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  • 15 ore fa
Vediamo questo interessante video di Uncharted 4: Fine di un Ladro, che ci parla di come Naughty Dog ha lavorato per rendere il gioco accessibile anche alle persone disabili, in modo che non debbano perdersi l'ultima avventura di Drake. Nel video discutono dell'argomento i game designer Emilia Schatz e Alex Neonakis, che illustrano quali barriere sono state tolte dal gioco.
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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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