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Street+Fighter/default.aspx" /><category term="Star Wars: Knights of the Old Republic II" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Star+Wars_3A00_+Knights+of+the+Old+Republic+II/default.aspx" /><category term="hall of fame" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/hall+of+fame/default.aspx" /><category term="Fallout: New Vegas" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Fallout_3A00_+New+Vegas/default.aspx" /><category term="Sly Cooper" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Sly+Cooper/default.aspx" /><category term="Killzone" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Killzone/default.aspx" /><category term="StarCraft" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/StarCraft/default.aspx" /><category term="Borderlands 2" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Borderlands+2/default.aspx" /><category term="Final Fantasy VII" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Final+Fantasy+VII/default.aspx" /><category term="Killer 7" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Killer+7/default.aspx" /><category term="Deus Ex" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Deus+Ex/default.aspx" /></entry><entry><title>SimCity vs. Tomb Raider: Brutal Honesty</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/03/15/simcity-vs-tomb-raider-brutal-honesty.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/03/15/simcity-vs-tomb-raider-brutal-honesty.aspx</id><published>2013-03-15T15:45:00Z</published><updated>2013-03-15T15:45:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7534.2013_5F00_03_5F00_13_5F00_FeatureTombRaidervsSimCIty_5F00_610.jpg.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;March has been a polarizing month in the world of games. On one end, you have a great game that has revitalized a series much loved by gamers and which lots of them will be able to play. On the other end, you have a game that, because of choices that its developer made, cuts out massive portions of the gaming community. There was a huge outcry over one of the games, and the other one met only with praise. One of these games is incredible, while lots of gamers wouldn&amp;rsquo;t know about the other since they can&amp;rsquo;t play it at all. These two games are Crystal Dynamics&amp;rsquo; &lt;i&gt;Tomb Raider&lt;/i&gt; and EA&amp;rsquo;s &lt;i&gt;SimCity&lt;/i&gt;. But which is which?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;i&gt;SimCity &lt;/i&gt;should have been a great game. The opportunity to create and run such a complex city simulation has enticed gamers since the series&amp;rsquo; beginning. And looking at the fundamentals of the gameplay (apart from the connectivity) &lt;i&gt;SimCity&lt;/i&gt; is a remarkably well-done game. But it has been and continues to be plagued with problems. Because EA chose to make the game always online, only gamers with a steady internet connection and who never play on the go will be able to enjoy this game whenever they want&amp;mdash;or at least that&amp;rsquo;s the theory. To make matters worse, EA failed to provide adequate server setup. In fact, it would be fair to say that at its launch, &lt;i&gt;SimCity&lt;/i&gt; was one of the most inaccessible games in PC gaming history. But the question is, why? Did EA intentionally undermine &lt;i&gt;SimCity&lt;/i&gt; because they didn&amp;rsquo;t want people to play it? Of course not. Call it poor planning, bad design choices, or just plain stupidity, the reality is, EA broke the game by accident. They didn&amp;rsquo;t intend to make it unplayable.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Thankfully, the flaws in &lt;i&gt;SimCity &lt;/i&gt;do not diminish the overall experience. They just make the overall experience hard to access. EA is attempting to fix these problems and will most likely succeed in the near future. At that point, &lt;i&gt;SimCity &lt;/i&gt;will be a great game that most gamers will be able to enjoy&amp;mdash;especially considering how accessible it is for players with any kind of physical disability. Maxis has taken specific steps to make the game accessible for those with visual disabilities, not only including three dedicated colorblind modes, each of which compensates for one of the three most common colorblind conditions, but also allowing players with weak sight to zoom in on their cities in order to see the fine detail. Players with hearing disabilities can also enjoy this game because it doesn&amp;rsquo;t use sound to communicate anything important. But where the game really stands out is in its accessibility for people with fine motor disabilities (disabilities that affect the hands). In addition to being incredibly forgiving, the game can also be played with only one hand.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;As a result, although there have been some serious connectivity issues up front, these are temporary. And when EA finally fixes them, &lt;i&gt;SimCity&lt;/i&gt; will be a game that anybody can enjoy, regardless of physical ability.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;By contrast, &lt;i&gt;Tomb Raider&lt;/i&gt; appeared to be a great game from day one. It redefined a much loved franchise, with beautiful graphics, compelling story, and what is touted as some of the best gameplay for the current generation. Across the industry it&amp;rsquo;s getting high ratings. And yet, the game is probably unplayable for a larger group of gamers than the group that can&amp;rsquo;t play&lt;i&gt; SimCity&lt;/i&gt;. Without eviscerating Crystal Dynamics for their design choices, the reality is, the game is completely inaccessible to most players with physical disabilities. In my experience, I spent more time handing the controller off to a non-disabled friend to get me past the quick time events and other barriers than I spent actually playing the game. Whether it is these QTEs or the game&amp;rsquo;s aiming mechanic, &lt;i&gt;Tomb Raider&lt;/i&gt; is completely inaccessible if your hands don&amp;rsquo;t work well. Combine that with the fact that the game relies on fine visual detail, and the game falls even lower on the accessibility scale. The bottom line: &lt;i&gt;Tomb Raider&lt;/i&gt; is also broken.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;I want to be clear&amp;mdash;I don&amp;rsquo;t think &lt;i&gt;Tomb Raider &lt;/i&gt;is a bad game. It is simply unplayable in much the same way that &lt;i&gt;SimCity&lt;/i&gt; is. The difference is that &lt;i&gt;Tomb Raider &lt;/i&gt;is permanently unplayable, and unplayable for a different demographic.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Like EA, Square Enix broke &lt;i&gt;Tomb Raider&lt;/i&gt; by accident. But in this case, it was by neglecting to take the disabled gaming community into consideration when designing the game. Unfortunately, the flaws in &lt;i&gt;Tomb Raider&lt;/i&gt; are not as easily fixed as those in &lt;i&gt;SimCity&lt;/i&gt;. It would require a complete redesign of the title in order to make &lt;i&gt;Tomb Raider &lt;/i&gt;accessible&amp;mdash;a process which Crystal Dynamics has little time or desire to do, nor should they. They made the same kind of design choices as Maxis. The only difference is that most gamers are not aware of &lt;i&gt;Tomb Raider&lt;/i&gt;&amp;rsquo;s accessibility issues, while &lt;i&gt;SimCity&lt;/i&gt;&amp;rsquo;s connectivity issues have gotten front page attention.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;So which game is good and which is unplayable? The answer is, both are. They are both great games that have been hobbled. One cuts out lots of PC gamers, the other cuts out lots of disabled gamers. And both were ruined by design choices that their developers made.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The difference is that since the release of &lt;i&gt;SimCity&lt;/i&gt;, there has been a huge outcry over the fact that many gamers have limited or no access to the game. People are calling for EA&amp;rsquo;s blood over what is essentially a temporary issue. Yet gamers are furious over the delays it has caused. By contrast,&lt;i&gt; Tomb Raider&lt;/i&gt; is permanently inaccessible to most gamers with disabilities. And the gaming community at large is silent. Where is the outcry over the fact that a vast number of gamers will never have access to &lt;i&gt;Tomb Raider&lt;/i&gt;? Why does it seem like we only complain when games are momentarily unplayable? If we don&amp;rsquo;t like it when designers make choices that exclude gamers temporarily, shouldn&amp;rsquo;t we voice our concerns even more loudly when game developers make choices that exclude players permanently?