Accessibility is a game's vocation

It's since 2004 that I push for this term and used it not parsimoniously a zillion of times. Probably the most used term on this site along with "accessibility barriers", "permeable barriers", "gated content" and others I used to use.

Accessibility. When WoW launch everyone was ascribing its worth to another term: polish. The word was that WoW was a "polished" game, with a good UI and had a good launch (if you exclude the growing pains). And while everyone was agreeing on the polish I was trying to criticize that term. I remember especially a discussion on Dave Rickey's blog that I'd link if the blog still existed.

If you call it "polish" you aren't wrong, but you fail to underline the distinctive trait and the reason why it is so much important. Polish just means it's glossy, appealing. A good presentation. That's important, but not fundamental. What I was explaining is that polish is a subset of accessibility, but it's the accessibility itself being the key.

And accessibility is a broader term that includes many different aspects, all absolutely relevant and important. Why WoW won? Hardware requirements to begin with, but also game design. I complained many times about WoW's raiding endgame. Everyone out there agrees that while WoW did a wonderful work by removing so many enrooted bad habits in the genre while distilling all that is relevant and fun, it still wasn't able to do the same with the endgame, both raiding and PvP. With the problem of raiding being, guess what? Accessibility barriers.

The game that will SURPASS WoW will be the one game that removes those accessibility barriers that are still left. I repeated this ad nauseam.

And yes, accessibility barriers are everywhere. On game design and technology. Even bandwidth, stable connections, low ping. One of the reason why MMOFPS are problematic is because of connection issues. They require very fast and reliable connections. They require servers geographically near you. They even require very smooth framerates. Today game designers completely underestimate fundamental parts of the code like the bandwidth requirements. They care if the server overloads, or their own bandwidth costs, but they rarely think about the player's end.

Voice chat, just as another example, is another fucking huge accessibility barrier.

So "accessibility" is an important term because it goes straight to isolate those problems that are usually underestimated and that instead are the most important. Slash commands, another "first generation" MMO bad habit are another accessibility barrier. I don't know how many times I ranted against DAoC and its frequent introduction of mechanics only accessible through slash commands. It's not just because you have to memorize them. The problem is that before you can memorize them, you have to be *aware* of them. You cannot pretend players to read the patch notes to be aware of a new function or possibility. Nor you can pretend that players retroactively remember all that was added along the months. To not even say that these commands are also poorly documented.

Take Guild Wars and the most recent dev quotes:

According to the team, the problem with high-end PvP is the learning curve. With so many skilled players, there's no way in Guild Wars to gently introduce players to the concept of PvP. Newbies can be brutalized by the experience of letting teammates down as they develop the skills to be competitive in PvP.

Yeah, accessibility barrier. And even GW's PvP sucks for that reason. It's not a small problem.

The fact that it's so hard to meet other players in these games that you meet for example on a forum. Because there are so many servers and you cannot move your character freely to meet other friends you make. This isn't an accessibility barrier, but it's still a barrier and one of the most important in the whole genre. One that NO ONE IN THIS INDUSTRY seem to care about.

Levels are another fucking barrier. No one is touching it either.

I described the current situation as an iceberg because the MMO market IS submerged for the most part. Guild Wars MAIN principle was to let players play without the monthly fee. And it's again an aspect of accessibility. So if you want to reach that large market, you have to envision that part of the iceberg that is still submerged. You have to provide solutions to the problems that ALL the mmorpgs out there are clearly exposing. Instead of perpetuating them to maintain the status quo.

I said it:

The future of the genre is to make these world even more accessible and immersive. Working on the qualities that we already discovered and going to tap that potential that is still dormant. The future of the genre will be about offering *solid answers* to the problems that are now dodged or dismissed. It will be about games that bring the players together instead of apart and that will continue to appeal to casual players, without imposing them unacceptable strains and dependencies. Games that will let you contribute to the "world" without the need to schedule your life around it. Games that are accessible and don't separate the players in social classes of uberness

Now both Lum and Ubiq returned on the topic about accessibility. Finally admitting it IS accessibility and recognizing its importance (Ubiq by calling it for what it is and Lum indirectly: "you have to have as few roadblocks as possible").

With both of them I disagree on two points. With Ubiq about the "Uncanny Valley". There was a long thread on Q23 where I managed to demonstrate better the point. The point was that the problem of the "uncanny valley" is used inappropriately in gaming. There are no games so realistic to fall in that case, while the "uncanny valley" is mostly an excuse to disguise poor art quality.

Instead with Lum I disagree, again, when he says that "bad launches kill games". This is yet again the wrong perspective, exactly as when you use polish in place of accessibility. It's not wrong, but it's the least significant conclusion, the one that doesn't let you identify what's important.

