It’s Been Awhile…

Hello all. I have been quite busy recently with many projects. Some of you might be interested to hear that I am back to writing again, this time it looks to be a bit more of a permanent aspect of my life. I have since finished two more games, Space Rage and Twice Your Height, and was in the midst of working on my first large title when an opportunity arose. I am now writing for Cliqist and cover crowdfunded games, though I continue my editorial format rather than straight news. I will also be contributing to another website once it launches in the next week or so that will cover representation in gaming. Stay tuned for more information on that.

Aside from writing I have spent a great deal of time trying to inform the public about the Steam Controller. It has been given a pretty bad rep since it officially launched but I feel that was mostly due to ignorance. It is a very different controller than the traditional offerings and requires a new approach. I have been creating YouTube videos, both for owners and non-owners, to showcase what the controller is capable of in hopes of changing the public opinion. I don’t know if my single channel can do that but it is worth a shot.

So that is what I’ve been up to lately. I’ll be keeping the Creations and Selected Links updated but I don’t know how often I’ll be writing here. Feel free to bookmark Cliqist, follow me on Twitter (@ bryanrumsey), or follow my YouTube channel for more content from me.

Inaccessible Gaming Part 2: Mechanics

Last time I talked about how video games have an accessibility issue on the hardware level, sometimes even before any purchases have been made. However, that is only one of the issues surrounding video games not being accessible. This time I will discuss how video games’ systems and mechanics are inaccessible, especially for people just entering into the hobby. Unlike other media, the skill required to consume video games has increased as the medium has aged. While some of this ties into last week’s article — controllers gaining more buttons, touch pads, gyrometers, multiple joysticks — I’m mostly going to be looking at the increasing difficulty of navigating and interpolating the information and mechanics and how developers can address these concerns. Continue reading