[games_access] Will companies adapt to the CVAA?

Kyle Abbate kylea at 6ft.com
Wed Jul 25 12:14:53 MDT 2018


Thanks Ian =].  I am going to add that to my running documentation.  Those
requirements are straightforward and easy to read.  I had transcribed the
CVAA video from GAConf.

On Wed, Jul 25, 2018 at 1:04 PM, Ian Hamilton <i_h at hotmail.com> wrote:

> Well, CVAA doesn't work like that, they have the wrong end of the stick!
>
> I've seen the same misunderstanding at another company too, people
> thinking that CVAA requirements only apply to forms of communication that
> you choose to implement.
>
> What it actually requires is that if you provide a communication service
> full stop, the communication in your game and any UI used to navigate to or
> operate the comms functionality has to meet these ten requirements:
>
> (i) Operable without vision. Provide at least one mode that does not
> require user vision.
>
> (ii) Operable with low vision and limited or no hearing. Provide at least
> one mode that permits operation by users with visual acuity between 20/70
> and 20/200, without relying on audio output.
>
> (iii) Operable with little or no color perception. Provide at least one
> mode that does not require user color perception.
>
> (iv) Operable without hearing. Provide at least one mode that does not
> require user auditory perception.
>
> (v) Operable with limited manual dexterity. Provide at least one mode that
> does not require user fine motor control or simultaneous actions.
>
> (vi) Operable with limited reach and strength. Provide at least one mode
> that is operable with user limited reach and strength.
>
> (vii) Operable with a Prosthetic Device. Controls shall be operable
> without requiring body contact or close body proximity.
>
> (viii) Operable without time dependent controls. Provide at least one mode
> that does not require a response time or allows response time to be by
> passed or adjusted by the user over a wide range.
>
> (ix) Operable without speech. Provide at least one mode that does not
> require user speech.
>
> (x) Operable with limited cognitive skills. Provide at least one mode that
> minimizes the cognitive, memory, language, and learning skills required of
> the user.
>
> So the idea of providing voice chat and no text chat would mean you
> weren't complying with points i, ii, or ix.
>
> The only ways to get out of those ten requirements is to just not provide
> any communications service in your game.
>
> Or to apply for a waiver on the grounds of it not being feasible, there's
> a little flexibility with that at the moment for games that started
> development before the compliamce deadline but in years to come any kind of
> "too difficult / expensive" argument won't I think wash for a company with
> EA's resources.
>
> Hopefully these initial experiences will drive developers to put some
> pressure on engine developers to get some functionality in at their end,
> something like text to speech really shouldn't have to be implemented from
> scratch in every individual game.
>
> Ian
> ------------------------------
> *From:* games_access <games_access-bounces at lists.igda.org> on behalf of
> Kyle Abbate <kylea at 6ft.com>
> *Sent:* Wednesday, July 25, 2018 4:38:50 PM
> *To:* games_access at lists.igda.org
> *Subject:* [games_access] Will companies adapt to the CVAA?
>
> https://www.vg247.com/2018/07/24/anthem-no-text-chat-on-pc/
> <https://nam04.safelinks.protection.outlook.com/?url=https%3A%2F%2Fwww.vg247.com%2F2018%2F07%2F24%2Fanthem-no-text-chat-on-pc%2F&data=02%7C01%7C%7C1484060edf464554635408d5f244db34%7C84df9e7fe9f640afb435aaaaaaaaaaaa%7C1%7C0%7C636681299904146983&sdata=d7J2z3byDKjwrzUEMo3X8zG9se1WgjcdyeQ1SqzRAjQ%3D&reserved=0>
>
> --
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> Kyle Abbate
> QA Tester I
> 6ft.com
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Kyle Abbate
QA Tester I
6ft.com <http://www.6ft.com/> | @sixfootllc <https://twitter.com/sixfootllc>
Main:  <+17135224638>713.522.4638 <+17135224638> | Mobile: 281.468.2867
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