&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;/span&gt;&lt;a style="font-size:large;" target="_blank" href="http://dagersystem.com/"&gt;DAGERS&lt;/a&gt;&lt;span style="font-size:large;"&gt;, or find us on&amp;nbsp;&lt;/span&gt;&lt;a style="font-size:large;" href="http://www.facebook.com/dagersystem" target="_blank"&gt;Facebook&lt;/a&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2658375" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="videogame" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/videogame/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="tomb raider" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/tomb+raider/default.aspx" /><category term="sim city" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/sim+city/default.aspx" /><category term="Simcity" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Simcity/default.aspx" /></entry><entry><title>What Is a Forgiving Game?</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/03/12/what-is-a-forgiving-game.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/03/12/what-is-a-forgiving-game.aspx</id><published>2013-03-12T19:15:00Z</published><updated>2013-03-12T19:15:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/3731.2012_5F00_09_5F00_07_5F00_Feature_5F00_Forgiving_5F00_Game_5F00_610.jpg" style="font-size:large;" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;When I review a game at DAGERS, I often talk about whether or not a game is forgiving. But what does this mean? What makes a game forgiving, and why, if a game is forgiving, is it more accessible? And how is it possible for a game to be both challenging and forgiving at the same time?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Simply put, a forgiving game is a game that allows the player to make mistakes without undue negative consequences. The further back in game history one looks, the less and less forgiving games are. For instance, in the original &lt;i&gt;Super Mario Land&lt;/i&gt;, if a player died at the very end of a stage, they would have to go back and replay the entire stage. And if they burned through their entire allotment of lives, they would be confronted by those two evil words, &amp;ldquo;Game Over,&amp;rdquo; which would force the player to go back to the beginning of the world, if not the beginning of the entire game. This is a classic example of an unforgiving game&amp;mdash;a game in which the slightest error in timing could send Mario plummeting to his death.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;However, in modern games, there has been much effort to take this hard edge off of game play. A game can be forgiving in lots of different ways. Here are ten of the most common.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;1. The ability to change difficulty whenever necessary&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;This is the most basic element a developer can include to make a game forgiving. In effect, if a player is having trouble with a particular sequence, they can determine whether changing the difficulty makes it possible to complete that part. This could take a form similar to that in the &lt;i&gt;Soul Calibur&lt;/i&gt; series, which allows players the option to retry the level on a lower difficulty after they are defeated on a stage. Or it could be a distinct option which the player can access at any time within the game&amp;rsquo;s menus.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;2. No punishment for selecting a lower difficulty&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;One game released a few years ago referred to players in explicit and insulting terms if they selected the easiest difficulty. While this is an extreme example of how not to make a game forgiving, punishment for selecting lower difficulty happens more than one might think. Whether it be refusing to let players access certain areas or only unlocking certain features on higher difficulties, if a game punishes a player for playing on a lower difficulty, it is by definition unforgiving.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7674.2012_5F00_09_5F00_07_5F00_Feature_5F00_Forgiving_5F00_Game_5F00_3_5F00_610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;3. One single mistake doesn&amp;rsquo;t kill the player&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Perhaps the single most important element that makes a game forgiving is that single mistakes don&amp;rsquo;t ruin a player&amp;rsquo;s chances of beating a level. To illustrate this, compare the&lt;i&gt; Prince of Persia&lt;/i&gt; series to &lt;i&gt;Darksiders II&lt;/i&gt;. Both of these games include free-running elements and puzzles that require quick reflexes as the character jumps from wall to wall and executes other acrobatic maneuvers. The main difference is that in&lt;i&gt; Prince of Persia &lt;/i&gt;one missed step or mistimed jump could kill you, since falling from above a certain height is always fatal. By contrast, in &lt;i&gt;Darksiders II&lt;/i&gt;, when the player fails a free-running puzzle or falls from a great height, Death&amp;rsquo;s reaper form takes over and flies the player back up to safety with a minor penalty to their health. This means that the player is free to attempt the puzzle again without having to start over from the last save point. If they continue to fail, they will eventually die. But they don&amp;rsquo;t die simply as the result of one failed run or one mistimed jump.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;4. Lots of save points, or the ability to save on the fly&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;This next point is one of the most crucial aspects in determining whether a game is forgiving. If there are only a few preset points at which a player can save, then they will be forced to retread the same ground over and over again every time they die, in much the same way that the original &lt;i&gt;Mario &lt;/i&gt;games made the player redo the entire stage, even if they died when trying to grab hold of the flagpole at the very end of a stage. Games can do one of two things, or both. They can either include lots of preset save points, or they can allow the player to save at their discretion. Either of these will ensure that no matter where a player is, if they are continually failing and having to reload a game, they will not spend a lot of time retreading the same ground before they can retry the point at which they failed.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;5. The ability to respec a character&amp;rsquo;s skills and abilities&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;This element usually only affects games in the RPG genre, where the player can take multiple paths and develop skills in the order that best fits their play style. What developers have to be careful to avoid is a player getting locked into a particular skill set, and that skill set not being able to flex to a player&amp;rsquo;s needs at a particular point. If a game allows the player to reassign skill points, even at a cost, it means that the player always has the option to explore different mechanics to overcome various situations.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/8787.2012_5F00_09_5F00_07_5F00_Feature_5F00_Forgiving_5F00_Game_5F00_02_5F00_610.jpg" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;6. The ability to regain health or lives by various means&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The line of &lt;i&gt;Mario &lt;/i&gt;games on Nintendo 3DS perfectly illustrates this point. Not only are the classic green mushrooms present, which immediately grant the player an extra life, but Mario gains an extra life for every 100 coins he collects. This means that if a player is burning through a lot of lives in &lt;i&gt;New Super Mario Bros. 2&lt;/i&gt;, they have multiple ways of refilling their supply, thus making it harder to actually run out of lives and get the dreaded &amp;ldquo;Game Over.