barney2525 wrote: »If you are going to focus an entire piece on one specific Term, it might be useful to DEFINE exactly what that term means in the context of your post.
You wrote this whole piece on accessibility, which can have a wide variety of meanings, and never bothered to define exactly what you are talking about. Hence, none of it makes any sense to a lot of us.
barney2525 wrote: »If you are going to focus an entire piece on one specific Term, it might be useful to DEFINE exactly what that term means in the context of your post.
You wrote this whole piece on accessibility, which can have a wide variety of meanings, and never bothered to define exactly what you are talking about. Hence, none of it makes any sense to a lot of us.
Exactly this.
I think nobody is against accessibility options so more players may enjoy the game. But questioning the results a specific build can earn in comparison to others for example, isn't a question of accessibility but one of game balancing.
A concrete example: I don't think it's healthy for the game when a newly released trial is cleared by several craglorn pugs. Something more to farm through it quickly, there is nothing more left.
It's a shame you edited out your post as I found it a good one. You used the term 'less skilled players'. The point of the post is to suggest that skilled equating to dextrous keyboard ability shouldn't be the only dynamic. What about skilled/intelligence and planning. What about skilled/strategic timing. And so on.Edit. I think others have hit the nail on the head.
Zenimax
Dreaders123 wrote: »It's a shame you edited out your post as I found it a good one. You used the term 'less skilled players'. The point of the post is to suggest that skilled equating to dextrous keyboard ability shouldn't be the only dynamic. What about skilled/intelligence and planning. What about skilled/strategic timing. And so on.Edit. I think others have hit the nail on the head.
Zenimax
There is a whole world unexplored.
Zenimax has created a great design for accessibility.
yet...The design is well-rounded.
etchedpixels wrote: »The reticule doesn't resize, either in game anywhere I can find or follow the Windows accessibility settings. That's incredibly basic stuff. Likewise whilst there is now some screen reading there's still none for quest options, which prevents people like my stepdaughter with severe dyslexia even playing.
Dreaders123 wrote: »It's a shame you edited out your post as I found it a good one. You used the term 'less skilled players'. The point of the post is to suggest that skilled equating to dextrous keyboard ability shouldn't be the only dynamic. What about skilled/intelligence and planning. What about skilled/strategic timing. And so on.Edit. I think others have hit the nail on the head.
Zenimax
There is a whole world unexplored.
EDIT thank you for reposting your original, I dont know if its word for word but seeing it in this form it does not the words 'less skilled players' However the point is the same as it links skills and efforts. Thank you for reposting it!
etchedpixels wrote: »The reticule doesn't resize, either in game anywhere I can find or follow the Windows accessibility settings. That's incredibly basic stuff. Likewise whilst there is now some screen reading there's still none for quest options, which prevents people like my stepdaughter with severe dyslexia even playing.
We have to stop thinking in terms of hot topics that cause disagreement with other players. Accessibility as a fundamental part of design benefits everyone.
etchedpixels wrote: »etchedpixels wrote: »The reticule doesn't resize, either in game anywhere I can find or follow the Windows accessibility settings. That's incredibly basic stuff. Likewise whilst there is now some screen reading there's still none for quest options, which prevents people like my stepdaughter with severe dyslexia even playing.
We have to stop thinking in terms of hot topics that cause disagreement with other players. Accessibility as a fundamental part of design benefits everyone.
It is - and you are exactly right that it's a fundamental piece of design - which is why I find the Arcanist flash bang and the poor contrast in bits of the new zone so depressing. Not only should they have been realized at design time, but the team doing the design should have had enough basic training to catch it themselves.
Things like the combat and competitive side are actually the hard stuff because you have to balance the desire of everyone who wants to feel they succeeded with those who want to feel that their 3 months working in a vet progression group was hugely rewarding. Things like getting screenreader for options, reticle sizes, colour control are actually the low hanging fruit because they don't impact other players. I *absolutely* get why oakensoul, heavy attack builds and the like are such an emotive and difficult to balance thing which will never keep everyone happy.
I come from this having worked on accessibility in software. Much of the challenge is the broad range of needs people have, and working out the priorities. The numbers can also be surprising, most folks wildly under-estimate the number of disabled people - even for well known classes like wheelchair users, let alone "invisible" disabilities like severe dyslexia.
Pushing it even further just drive off anyone who doesn’t need or want anything to do with accessibility.
Accessibility and forced inclusion already downgraded the quality, increased costs or outright alienated and bankrupt so many products and industries..
Dreaders123 wrote: »According to a 2018 study by Accenture, organizations that focus on accessibility see a 28% revenue improvement. There are few other investments with this ROI..
