I worked in an EB Games back in 2003 during the time the N-Gage was reaching its (very small) peak in the gamer consciousness.
We had one small end cap with the 10 or so games that we had in stock and a demo system available.
I only ever knew of one person who owned one and actually bought games for it. He would come in every few weeks and ask if we had any new games for it. We never did.
Despite its failings in the market, it was a novel innovation in portable gaming. It was a phone as well as a portable gaming systems. Its major flaws and the reason it was so panned by the gaming community as well as the phone buying community were the convoluted way you had to change out games and the way you held the phone to your ear. (more…)
The accessibility wave has begun, it is just a matter of the console companies continuing to ride it. The Wave started with Nintendo it will be driven by Nintendo and the other companies will ride in their shadow to the finish.
When most people talk about accessibility, they seem to conjure up images of simplified, or dumbed down, gameplay. What they don’t really understand is that accessibility is about making something approachable by someone not familiar with it while still leaving the ability for aficionados can master it.
Take the game of Chess. The rules are pretty simple. Every type of piece moves in its own way and the goal is to position the opposing player’s king in so much that they cannot make a move without leaving their king vulnerable. Simple enough that a kid can learn to play it. Yet at the same time entire clubs of aficionados have risen up and we have world wide Chess championships.
This is an example of accessibility in game design that we can currently fulfill but is not the focus of my arguments. I am talking about accessibility of technology. (more…)