&amp;rdquo; Another way in which a game can be forgiving in the area of health and lives is if it includes an automatic health regain feature, as is common in many first person shooters. All of these methods of restoring a player&amp;rsquo;s life mean that even if they take repeated damage, there are limited chances of dying or of getting a &amp;ldquo;Game Over&amp;rdquo; and having to restart large portions of the game.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;7. The ability to refill supplies at any point in the game&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Many games include a loot or item system that provides the player with things such as special weapons or potions that they can use whenever needed. If the player has the option to refill these supplies at any almost point in a game, it means that no matter what situation they go in to, they can always go into it prepared. A perfect example of this is Blizzard&amp;rsquo;s &lt;i&gt;Diablo &lt;/i&gt;series, in which any time a player is not embroiled in combat, they have the option to return to town via the town portal and sell loot they&amp;rsquo;ve picked up and buy new supplies. This in turn means that the player will always have a potion or two for when things get dicey and can always make sure to go into battle with the best gear and weapons.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img border="0" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/0876.2012_5F00_09_5F00_07_5F00_Feature_5F00_Forgiving_5F00_Game_5F00_4_5F00_610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;8. Multiple means of accomplishing objectives&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;More and more games are including sandbox elements. This means that a game may have several different paths one can follow to complete objectives. In&amp;nbsp;&lt;i&gt;Dishonored&lt;/i&gt;, the player is a supernatural assassin. Because of the way the game is designed, the method of play is almost completely up to the player. They can either take the aggressive route, going in guns blazing and killing everybody, or they can take the strategic route and accomplish their objective without anybody knowing they were there and without shedding a drop of blood. What&amp;rsquo;s even more important is that these paths are not mutually exclusive. Rather, the player can at any point choose to alter their play style to fit the situation. As a result, games that include this kind of variation are usually more forgiving than games that do not.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;9. Large target areas&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;On the mechanical side of things, if a game includes large target areas for specific objectives, it is harder for a player to overcompensate in trying to hit the target. Most first person shooters would be a good example of this. Although not highly realistic, in most shooters you can kill an enemy by shooting any part of his body, even if it takes multiple shots. This means that the player doesn&amp;rsquo;t have to take the time to line up a perfect headshot to get the job done. This principle can also apply to platforming games that have large landing places for jumps and large areas to maneuver in.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;10. Time windows that allow for mistakes&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Finally, if a game employs time based puzzles, it is important for a forgiving game to have such puzzles allow for player error. Returning to the&lt;i&gt; Prince of Persia&lt;/i&gt; example, many of the puzzles involve running from one end of a room to the other over a series of jumps before a door closes, requiring near perfect execution in order to make it in time. As a result, a player has to be extremely proficient at this type of maneuver before they attempt such a puzzle. These kinds of situations can make games very unforgiving, especially when one misstep can doom the entire effort to failure. Sufficient time windows are extremely helpful in making a game forgiving.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;By now it has been illustrated that a forgiving game can still be challenging. Such a game is not necessarily easy to beat, but simply gives the player ample opportunity and resources to overcome challenges without forcing them to retread ground they have already completed.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2651477" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="videogame" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/videogame/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="forgiving game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/forgiving+game/default.aspx" /><category term="josh straub" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/josh+straub/default.aspx" /></entry><entry><title>Four Things the Next Thief Must Get Right</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/03/07/four-things-the-next-thief-must-get-right.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/03/07/four-things-the-next-thief-must-get-right.aspx</id><published>2013-03-07T22:00:00Z</published><updated>2013-03-07T22:00:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7612.2013_5F00_03_5F00_07_5F00_FeatureNewThief_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;This week, &lt;i&gt;Game Informer Magazine&lt;/i&gt; released its monthly issue, the cover story of which is an exclusive on the reboot of one of the first real stealth franchises, &lt;i&gt;Thief&lt;/i&gt;. However, there are some details highlighted in the existing coverage of the new &lt;i&gt;Thief &lt;/i&gt;that raise concerns that this reboot will not be as accessible as its predecessors. To that end, we&amp;rsquo;ve compiled a list of four things that Eidos-Montreal must get right if disabled players have a hope of enjoying the new &lt;i&gt;Thief&lt;/i&gt;.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Three pages into electronic edition of the &lt;i&gt;Game Informer&lt;/i&gt; cover story, editor Ben Reeves recounts a scenario where Garrett barrels through the City in order to reach a high-class brothel. The sequence reads,&lt;/span&gt;&lt;/p&gt;
&lt;p style="padding-left:60px;"&gt;&lt;span style="font-size:large;"&gt;&amp;ldquo;From the roof, Garrett can see the red lights of the House of Blossoms off in the distance. The clock at the center of town clangs midnight; Garrett must hurry to reach the brothel before the gates close at the bell&amp;rsquo;s final toll.&lt;/span&gt;&lt;/p&gt;
&lt;p style="padding-left:60px;"&gt;&lt;span style="font-size:large;"&gt;Garrett barrels over the city&amp;rsquo;s skyline, diving from roof to roof until he slides down to street level again. He bounds over merchant tables and under wagons, then dives through the window of a nearby building, using this apartment as a shortcut to avoid circling the block. Reaching his destination in the nick of time, Garrett watches Eastwick pass through the secret entrance into the House of Blossoms.&amp;rdquo;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;On its own, this simply sounds like an action packed cinematic that would be at home in any self-respecting action RPG. The problem is, Reeves states emphatically in the next paragraph that it&amp;rsquo;s not a cutscene. This raises the concern that the new &lt;i&gt;Thief&lt;/i&gt; game will have tightly timed action sequences that don&amp;rsquo;t have much room for error. It is true that there are features like this in other games such as &lt;i&gt;Assassin&amp;rsquo;s Creed&lt;/i&gt; (for example, trying to beat a civilian in a footrace so that you can recruit him as an assassin). But experiences like these are often side quests and can be skipped if a player cannot physically get past them. Unfortunately, however, it&amp;rsquo;s pretty clear that the scenario that&lt;i&gt; Game Informer &lt;/i&gt;is describing is an integral part of the opening of the new &lt;i&gt;Thief&lt;/i&gt;, and it raises the question of whether disabled people will even be able to get past the first objective of the game, let alone the first level. This is even more troubling when one considers that if Eidos-Montreal sets this precedent at the very beginning of the game, it&amp;rsquo;s likely that more timed sequences will appear as the game progresses. The new &lt;i&gt;Thief &lt;/i&gt;has to do one of two things in regard to timed sequences: either avoid them altogether, or give players options that compensate for slow reflexes and reaction time.