• Games After January 1, 2019 Must Have Accessible Communications Under CVAA Legis
    77 replies, posted
Surely one of the key ways to prevent government abuse is to not give them powers to abuse?
This is the entire premise behind the Constitution. The only way to prevent government overreach is to limit its reach in the first place.
Let's go out on a not-so-hypothetical here: Hi, I'm making a VR-only, English-only title centered around music, but there is no voice acting in the game. The game's cutscenes occasionally have violently flashing lights and other psychedelic effects. What am I supposed to do if nobody who is blind, deaf, unable to read English, or unable to operate a VR headset and motion controllers can play the game due to the game's fundamental design principles? I don't have the time or the money to ensure compatibility with anything other than the intended hardware. I don't have the cast necessary to implement voice acting. The difficulty level of the game is fixed, like in Dark Souls, and is integral to the central gameplay loop/story themes. The game was created on an open-source engine that does not enforce or even have developer conventions. I don't have a publisher. This law is going to strangle indie devs, auteurs like Miyazaki, and developers who want to be on the cutting edge.
Well, if your game doesn't have text or voice communication between players, nothing, you are fine. Unfortunately, that's all the law covers now. However, if for some reason flashing lights are integral to your game, and players cannot play the game without those lights whatsoever and no alternative way to play the game can be conceived, even if it's just a textual or audio description or alternative, you'd have a case. People complaining to my knowledge need to have a documented disability and not speaking English is not a disability, otherwise more than half of the world would be disabled. If there is textual communication, allowing the built in text to speech provided by your game engine or operating system works. Remember, as long as it's accessible, not perfect, it counts. As long as you take disability into consideration when developing in the future, and offer an alternative for those who can't play, you're okay. I mean, in web design we have to make sure music is accessible, and generally it's alt text describing the emotion, message, lyrics etc. and that's fine, and there's no reason you can't do some bare minimum so deaf people can play the game. If it has either, those (and only those) by law need to be accessible. That means players need to be able to enable/disable them and use them, or have alternative access. VR accessibility would be handled by Valve/Oculus and you'd need to support whatever alternative access they provide. If they don't provide a way for devs, they're to blame and not you. There must be some way, in game or out of game, to configure those for someone who has motor, vision, or hearing deficients. If it's console, MS/Sony/Nintendo needs to provide a way to do that at the system level, and devs have to be compatible with that method. If it's PC or Mac then there needs to be a way to do that via an accessible launcher or configuration menu. If it's sold on a storefront, that's Valve/Steam/Epics purview to handle and not you, and you just need to make sure your game is compatible with their storefront. Also, if it's a VR game, I don't see why you can't offer a non-VR alternative. For one thing it would get you a bigger playerbase anyways. Also, I don't see why you can't have an option to disable flashing lights. Like, seriously, are people with epilepsy just supposed to power through it or not play your game? Especially when you could reasonably provide an alternative to flashing lights, like strange screen patterns or something? Accessible means they can play it. A blind person will never have an equivalent experience to a sighted person when viewing art, but we give textual descriptions in alt tags that are read by screen readers so they can still appreciate the content. If you don't have the money to do this bare minimum, you'd let the FCC know and they'd work with you. They can provide accommodation to low budget studios, and honestly the amount of work you'd need to do to get the bare minimum with text and voice chat will most likely be a purchase able Unity add-in or already provided by whatever engine you use, but if it's a specifically open source engine with no one stepping up to the plate to commit that feature, you'd have a case.