I don't see launches being important. They are "moments of truth". But I don't know any game that I think should deserve substantially more or less subscribers than what it has (eastern market aside). That's it. Take Eve-Online. It is doing fairly well, but I don't think it deserves more than what it has currently, moreover, I don't think it deserved more than 20-30k it had at launch, because the game was quite terrible.

So what's the point here? The point is that a launch is the moment where all the empty promises fall down and the boxes have to be on the shelves. There's not anymore hype or rumor control. If the game is good, it will succeed, if it sucks, everyone will see that. That's why a launch is so important. Facts replace words.

Secondarily it's true that "bad launches kill games" because if a game is terrible at launch, then it means that it will likely suck one year later. More on this: Lum says Eve is the exception, so not a meaningful example of a viable strategy. I say that Eve IS an exception because I haven't seen ANY other mmorpg evolving and growing that much. And I don't mean growing subscriptions, I mean growing quality.

So, considering that with a launch the players finally see the game for what it is, and not for what it was hyped, and considering that once released a game usually doesn't really move anymore in any substantial way, yeah, bad launches can kill games. But the reason why that game dies is much deeper than "bad timing". Where "bad timing" is just the ready excuse that devs provide to avoid admitting they did a poor job. You gotta be sympathetic toward them.

Bad launches also put a huge mortgage on the possibility to improve the game and gather more resources, while good launches give that possibility, even if those resources are almost always moved to other projects and only for a small part reinvested to improve the original product.

Now "accessibility" has finally became the hot word. I guess I'll have to thank Vanguard to have revealed again how a good client is important. Finally people are starting to agree with me. On Terra Nova they argue about the term itself. Too generic? Too vague? Doh. You know... Fruit. Apple. Apple is a fruit, one term includes the other. One is specific, the other more generic. Do you really need a linguistic lesson? Terms have distinctive traits. Terms come out of an "use". So we have a term when we also have an use for it. There are Native American tribes that have more than ten different terms used to define the color "red". For us it's just red, but for them those are ten completely different colors. Why? I don't remember exactly but they had an use for them, while they clumped other colors into one because they weren't as relevant for them. You see distinctions where you have an use for them.

So "accessibility" is useful and relevant exactly because it encompasses so many fundamental aspects. With all having that distinctive trait in common that I consider next to the "barriers".

And here we come to the conclusion that leads back to the start.

Why ultimately "accessibility" is this important? Because there *is* a bottom line that excuses the importance of this term.

This bottom line is once again about "learning". Games are about learning. The three cases. Accessibility is the possibility to be let in. To what extent the lesson is accessible for you. To what extent you are included in the group, or excluded. Winner or loser. To what extent you are in, or out.

Accessibility isn't a vague definition of a mechanic. Accessibility is the one, only value: the vocation of gaming.

To reach as many people as possible, immerse them, let them be part of something.

Look at the bottom of this post. What you see on top of that list?

Re: Accessibility is a game's vocation

I originally misinterpreted the title and though you were going to talk about actual accessibility in MMOs as opposed to barriers to entry for novice players. While I agree with your post (especially about voice chat, the reason I quit WoW) I think the accessibility your talking about is the greedy "games for game designers" approach. Your thinking of what accessibility means to you and forgetting what it should mean to developers.

Imagine this, you get struck by a truck on the way home from the store and you permanently lose the use of one of your arms. Hows that for a barrier to accessibility? It's a much bigger barrier then some tech requirements on the side of the box. When Blizz decided to can click-to-move during the Beta I started to lose interest in the game. Now I was forced into the same rigid pose I'm in all day coding and could no longer sit back and play with my hunt and peck style. Instead of exploring the world with mouse-clicks I was forced to start moving around the same rigid way as every other game on my PC. The only way to play Wow with one hand now is some strange combination of tab targeting and occasional mouse use. Not fun for the disabled player I'm sure. Someone I know tried WoW for the first time last weekend and didn't bother staying till level twenty because of the lack of that very feature.

Claiming your game is more "accessible" because it's easier to remember 'I' is the inventory than 'B' is like saying a staircase is more accessible because it says "Caution: Step" at the bottom, your still shit out of luck if you can't walk. I recently asked a lead programmer at an infamous Ontario game studio how accessibility effected the design of their game and he said he didn't know of any work being done. In fact he misinterpreted my question and ended up telling me how the art department decides on colour palettes. The fact that the demo they showed us also lacked subtitles made me concerned about whether or not the thought had even crossed their mind that the game might not be "accessible" whatsoever. Rather disappointing considering they expect game to overtake the movie industry at some point.

Bottom line: If your are currently working on a game, or any software, and you have not made universal accessibility a priority in your product you are both an idiot and an asshole. At a minimum the industry needs to look at what it can do for the deaf, colorblind and individuals with physical disabilities. If it is serious about becoming accessible and should focus less on whether or not little timmy will need to upgrade his game rig and more on whether or not he and his little brother with MS will ever be able to play together.