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Moving forward in the article, we see an encounter with a locked safe described. The picture on page nine of the cover story shows a mini-game that is eerily similar to the &lt;i&gt;Elder Scrolls: Oblivion&lt;/i&gt; lock-picking mechanic. Since mini-games that take this approach to lock picking often have a heavy reliance on twitch reactions, this again begs the question, will the new &lt;i&gt;Thief&lt;/i&gt; be accessible for those with fine motor disabilities? In a game that&amp;rsquo;s called &lt;i&gt;Thief&lt;/i&gt;, one can probably expect to meet with a lot of opportunities for lock picking. But if the mechanic is too sensitive or unforgiving (e.g., making players break lock picks when they fail to pick a lock, thereby limiting their number of attempts), it&amp;rsquo;s easy to see how disabled players will be left out of the game if such an integral part of the experience is inaccessible. The good news is, Eidos-Montreal has several options for how to limit the barrier this might cause. Most likely, players won&amp;rsquo;t be required to pick locks, since the article seems to highlight the open world nature of &lt;i&gt;Thief&lt;/i&gt; and the fact that there are multiple avenues of approach. But if they do have to pick locks, the developer could make the lock-picking mechanic easier by not incorporating time delays or the need for twitch reactions or could make it incredibly forgiving and give players unlimited attempts each time they pick a lock. Either way, Eidos-Montreal will have to address the accessibility of lock picking if disabled players are not going to be left out of the new &lt;i&gt;Thief&lt;/i&gt;.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The third barrier that this new title seems likely to pose is the issue of visual accessibility in environments that are too dark. &lt;i&gt;Thief &lt;/i&gt;has always been a franchise where darkness is the player&amp;rsquo;s friend and where the ability to see clearly in low-light situations is critical. In the original&lt;i&gt; Thief&lt;/i&gt; game, all the fine detail was so overstated (due to graphical limitations) that even if the level was dark, it was still easy to see when a guard was standing in front of you. But because &lt;i&gt;Thief&lt;/i&gt; is embracing next generation hardware, it is obvious that the game will be able to use a much more nuanced graphical interface. The pitfall that Eidos-Montreal has to avoid here is too much reliance on ultra-fine detail. If players have to be able to pick up lock picks the size of toothpicks in a darkened room, players with visual disabilities will definitely struggle with this title. But the team behind &lt;i&gt;Thief&lt;/i&gt; seems to have already compensated for this barrier by giving Garrett a special focus mode that highlights any item that the player can interact with (see the picture on page twelve of the cover story). Unfortunately, this opens the door for another barrier, especially if a player is colorblind. If &lt;i&gt;Thief&amp;rsquo;s&lt;/i&gt; developers are not extra careful to make the highlighting in focus mode clearer and more distinctive, it is likely that players who cannot distinguish color will not be able to use what is presented as the game&amp;rsquo;s central mechanic. All Eidos-Montreal has to do is make sure that it is obvious when an item is highlighted without relying on a color-coded system.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Finally, the biggest feature that may cause a problem for disabled players is not mentioned directly in the article. The reboot of &lt;i&gt;Thief&lt;/i&gt; must have a way of communicating auditory cues visually. If not, players with auditory disabilities will have no chance of making it through this game, since Garrett is not a fighter and can&amp;rsquo;t stand up in a head-to-head fight if he is discovered by guards. Players have to have a way of gauging a guard&amp;rsquo;s awareness by looking at them. That way even if they lack the ability to hear, the most vital piece of information possible in a stealth game will still be accessible for them. There have been several games that do this well. &lt;i&gt;Dishonored &lt;/i&gt;has a graphical bubble that appears around a guard&amp;rsquo;s head, signifying their alertness level. And in the &lt;i&gt;Assassin&amp;rsquo;s Creed&lt;/i&gt; games, the radar interface changes colors as the guards become more aware of the player&amp;rsquo;s actions. Eidos-Montreal would do well to look at either of these games when determining an accessible visual interface for communicating auditory information.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Quotes and page numbers of this article from the April 2013 &lt;i&gt;Game Informer Magazine&lt;/i&gt;, digital edition.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2639406" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="thief" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/thief/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /><category term="four" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/four/default.aspx" /><category term="4" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/4/default.aspx" /></entry><entry><title>Five Highly Accessible Franchises</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/03/01/five-highly-accessible-franchises.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/03/01/five-highly-accessible-franchises.aspx</id><published>2013-03-01T19:40:00Z</published><updated>2013-03-01T19:40:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7651.2012_5F00_12_5F00_11_5F00_Feature_5F00_Dragon_5F00_Age_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;It&amp;rsquo;s nice to know that certain franchises are characterized by certain types of accessibility. Here are five of them that exemplify what it means to be both incredibly fun and accessible.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;Dragon Age&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Although this franchise only has two installments (with a third one upcoming), BioWare has demonstrated with the Dragon Age titles that it is possible to make an engaging RPG that is incredibly accessible. Whether you have a hearing, fine motor, or sight disability, the Dragon Age series should be accessible for you. This is because in addition to extremely forgiving combat, the game also features a visually accessible interface, and does not rely solely on sound to communicate anything. Also, because of the way the game is laid out, players have choices that will allow them to structure characters and situations in such a way that their disability should not provide them with a barrier. Have a problem with reflexes and can&amp;rsquo;t unleash powerful combos? No problem. Just design a character that&amp;rsquo;s heavy enough to take a lot of punishment, and the game will be accessible. This freedom of choice is the number one factor in what makes the Dragon Age games so accessible. In addition, these games are just very high quality games, and should be recommended to any player who is looking for a game that has a great story backed up by great gameplay. The bottom line is that no matter what a player&amp;rsquo;s disability they can still enjoy these games.