Is it a conversation if it's a forced one, and one side is menacing the other with the authority of the law and potentialy crippling fines? Again i'm absolutely in support of more inclusivity in games where it's possible, but I don't like this precedent of one artistic medium being legislated and forced its hand, especialy when others aren't. Would they legislate movies and force them to cut out any epilepsy triggering sequences, even if there's an epilepsy warning? Why only games? Progress on inclusivity was happening without laws suddenly legistating the medium of games as a whole, and this feels unnecesary, a bad precedent, and completely focused on AAAs. she says herself that the decision was made because of the popularity of fortnite. I doubt this won't impact indies. That's simply impossible from the nature of VR and how most games made for VR (and not ports) work only in VR. And if it's possible, it'd require redesigning the whole game. VR devs often already do what they can when they can when it comes to accessibility, but most of them are indies, and there's simple limits due to the nature of the platform & medium.
I mean other mediums do have to follow these, this act targets everything involving text or voice communication. TV has to have captions, same with movies (those audio receivers that provide descriptions of the action for the blind, similar to what they have at museums). The waiver for video games to be exempt for this just ran out. YouTube, Skype, Zoom, your cell phone, all are accessible to those with disabilities because the law came down on them earlier. Cell phones have tons of assistive technology so like magnifiers, narrators, color blind modes, reduced motion, etc. None of this would be commonplace if the government didn't mandate it, because the free market is content to just ignore the disabled, and the companies that do get in charge fuckloads of money for a markup and have shit compatibility.
But you're ignoring one of the key points, which is that I shouldn't have to prove an element of my artistic work is integral.
If you're selling it in the USA there are regulations and laws you have to abide by. That's just how our society works. I really don't know what else to say, these laws exist to keep things fair for consumers and to integrate the disabled into society. But if you're still worried about this, here's an excerpt from the CVAA Biennial Report from October that shows how little you actually need to do, and how rare complaints are in practice: The accessibility requirements for section 716 may be satisfied by the following: (1)  building accessibility into the service or equipment; 20 or (2) using third-party applications, peripheral  devices, software, hardware, or CPE that is available to consumers at nominal cost and that individuals  with disabilities can access.When ensuring accessibility through either of those options is not  achievable, covered entities must ensure that their services and equipment are compatible with existing peripheral devices or specialized CPE commonly used by individuals with disabilities to achieve access,  unless that is not achievable. From January 1, 2016, to December 31, 2017, consumers filed 24 RDAs alleging  violations of section 255, 716, or 718.94  Of these 24 RDAs, nine RDAs (37%) involved the accessibility and usability of equipment and 15 RDAs (63%) involved the accessibility and usability of services. In accordance with the RDA process, for each of the RDAs received, DRO contacted the  consumer and the manufacturer or service provider to offer assistance in resolving the accessibility or  usability problem. DRO was able to facilitate a resolution between the consumer and the manufacturer or  service provider for 23 of the 24 RDAs filed during the period covered by this Report. The final RDA  was withdrawn by the consumer when he switched to another carrier. Entities responding to the RDAs  resolved consumers’ accessibility concerns by taking one or more of the following actions: rewriting  apps or restoring accessibility features to previously accessible apps, redesigning devices, or providing  phones with better sound, keyboards, dial pads, and screen sizes. Some respondents resolved usability  RDAs by providing alternate ways to apply for devices or services or to answer customer service  questions. These solutions ranged from providing customer service through chat or e-mail to contacting  consumers directly. 31. No consumer chose to escalate his or her RDA to an informal complaint for investigation  by the Enforcement Bureau during the period covered by this Report. Additionally, no consumer filed a  formal complaint alleging applicable accessibility violations during this period. Furthermore, the  Commission did not assess any forfeiture penalties for accessibility-related violations during the period. covered by this Report. Based on this experience, it appears that the RDA process was effective in  achieving the successful and cooperative resolution of all alleged violations of sections 255, 716, and 718  that were brought to the attention of DRO during the period covered by this Report, with the exception of  one RDA withdrawn by a consumer.  C. Time Used to Resolve Accessibility Complaints 32. Of the RDAs that were filed during the reporting period, the RDA process was completed  within 30 days for three RDAs (12.5%), within 60 days for 10 RDAs (42%), within 90 days for two  RDAs (8%), within 180 days for six RDAs (25%), and within one year for three RDAs (12.5%).
