I’m excited to present to you my new YouTube channel, titled The Geeky Gimp Presents! I’ll still be blogging here, but this is just a way for me to branch out, challenge myself with a new creative outlet, and engage my subscribers. For my very first video, I interviewed designer Eduardo Baraf. We discuss he new game, Lift Off, which is quickly becoming a hit on Kickstarter. We also talk about accessibility in gaming, his design process, and his previous game, Murder of Crows.
Grail to the Thief is an interactive audio adventure game that is currently on Kickstarter, and produced by For All to Play. It simulates text-based adventures, or pick-your-own adventure games, and adds audio (including ambient sound, narration, and dialogue) for blind accessibility. I was able to play the prototype, currently available for Chrome and Opera users, and absolutely loved it. The story is engaging and humorous, while giving the player a lot of variety and freedom. Unlike other text adventure games where you must type in commands, Grail to the Thief offers you multiple choices to advance in the quest. Also, the sounds included in the prototype are not complete yet, but I really liked what I heard so far – the character voices are not dull, and made me feel like I was really interacting with them. The story itself is amusing, and I can’t wait to see what other adventures will be created for subsequent games!
The creators of Grail to the Thief, Elias Aoude, Anthony Russo, and DJ White, were kind enough to answer some questions for me.
1) Can you tell us about yourselves and how you got into game design?
Elias: I’ve been playing video games my whole life. I can still remember going to the local toy store with my parents to purchase my first video-game console, the Nintendo Entertainment System. I brought it home and played Super Mario Bros. and Duck Hunt with my parents, siblings, and cousin all night long. I knew at a young age that I wanted to be working in the video game industry in some capacity, and now, I’m finally doing that.
Anthony: Games have always been, and will continue to be, a huge part of my life. I started playing games at a very young age, probably around two or three, on NES and later, Sega Genesis. I cannot remember a holiday, birthday, or trip outside the house that I didn’t ask to buy a game. I have wedged games into my life in every way that I possibly could. At a young age, I started learning how to produce 3D art for games. I wrote papers all throughout high school on the design and psychological effects of games. Even my Eagle Scout project was related to games, as I donated a Wii to a retirement home so the residents could get up and bowl once in a while and have fun as a community.
I am a lucky person, in that I have always known what I wanted to do and why. I want to make games because I want to deliver the sense of community and enjoyment that games have given to me my whole life to others. Whether it’s yelling at friends over multiplayer games, comparing times in a racing game, discussing story beats of a well-written narrative game, or talking about the intricate mechanics of the latest strategy game, I have yet to see a more social, engaging, dynamic medium than games. I have always wanted to be a part of its production, and I can’t imagine doing anything else.
DJ: I’ve always been really interested in video games. My parents owned an NES before I was born, so some of my earliest memories are actually of watching my mom play The Legend of Zelda. But I never really considered working on games until I was at WPI. I had already decided to head towards computer science, but as I thought more about what I was planning on doing after school, I realized that game design was where I was really headed. … Read more…
This is the first in a series of articles I will be posting about video and computer-gaming accessibility. Today’s post is by a guest blogger, and I’m very excited about her contribution. I’ve been watching her YouTube videos for a while, and they’re super interesting and helpful to disabled gamers. I hope you enjoy! Also, I’m always looking for more guest bloggers. If you have something to share, please contact me – you can find my e-mail on the About page, or just leave a comment. Now, on to introductions and the review!
My name is April, and I am a disabled gamer. After years of thinking outside the box to find strategies to get around roadblocks in video games, some friends convinced me to start a website to share my tips in hopes of helping others. I started Ability Powered in early 2013. Now, I post articles, guides, and tips on my website, and have guides and accessibility first-look videos on Youtube. You can check us out at www.abilitypowered.com, or on YouTube at www.youtube.com/abilitypowered.
World of Warcraft is Blizzard’s popular MMORPG. Players are challenged with the task of questing and defending the world of Azeroth from invasions of all kinds. With villians and injustice at every turn, you and your fellow gamers quickly become heroes! Sounds fantastic, right? But what about accessibility?
Mobility in Azeroth is, honestly, as good as it gets. There are multiple options allowing players to choose how they wish to move their character. You can move with traditional keyboard movement, which is fully remapable in the keybindings menu. You can also move with your mouse in multiple ways. By default, you can move by holding down both mouse buttons simultaneously. Want to only press one button? You can do that by enabling the Click to Walk option. Click to Walk allows you to right click a point for your character to automatically run to. Need to walk with your right mouse button, or need an on-screen jump button? That’s also an option! The addition of Move Pad made it possible for disabled gamers to click an on-screen menu to move their character with simple presses of a button. That’s four movement options available to meet players’ needs.