According to the World Health Organization (2022) there are 1.1 - 1.3 billion people worldwide (roughly one in six) who have a significant disability. This is a subset of those needing accessibility. That market has a rough disposable income of 13 trillion dollars.
According to Gartner (2020) digital products in L2 compliance are expected to outperform non compliant competitors by 50%
Numerous studies (Pascal et al, Schmutz et al) have demonstrated that improved accessibility experience results in an improved experience for all users, not just those who need accessibility.
Claims that accessibility makes things bland and boring are not new. They had some supporting evidence in first wave implementations. However by Third Wave (c.2018) evolution in understanding and technology means that this is rarely born out evidentially (unless the implementation is particular poor / after thought / etc) leading to the sorts of statistics above.
Claims of bankrupting products, companies, and industries I can find no evidence - even non-statistical - for.
There are cost implications but, as in all business, costs are not the primary driver many people think they are. Costs are important obviously, but they are predominantly a factor of profit where revenue benefits of the cost need to be taken into account. Certain financial reporting scenarios are also affected by cost figures such as when a business needs to demonstrate specific operating measures around margin / free cash flow / etc but that does not really seem to have a direct and general relevance here
Haven't you posted several of these accessibility dissertations on this forum before? I think you said it was your field of study and were trying to publish papers, if I remember correctly. And each time people ask you to clearly define what you mean by "accessibility" in relation to ESO and you don't seem to do so.
Dreaders123 wrote: »Haven't you posted several of these accessibility dissertations on this forum before? I think you said it was your field of study and were trying to publish papers, if I remember correctly. And each time people ask you to clearly define what you mean by "accessibility" in relation to ESO and you don't seem to do so.
Yes and no and I'm not sure.
Yes I've raised accessibility, no they are not dissertations and no I am not publishing papers. It is an area I have some involvement in personally and professionally. More relevantly I am passionate about it.
I'm not sure that people have repeatedly asked me - I get a lot of distraction and personal based attacks so it may be that sometimes they are in there. More generally though the honest answer is that it's a difficult one to respond to except in a way that I find tends to frustrate people. A rapidly evolving area has evolving definitions.
Accessibility is largely covering two fronts. One is the specific area that people with restrictions (including disability) are able to achieve a similar result in a digital product, with a similar amount of time and effort as those without restrictions. Accessibility needs can be permanent or temporary, can be disability based, or some other factor such as age.
The second front is that Accessibility is about the user experience of a digital product for all users including those with specific accessibility needs. This is a newer interpretation with traction due to the links between focusing on accessibility and the improvements seen across a wider spectrum of measures for all users.
I hope that answers your question.
Thank you for attempting to answer. Now the next part is what is your goal in relation to ESO and accessibility. I didn't see a defined thesis/opinion statement expressed in your original post or what you're trying to accomplish.
Dreaders123 wrote: »
Thank you for attempting to answer. Now the next part is what is your goal in relation to ESO and accessibility. I didn't see a defined thesis/opinion statement expressed in your original post or what you're trying to accomplish.
In my opinion, through observation, I felt three things were true ( and recognise and support that people may disagree ).
1. Accessibility is often seen as 'the enemy' by some of the player base even if they don't admit it per se (because who would?). But it's present in words and actions. People using one bar builds being lazy for example. People judged to just not like arcanist colours while they are describing migraines and nausea. There might be words that say 'for those who need it it's great' but people who point out they need it get called liars and lazy. The rights and wrongs of individual changes are as they are, but the pattern of debate I found sad and concerning. The argument shouldn't be about whether OakenSoul needs a nerf, it's the framing of how that argument was happening and that the focus on accessible play was being lost. I have attempted to highlight through examples that the only reason we have this contention and hostility is the lack of options. Raising the accessibility part of the argument results in personal attacks and accusations. I'm trying to show that these are all symptoms of wider lack of accessibility consideration.
2. I'm glad you have success with current accessibility options. Clearly there are many who do not. The strategy and implementation for accessibility appears weak and unstructured (from the outside). People are literally describing specific problems, often basic problems that are not addressed so I disagree with the assertion that it is well rounded and want to highlight that. I have tried to evangelize that accessibility needs to be core to all processes for it to work well. When it's the purview of 'the accessibility team' or some such it is always stuck to reactively fixing problems in a limited way instead of really solving accessibility as a default.
3. I'm trying to highlight that doing this actually goes much farther than people think. When I look at hot topics here I see that so many would be not be a problem for ALL gamers if only accessibility was built in. People have made the link already between disabling arcanist effects for others and disabling flappy bird. That's the tip of the iceberg. I've highlighted build diversity, skill diversity. I'm trying to highlight that accessibility benefits everyone.