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/1374.2012_5F00_12_5F00_11_5F00_Feature_5F00_Pokemon_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;Pok&amp;eacute;mon&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;I may have already said it, but the Pok&amp;eacute;mon games are, by far, the most accessible games on the market. Period. The combination of very little dialogue and no reliance on sound, a distinctive art style, and turn-based gameplay means that any player will be able to enjoy these games to their fullest. The entire franchise features the same open world freedom which means that players can move at their own pace, which allows players with any disability to take the time necessary to compensate for any barriers they might run into. The art style means that players with sight disabilities will have no problem with this game because everything is distinct and clear, and nothing is communicated with color alone. And finally, the fact that there is very little text in Pok&amp;eacute;mon (or dialogue of any kind) means that players won&amp;rsquo;t need to have perfect vision in order to understand what is going on. All these factors combined mean that if you&amp;rsquo;re looking for an accessible handheld game, Pok&amp;eacute;mon is the surest bet for something that is both completely barrier free, and incredibly fun.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/0218.2012_5F00_12_5F00_11_5F00_Feature_5F00_Civilization_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;Civilization&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Strategy games can be a mixed bag for players with disabilities, but the recent entries in the Civilization series set an example for what it means to have an accessible strategy game. Whether it&amp;rsquo;s the visual interface, which is not color-coded and uses large, easily distinguishable icons, or the fact that the game does not rely on sound at all, this game is incredibly accessible for all players. But the biggest reason why Civilization is on this list is the fact that it is a turn-based strategy game, which eliminates any penalty players might have run into for taking time to complete their turn. This ability to play at your own pace means that no matter how long it takes a player to manipulate the game interface, speed will be no hindrance to the game&amp;rsquo;s enjoyment. As a result, the Civilization games are a perfect example of an accessible turn based strategy game on the PC.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7217.2012_5F00_12_5F00_11_5F00_Feature_5F00_New_5F00_Super_5F00_Mario_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;New Super Mario&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Although it may seem strange to include the reboot of the Mario series in a list of accessible franchises, New Super Mario games definitely deserve a look when trying to find titles that are accessible. Yes, they are platformers. But within that definition, these games function admirably. They are much more forgiving than other platformer games on the market, so as even to provide the player with tools (such as the Gold Tanooki suit) which help disabled players overcome the challenges inherent in these games. Additionally, because Mario has never relied on sound or color to communicate vital information, they are equally accessible to players with hearing disabilities and with certain sight disabilities. Usually platforming games are brutally inaccessible because of the timing and spatial awareness required to progress through them. But the New Super Mario games give players enough help that even with a disability the game can still be enjoyed&amp;mdash;especially when you factor in the new &amp;ldquo;boost mode&amp;rdquo; displayed in the newest installment, New Super Mario Bros. U, which gives disabled players the option to play alongside their able-bodied friends without having to worry about whether their disability is a hindrance to the other players on their team.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7217.2012_5F00_12_5F00_11_5F00_Feature_5F00_Diablo_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;Diablo&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Blizzard&amp;rsquo;s classic isometric franchise exemplifies a different kind of accessibility than most other accessible games in the industry. It&amp;rsquo;s a live action game and yet the controls can be operated from one hand. By itself, this extreme simplicity would make Diablo well worth a look for any disabled player. But combine that with the fact that it uses thorough subtitles when needed, and has a fairly visually-accessible interface, and you have a game that anybody can enjoy. But again, this is just the basis of what makes Diablo so accessible. It gets even higher marks when you take into account that players have the ability to customize their characters to fit their play style. By giving players this ability, Blizzard has in effect made it possible for each disabled gamer to tailor their experience from the standpoint of their physical ability, which ensures that the game is accessible no matter what a player&amp;rsquo;s challenges are.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2624480" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="pokemon" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/pokemon/default.aspx" /><category term="diablo" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/diablo/default.aspx" /><category term="dragon age" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dragon+age/default.aspx" /><category term="new super mario bros." scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/new+super+mario+bros_2E00_/default.aspx" /><category term="civilization" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/civilization/default.aspx" /><category term="dagers" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dagers/default.aspx" /></entry><entry><title>The PlayStation 4 and the Future of Game Accessibility</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/02/26/the-playstation-4-and-the-future-of-game-accessibility.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/02/26/the-playstation-4-and-the-future-of-game-accessibility.aspx</id><published>2013-02-26T20:45:00Z</published><updated>2013-02-26T20:45:00Z</updated><content type="html">&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/6457.2013_5F00_02_5F00_26_5F00_Hardware_5F00_Preview_5F00_PS4-_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Well, here we are again, about to embark on a brand new console lifecycle. Sony announced last Wednesday that their new hardware would be the PlayStation 4, and &amp;nbsp;then proceeded to wow gamers with technical specs and demos of what the system can do that blew the socks of off anyone who was paying attention. But what does all this mean for disabled gamers? I have scoured the net to find all the confirmed information about Sony&amp;rsquo;s new hardware, in order to try to develop a comprehensive picture of what the system&amp;rsquo;s accessibility may be. &amp;nbsp;On the whole, the PS4 looks to have some unique accessibility challenges, as well as some features that will make it more accessible than its predecessors.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;Technical Specifications&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Simply put, the PS4 is light-years ahead of the PS3 from a technical standpoint. Without going into too much tech-speak, it is important to notice that the system has sixteen times the RAM of Sony&amp;rsquo;s previous hardware. In a world where computers can have 16 GB or more RAM, 8 GB may not sound like a lot, but when you realize that Killzone 3 was beautifully rendered using only 512 MB of RAM, then perhaps the picture gets clearer. Developers have already said that this massive leap forward in technical capability will allow them to create deeper, more vivid experiences. This could be both a boon and a curse to disabled players. On the one hand if developers take it too far and load their games with tons of fine detail, visually disabled gamers run the risk of being cut out of Sony&amp;rsquo;s audience. But on the other hand, if games have the freedom to have so much more depth, perhaps things like comprehensive colorblind modes and on-the-fly text-sixe adjustment could actually be possible. Ultimately it is up to the developers whether they will use the toolset that Sony has given them to increase accessibility, or just to continue the status quo.