Re: Accessibility is a game's vocation

I think the issue in both cases is that we have a lack of both handicapped players and novice players as developers.

Or rather that our developers seem to lack perspective. They're all developing the game they would like to play more or less in the moment, without regards to the opinions of the populace or the needs/concerns of the players they leave out of what they consider the majority.

This also ties into game design lacking an identity in the industry. Not everyone makes a good designer. If you can't think about what everyone else wants, you shouldn't be a designer. Right now, game design jobs are as much a commodity as teaching jobs are in many parts of the U.S. - you don't have to be an educator to teach, and you don't have to be a designer to design. You can be a programmer and get a job as a programming teacher and suck at it. You can be a programmer and get a job as a designer and suck at it. There's a lack of cross applied disciplines.

Case in point: WoW had to be developed by RTS designers to be the breakout MMORPG. What does that tell you about the insularity of MMORPG developers in terms of game play, let alone the insularity of game developers in terms of accessibility? Politically incorrect as it sounds, the best game ever would probably be produced by the most disenfranchised and widely traveled person ever: the best way to build a fair environment for a bunch of people is to know how much it sucks to be stepped on and of how little value being the top dog is.

But how often do you see "political science major" or "psychology and logic background" as the requirements for a design position in these types of games? Any type of game? It's not an intentionally designed state of affairs. Games will be inaccessible in a number of ways because accessibility is not a requirement for baseline success and few really aim for more than that. Progress tends to come by accident or through the hard work of a visionary against the ingrained status of the system.

My random, uninvited $0.02. It is a shame that common sense seems to be relegated to blogs these days.

Re: Accessibility is a game's vocation

"When Blizz decided to can click-to-move during the Beta I started to lose interest in the game. Now I was forced into the same rigid pose I'm in all day coding and could no longer sit back and play with my hunt and peck style. Instead of exploring the world with mouse-clicks I was forced to start moving around the same rigid way as every other game on my PC. The only way to play Wow with one hand now is some strange combination of tab targeting and occasional mouse use. Not fun for the disabled player I'm sure. Someone I know tried WoW for the first time last weekend and didn't bother staying till level twenty because of the lack of that very feature."

Is the above quote really a gripe about the lack of (or presence of) click-to-move in WoW? The "decided to can click-to-move" is confusing me. Either way, that functionality has been an UI option to be disabled or enabled at will at least since official launch.

A thing that WoW did for accessibility was making sure that people can configure lots of ways to control the game. I found myself using some alternate ones (like keeping two mouse buttons down to go forward) occasionally, and now I'd hope to have all those to mess with in the next MMO I really get into. ;)

Re: Accessibility is a game's vocation

I complained many times about WoW's raiding endgame. Everyone out there agrees that while WoW did a wonderful work by removing so many enrooted bad habits in the genre while distilling all that is relevant and fun, it still wasn't able to do the same with the endgame, both raiding and PvP. With the problem of raiding being, guess what? Accessibility problems.

That's spot on. Interestingly despite the down-sizing in TBC raiding has become even less accessible. Now there are time consuming, difficult and progressive attunements in the mix and raid encounters generally more difficult than what we had earlier. Even Karazhan is a steep learning curve. Not sure why Blizzard decided to move away from accessibility of the raiding game even more. I know lots of folks who cancel their subscriptions over this (i.e. even less accessible PVE endgame in WoW) but apparently it's not yet felt or visible with so many new subscribers heading into starter zones.

Re: Accessibility is a game's vocation

Bad launches kill titles because:

a) devs believe very strongly in word of mouth, which is why excessive development time and resources are spent catering to uber guilds, and a bad launch leaves thought leaders with a bad taste which they share
b) for individual purchasers, it makes a poor first impression and unlikely to convert into a subscription
c) for investors and publishers, a bad launch indicates that this was a poor business decision and the loss should be written off as soon as possible (stop pouring money into a rathole, get the write-off in the appropriate fiscal quarter to help the company's stock strategy)

Re: Accessibility is a game's vocation

My point is that a launch is like a choke point, so if it goes bad you'll find hard to have a following. But if you manage to have a good quality game at any point, you can also be sure that the quality will stand out.

The "word of mouth" can condemn a game as it can resurrect it. It's just unlikely the latter to happen because it's unlikely that a game improves that much. Especially after a bad launch.

What I'm trying to say here, the real bottom line, is that games don't fail because the players have a WRONG idea made as result of a bad launch that put the game under a bad light. They fail because the players know exactly the merits of the game. Because the word of mouth works well, and because this is a specialized genre where you can find a lot of informations if you want them.

The point IS NOT an indelible impression in the player's mind. The problem is how you transition a game toward a significant improvement when it's already severely bleeding.

If you manage to go through that I'm sure the quality will stand out at the end. But before the quality can stand out, it must be there.

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