00:00www.mesmerism.info
00:05www.mesmerism.info
00:06www.mesmerism.info
00:07Last year
00:08actually this guy by the name of Josh Straub
00:10reached out to me and he
00:12was asking if I was going to
00:13GDC and if I
00:15could meet with him and talk to him about
00:17accessibility in games. Growing up
00:20my options for
00:21entertainment were limited.
00:24What developers need to realize
00:26is that game
00:28games do more
00:30than just entertain
00:31the disabled. First of all they provide
00:33an escape from
00:35sort of the doldrums
00:38of
00:39being disabled and second of all
00:41they provide a social space
00:43where instead of being judged
00:46by physical
00:47parents we're purely judged
00:49by the actions that we
00:51do and the things that we produce
00:53in the game. I went to Bruce and
00:56Neil, our game director and creative director,
00:58and I explained to them what Josh had explained
01:00to me which was like
01:01he loved Uncharted, huge Uncharted fan
01:04he couldn't beat Uncharted 2
01:06because there's a series of doors
01:08you have to button mash through at the end.
01:10I was faced with the reality
01:11that I had played this entire game
01:14I had spent $60 on it
01:15and I could not get any further
01:18without the help of
01:20an able-bodied person.
01:21The truth is that in order to play our games
01:24we really require a pretty high bar
01:26of proficiency
01:27for use of the dual stick analog controller
01:30One of the big things in terms
01:32of accessibility is let more people enjoy
01:34the experience that you are also experiencing
01:36I started talking to Alex
01:38she was like well you know
01:40during The Last of Us we started with sort of
01:42an initiative for accessibility
01:44let's make this for a wider audience but how
01:46much wider can we make it?
01:47You don't need to make the game
01:49so that you can play it with a head switch
01:51you just need to make the game's controller
01:54flexible enough.
01:55Coming onto Uncharted we
01:57had a lot of
01:59a big push for including
02:01more accessibility features.
02:03So we have an option now you can set
02:05so that you can hold down the button
02:06and it acts as if you're pressing the button
02:09continuously and that works for
02:11things like when you're lifting a door up
02:13or we've even incorporated into
02:15to our melee so if you hold down the punch button
02:17then he'll continue to punch
02:21The main thing
02:21that I was interested in was
02:23trying to make it so that you could play Uncharted 4
02:25without using the right stick
02:27as much. Basically you'd only have to use one
02:29stick at a time and we've had to
02:31implement a couple of like
02:33specialized features that you haven't seen in other games
02:35for instance since we are a cover based shooter
02:37when you take cover the camera has to
02:39pan around to be able to see
02:41the direction you're looking. That was one of the first
02:43things we noticed that you needed. Second
02:45thing is when you're in combat you need
02:47the camera to also help point
02:49the enemies out so there's a
02:51little bit of help towards
02:53if you're running towards an enemy
02:55the camera will push a little faster
02:56in order to get them into your sights
02:59and then the second thing we implemented was
03:01a lock-on feature. As you pull
03:03your aim button then it'll
03:05snap to a target and then you can shoot.
03:08We pride ourselves
03:10on being an inclusive community
03:11for our gamers so it's a natural
03:13extension that accessibility would be a
03:15priority for us as a company
03:17and for Naughty Dog as a studio.
03:19When I first came on to the multiplayer
03:21team I realized
03:23that we had
03:25always had our team set up
03:27as red team and green team and it was
03:29really hard for me to be able to play the game
03:31because I am color blind
03:33and I couldn't tell the difference between
03:35red and green sometimes so
03:37I asked them can I just change it to red and blue
03:39and I went ahead and changed it in code and
03:41nobody ever questioned it. Now we have
03:43a team of blue team.
03:44I think video games for a lot of people
03:47are often about being able to do
03:49things that you wouldn't normally
03:51be able to do, experience great adventures
03:53and so when you find
03:55that there are some people who can't
03:57enjoy those things
03:59it's kind of crushing.
04:00The goal of our accessibility initiative is really
04:03just to try to
04:05make our game as widely accessible
04:07as possible
04:09so that really you can come
04:11to our game without having to worry about
04:13you know, am I going to have trouble interacting?
04:15When I turn on a game, I get started
04:17I'm not, you know,
04:19confined to a wheelchair. I'm a
04:22flashbuckling, ne'er-do-well
04:23treasure hunter.
04:25That brief
04:27period of escape
04:28is why accessibility is so crucial
04:31because the more games that
04:32offer that, the more people with disabilities
04:34will be able to escape
04:36and have better lives.
04:37After hearing that I was like, okay
04:39this is important and I want to
04:42make sure that everybody gets to experience
04:44this and have fun.
04:46Play Station
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