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;DualShock 4 Controller&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The single biggest revelation at last Wednesday&amp;rsquo;s press conference was the DualShock 4 controller. And it is perhaps the single most important feature when looking at the hardware&amp;rsquo;s possible accessibility. It&amp;rsquo;s disappointing to see that the DualShock 4 still rests on its triggers, making it all too easy for gamers playing with the controller on a lap tray or table to register unwanted trigger presses. However, the fact that the triggers are now concave (indented) versus the convex (rounded out) triggers of the DualShock3 means that gamers with fine motor disabilities will have an easier time gripping these triggers than the ones that controlled the PlayStation 3. Similarly, the sticks on the DualShock 4 feature an indented surface, which will make them easier to grip than those on the DualShock 3. The sticks are also reportedly further apart than the DualShock 3&amp;rsquo;s, which again will increase accessibility for players with fine motor disabilities, by decreasing the risk of stick collisions when tilting both towards the middle of the controller. Even the addition of a headphone jack is good news for disabled gamers, because it eliminates the need to fumble with cords connected directly to the system. On the surface, the DualShock 4 seems to be more accessible than the DualShock 3 or other PlayStation 3 controllers. The one possible hiccup is its most obvious feature, the touch pad. But since little is known about this (beyond than that it is a touchpad) gamers will just have to wait and see how this affects the system&amp;rsquo;s accessibility.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/5277.2013_5F00_02_5F00_26_5F00_Hardware_5F00_Preview_5F00_PS4_5F00_ds4_5F00_610.jpg" border="0" alt="" /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;Motion Control&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;After the official press conference, Sony continued to make waves by announcing that the PlayStation 3 would include a new PlayStation move camera, which very obviously takes a hint from the Xbox Kinect. The presence of this new stereo camera peripheral shows that Sony is still committed to the idea of motion control, and is now even more invested in making it an accurate and enjoyable mode of gameplay. However this may actually improve the experience for disabled gamers. Since it is clear that Sony is not moving toward an all-motion-controlled platform like the Wii, gamers don&amp;rsquo;t need to worry that they won&amp;rsquo;t be able to enjoy Sony&amp;rsquo;s new hardware. Even better, a more accurate motion control system increases the viability of games used as therapy and exercise for the disabled community. The one downside is the fact that the standard DualShock 4 controller will include a motion control light bar, which seems to spell out games that require players to physically manipulate the controller&amp;rsquo;s position during gameplay, much like the SixAxis gyroscope&amp;rsquo;s functionality in Killzone 3. This kind of feature has posed barriers to many disabled players in the past.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&amp;ldquo;Share&amp;rdquo; Functionality&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;At the press conference, one of the most impressive ideas that Sony unveiled for the PS4 was the &amp;ldquo;Share&amp;rdquo; functionality that it included. The concept was built around the idea that spectating has become more popular, especially with the rise of pro and semi-pro gaming. Sony created a way for PS4 users to capture and upload videos of their gameplay. Once captured, the video will reportedly be posted to all of the user&amp;rsquo;s social network pages (Facebook, Twitter, etc.), and can be made viewable for anyone on PSN. The execs at Sony also stated that gamers would experience unprecedented interactivity through the &amp;ldquo;share&amp;rdquo; functionality, which will allow players not only to see each other&amp;rsquo;s gameplay in real time but even to participate live in each other&amp;rsquo;s games. The example they used was that if you were having a problem with a particular level, you could contact one of your friends who had already beaten the game and ask them literally to take over the gameplay for you and help you pass whatever area you are struggling with, simply by using the PS4&amp;rsquo;s &amp;ldquo;share&amp;rdquo; button. This feature has obvious applications to game accessibility, because (if it works) it will give players the opportunity to get help without having anyone else in the room. In particular, this might provide alleviation from quick time events. If, for example, a player cannot get past a particular boss fight because of a QTE, they can simply ask one of their friends that has better fine motor control to step in and handle it for them. The only trick is that players will have to know enough people to make this strategy effective. But that too might inadvertently increase the size of the game accessibility community.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:large;"&gt;Ability to Play Used Games&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Rather than a concrete feature, this last aspect is based on a pretty &lt;a target="_blank" href="http://www.gameinformer.com/b/news/archive/2013/02/21/sony-says-ps4-won-39-t-block-used-game-sales.aspx"&gt;strong indication that Sony made to GameInformer magazine&lt;/a&gt; that the PS4 would not block used games. If this is the case (and assuming retailers such as GameStop do not change their return policy on used games), disabled players can rejoice because they will still be able to buy used titles and return them if they are inaccessible. In fact, one of the most detrimental things that any hardware could do from the standpoint of accessibility is eliminate the used game market, since the ability to buy a game, play it, and return it if it&amp;rsquo;s not accessible ensures that fewer players will get burned if a game proves unplayable because of their physical disability.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;On the whole, the PS4 looks like it will make gaming easier for players, regardless of their physical disability. But we&amp;rsquo;ll have to wait for the holidays to get a clearer picture.&lt;/span&gt;&lt;/p&gt;
&lt;div&gt;&lt;/div&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2615148" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="sony" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/sony/default.aspx" /><category term="ps4" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/ps4/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="play station" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/play+station/default.aspx" /><category term="playstation 4" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/playstation+4/default.aspx" /><category term="dualshock 4" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dualshock+4/default.aspx" /><category term="hardware preview" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/hardware+preview/default.aspx" /></entry><entry><title>How to Build Accessible Multiplayer</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/02/22/how-to-build-accessible-multiplayer.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/02/22/how-to-build-accessible-multiplayer.aspx</id><published>2013-02-22T15:30:00Z</published><updated>2013-02-22T15:30:00Z</updated><content type="html">&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/1385.2012_5F00_10_5F00_09_5F00_Feature_5F00_Accessible_5F00_Multiplayer_5F00_Blog_5F00_610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;One of the prickliest problems in game accessibility is the question of how to make accessible multiplayer games that still keep the integrity of a fair experience no matter what a player&amp;rsquo;s ability or disability. The simplest solution would be to allow players to use any kind of modded controller such as the turbo fire controllers which treat a single, held button press as a series of rapid taps. As a result, when playing a game like Call of Duty, a player using a turbo fire controller can simply hold down the button and the gun will fire multiple times instead of having to rely on rapid button presses. However, this solution, if enacted, would probably cause more problems than it would solve. Developers would most likely be bothered by the fact that these controllers are allowed into games, because it gives anybody who has them an unfair advantage. And they would be within their rights to want to see these controllers banned from multiplayer experiences.