"It's the law" is not a justification for unjust laws. And obviously none of those complaints involved games.
My issues with this law comes down to this organisation, saying themselves they know nothing of the medium outside of the popularity of a few AAAs, having the power to fine devs into oblivion if they say "no, that change goes against the creative direction of this project". UI in games can absolutely be part of a creative intent just like fonts are part of the creative intent in movies. They should not have that power when they said themselves they don't understand or know the medium at all, and choose to view it only as software products - which is completely false. This law is the US governement saying "games are only software products" and "games aren't art" - the authorial intent of other artistic mediums are always protected. Every single comparison you gave me were purely software products and digital platforms, when the nature of games is extremely varied, from experimental art scenes to Fortnite, and this kind of legislation completely crushes that and makes the final call on what all games should be treated as under the law. Yes, you legislate youtube, an immense digital platform, but the governement doesn't get to define and control the medium of video as a whole, which is a much closer equivalence to "all games". But they'd never do that to film and video in the first place, because the protection and value of theses mediums in the eyes of representatives is different. The existance of law comes from ignorance of the diversity of interactive mediums, and the view that it's not an art form. The governement should not be the one to decide that for an entire medium, should not have that control over art. Nobody who's that uninformed about a complex and varied medium like games should legislate it. Progress on inclusivity features should come from theses organisations working with the industry, as that was already happening, not through a law and governement intervention. Raise funds to develop toolkits, create more standards for subtitles and TTS, give incentives to games who do it, but don't take control of all game-like creative project through a law and fines, basicely saying "we have final authority on your authorial intent and can kill your studio and project if you don't comply". "“The criteria must be considered from early in development, and people with disabilities must be involved in some capacity in the design or testing process.” Should the game not meet the standards and fail to comply, it will lead to customer complaints being issued to the FCC. From there the FCC will mediate and look into efforts made to fix the issues, and how feasible it would be to fix. The customer can also choose to extend the period of time the FCC allows for the fixes to be implemented, however, if the customer chooses not to extend the period of mediation, substantial fines may be issued." This system is taking control of any games-like creative project, there's no way around it. And yes US legislation impacts games and players all over the world, it's by far the #1 games industry in the world and most of the gaming platforms are under US law, let's not pretend some small european country with 5 studio just voted this.
No they won't. They might make an attempt, but at the moment Unity/Unreal/Lumberyard are not out of the box compliant with the platforms they support(and this gets worse as the features get more complex) and this is something that is essential to even releasing your game on console, let alone something that is arguably optional. The studio needs to submit documentation to the FCC to show they're at least making an attempt to add accessibility features to their games as well, just in-case a complaint is filed and you are investigated. If you don't have this documentation and you/your publisher told the FCC they were fully compliant, which is required to release in the USA now, and a complaint gets made you are screwed. They seem to be quite generous with what fully compliant means though, but it just means there's extra overhead. Those accessibility features now need to go through compliance with CVAA, and Console Manufacturer regulations as well, this will most likely make middleware solutions useless as most of them are not platform compliant. Except for enterprise middleware, but indies will most likely not be able to afford those. The compliance process for console development is already expensive, in my experience 20-40% of the development cost of a small studio already goes into complying with the platform. This will just increase that cost even more.
Acessibility is certainly something that needs more attention in video games - for example i still occaisionally pick up an indie title which includes no subtitles, which is pretty poor considering they surely already have a typed script. But this approach does seem a little like taking a sledgehammer to a vase to make the flowers fit.
I get their hearts are in the right place but its absurd how the legislation has so much information stuffed in it yet its vague and barely explains anything Its probably going to be either sending lawyers so theyre unaffected, doing nothing and somehow go unpunished or doing the bare minimum to score good boy points and free PR
I'm fine with games having a built in microsoft sam! But a lot of that shit is ridiculous.
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