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Personally, I have not come to a conclusion about the issue of modified controllers. On the one hand I see the need to keep multiplayer experiences as fair as possible. On the other hand, multiplayer experiences are improved as more people become involved in them. Therefore, if the industry were to allow for these types of controllers, it would allow more disabled gamers to become involved in multiplayer games, and thereby improve the whole multiplayer experience.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Thankfully, there are less controversial ways to make multiplayer accessible. There are two methods, in particular, that are already accepted by some game developers, which just need wider acceptance in the industry.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The oldest solution to the multiplayer question is to allow for class-based multiplayer. One of my favorite multiplayer experiences of all time was MAG on the PS3. This game had no single player or storyline of any kind. It was purely a multiplayer game in which up to 256 players engaged in a single battle. Although MAG was a first person shooter, there were several different types of classes that a player could select, invest in, and eventually excel at. My favorite role, by far, was the medic, because instead of running around trying to rack up kills, I would simply wait until a comrade needed me, and then do whatever it took to run out an revive them. As a result, I ended up being in the top 15% of all MAG players for the amount of health I healed, and the number of players I revived. Because of all this, I was able to enjoy a multiplayer experience and become genuinely good at it without my disability affecting the gameplay. This illustrates the class-based solution to multiplayer accessibility. If more first person shooters had class-based multiplayer, it would allow more disabled people to play, since they could select roles that didn&amp;rsquo;t rely as much on quick reflexes and accuracy.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The second solution is one that has been most prominently displayed in one particular franchise. This solution is to completely reimagine the competitive multiplayer experience, turning it into a competition that rewards planning and thinking rather than simply running and gunning. This experience is found in the multiplayer of the Assassin&amp;rsquo;s Creed series. Again we have a game that I was able to excel at because it did not rely as much on speed as it relied on planning and even patience. There were matches where I had the least number of kills, but still won because I had earned thousand-point bonuses for killing my target stealthily. If more developers were to consider completely reimagining what competitive multiplayer looks like, more games like this would arise, and therefore the multiplayer scene, in general, would become more accessible.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Finally, there are certain accessibility issues in multiplayer that don&amp;rsquo;t require designing an entirely new style of gameplay, or even including extra classes. These issues can be solved by simply redesigning some key elements within certain games. For instance, most first person shooters have multiplayer components that are inaccessible to those who are colorblind or otherwise visually disabled, because they only differentiate between the two different teams by color and other fine details. Instead of displaying an enemy&amp;rsquo;s name in a different color, a developer could use an easily recognizable symbol, such as a skull, which opponents of that player would see instead of the gamer&amp;rsquo;s tag, making it easier for colorblind gamers to enjoy FPS multiplayer.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;In general, the question of making multiplayer acce&lt;/span&gt;&lt;span style="font-size:large;"&gt;ssible for gamers with disabilities can be solved in various ways. But the first thing that must happen is that developers must see the need to make multiplayer experiences which are accessible. For that to happen, more word has to be spread about this issue and about game accessibility in general.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a target="_blank" href="http://dagersystem.com/"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a href="http://www.facebook.com/dagersystem" target="_blank"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2605467" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="assassin&amp;#39;s creed" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/assassin_26002300_39_3B00_s+creed/default.aspx" /><category term="mag" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/mag/default.aspx" /><category term="multiplayer" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/multiplayer/default.aspx" /></entry><entry><title>Why I Prefer 3DS to PS Vita</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/02/19/why-i-prefer-3ds-to-ps-vita.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/02/19/why-i-prefer-3ds-to-ps-vita.aspx</id><published>2013-02-19T16:50:00Z</published><updated>2013-02-19T16:50:00Z</updated><content type="html">&lt;p&gt;&lt;img style="font-size:large;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7635.2013_5F00_02_5F00_19_5F00_Feature_5F00_3DSVitaComparison_5F00_610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For the first time in what feels like a month, I was able to sit down and play a game for the sheer enjoyment of it last night. I didn&amp;rsquo;t feel like playing a console, so I chose between my two handhelds. Ultimately, Fire Emblem: Awakening for the 3DS was what won. But this made me realize that I really do prefer my 3DS to my PS Vita. Here are the reasons why.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;To begin with, the 3DS is genuinely more accessible than the Vita for my fine motor limitations. The system can be placed on a table and, thanks to the hinged lid, I can still enjoy the full experience of the gameplay just as if I were holding it in my hands. By contrast, when setting the Vita down, if a player wants a correct perspective on it, they have to stare directly down at it. Not only is this uncomfortable, it also doesn&amp;rsquo;t address the problem of not having access to the Vita&amp;rsquo;s back panel. I know there are stands that you can get for the Vita that allow you to set it up and play it at an easier angle, but even there the convenience of the 3DS&amp;rsquo;s setup will always put it ahead of the Vita. This is because the 3DS can be set up on any table without the hassle of trying to find a stand and because it is easy to handle just on its own.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;But beyond the screen issue, the 3DS is a more comfortable gaming experience. This is because I find the PlayStation Vita to be too oblong and, due to some problems with my wrists, it can be hard to grip the Vita in such a way to effectively use the buttons for extended periods of time. The bottom line is, handheld gaming is gaming that you are supposed to be able to take anywhere and enjoy. Therefore, it has to be a comfortable experience, and for my money the 3DS is just more comfortable than the PS Vita.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;This is not to say that the PS Vita is a bad system. It is better in almost every technical field than the 3DS&amp;mdash;graphics, sound, user interface, etc. One thing that I particularly enjoy about the Vita is the cross play functionality. It is nice to have console quality games on the go. But this brings me to the second reason why I prefer the 3DS.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;The 3DS has a bigger library of better games. I&amp;rsquo;m always confused when Sony talks about having &amp;ldquo;console quality games on the go.&amp;rdquo; It&amp;rsquo;s almost as if they are only referring to technical specifications. But being a console quality games doesn&amp;rsquo;t mean just having good graphics and sound. &amp;ldquo;Console quality games&amp;rdquo; also implies a depth of immersion that most of Sony&amp;rsquo;s Vita titles seem to lack. I&amp;rsquo;m a big Uncharted fan, but I was not able to lose myself in Golden Abyss. It felt exactly like what it was&amp;mdash;a handheld version of Uncharted. And yes, even though it looked and sounded like the console games that I love, it didn&amp;rsquo;t feel like a real Uncharted game. It didn&amp;rsquo;t pull me in like its console predecessors. As a result, I put it down after about four hours, and I haven&amp;rsquo;t returned to it since. Compare that with Fire Emblem: Awakening&amp;mdash;which has none of the graphical or sound quality of a Vita game, and yet has a great story, challenging game play, and is completely accessible&amp;mdash;and it perhaps becomes clearer why I prefer the Nintendo 3DS. The fact that the 3DS has better games is the more important reason for my preference, since I am a gamer first, and my preferences go further than who has the best graphics or the newest technology.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;I realize that the Vita is a newer system. But I am afraid that they are going to end up like the PSP, where developers stop making AAA quality titles, and the system will die out. Don&amp;rsquo;t get me wrong&amp;mdash;I think this is a bad thing. I love what the Vita is trying to do. However, I think that they need to focus less on flash and more on substance in their games.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Please feel free to correct me in the comments below, and if there are any games on the PS Vita that you feel like I am missing out on, let me know, as I am always looking out for good handheld games.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;a href="http://dagersystem.com/" target="_blank"&gt;DAGERS&lt;/a&gt;, or find us on&amp;nbsp;&lt;a target="_blank" href="http://www.facebook.com/dagersystem"&gt;Facebook&lt;/a&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2594536" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="nintendo" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/nintendo/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="3ds" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/3ds/default.aspx" /><category term="videogame" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/videogame/default.aspx" /><category term="playstation vita" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/playstation+vita/default.aspx" /><category term="play station" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/play+station/default.aspx" /><category term="PS vita" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/PS+vita/default.aspx" /></entry><entry><title>Stealth and Game Accessibility</title><link rel="alternate" type="text/html" href="/blogs/members/b/ccidog_blog/archive/2013/02/13/stealth-and-game-accessibility.aspx" /><id>/blogs/members/b/ccidog_blog/archive/2013/02/13/stealth-and-game-accessibility.aspx</id><published>2013-02-13T16:00:00Z</published><updated>2013-02-13T16:00:00Z</updated><content type="html">&lt;p&gt;&lt;img style="font-size:12px;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-01-02-99-17-Attached+Files/7612.2012_5F00_10_5F00_22_5F00_Feature_5F00_Stealth01_5F00_610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;Whether it&amp;#39;s the Assassin&amp;#39;s Creed series or Bethezda&amp;#39;s newest IP, Dishonored, I personally tend to gravitate towards games with heavy stealth mechanics. More than a matter of preference, I&amp;#39;m convinced that games that include stealth are more accessible for certain gamers than other titles on the market.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;But why does the inclusion of a stealth mechanic aid the accessibility of a game? The answer to this question is found in the very definition of what it means for a game to include stealth. If a game includes stealth, the designers are necessarily admitting a couple of realities for that particular game. The first is that they expect players who are using the stealth mechanic to plan through their moves before they make them. This in turn removes a barrier that is found across all games, whether they be first person shooters or hack and slash RPGs: If a game uses stealth, developers must necessarily relax the time requirements to complete actions within the game. After all, you can&amp;rsquo;t focus on being quiet while you eliminate the guards on a busy Dunwall street if you are worried about a door closing at one end of the alley before you reach it. For these reasons it seems that when a game includes stealth mechanics, the game tends to naturally eliminate certain barriers and become more accessible.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;However, there is one area in which games that include stealth actually create more barriers, if stealth is the only option. This is the area of hearing disabilities. When the original Assassin&amp;rsquo;s Creed came out, there was a lot of disappointment from the disabled gaming community because the game had no subtitles. As a result, not only was the main story line inaccessible for the hearing impaired, but also the entire rest of the game. All of the side quests and open world features were inaccessible because the stealth mechanic, like all other stealth mechanics, relied heavily on the ambient noises that surrounded the player. For instance, in the Thief games a player was more likely to be noticed if they were walking on a hard surface than if walking on a soft surface like a carpet. But if there is no way of sharing this information apart from the sound itself, these games are completely inaccessible to those with auditory disabilities.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;As Dishonored has recently illustrated, this is not a pitfall of the concept of stealth games, rather it is a problem with the way stealth is implemented in most games. If more games had graphical representations for a guard&amp;rsquo;s awareness level, then sound would not be as integral to the stealth mechanic and games like these would become even more accessible. Nevertheless, stealth is already a great way of overcoming barriers for gamers with both fine-motor and sight disabilities, since it allows the player time to plan and limits the impact of slow gameplay.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:large;"&gt;For more articles on game accessibility, please visit&amp;nbsp;&lt;/span&gt;&lt;a style="font-size:large;" target="_blank" href="http://dagersystem.com/"&gt;DAGERS&lt;/a&gt;&lt;span style="font-size:large;"&gt;, or find us on&amp;nbsp;&lt;/span&gt;&lt;a style="font-size:large;" href="http://www.facebook.com/dagersystem" target="_blank"&gt;Facebook&lt;/a&gt;&lt;span style="font-size:large;"&gt;&amp;nbsp;or @dagersystem.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2578563" width="1" height="1"&gt;</content><author><name>ccidog</name><uri>http://www.gameinformer.com/members/ccidog/default.aspx</uri></author><category term="Disability" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Disability/default.aspx" /><category term="Accessibility" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/Accessibility/default.aspx" /><category term="disabled" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/disabled/default.aspx" /><category term="accessible" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/accessible/default.aspx" /><category term="video game" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/video+game/default.aspx" /><category term="thief" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/thief/default.aspx" /><category term="stealth" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/stealth/default.aspx" /><category term="assassin&amp;#39;s creed" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/assassin_26002300_39_3B00_s+creed/default.aspx" /><category term="dishonored" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/dishonored/default.aspx" /><category term="videogame" scheme="http://www.gameinformer.com/blogs/members/b/ccidog_blog/archive/tags/videogame/default.aspx" /></entry></feed>