
I've been revisiting 4Noah and some other accessibility gaming ideas I've had:
4Noah TKO:
Tap button when the desired punch is highlighted. Tap twice to dodge. Hold button to block - doubles as "get up" control when your boxer has been knocked down:
http://www.youtube.com/watch?v=URnq9qDfU6A - Punchout
http://www.youtube.com/watch?v=oCTs5-n_lmc - Mike Tyson's Punchout
4Noah "Gobble":
Hold button at the beginning of a game to insert quarter and begin the game. Tap button to change direction. The direction change is not immediate - allowing some decision time. If the player has a second switch, tapping it will change the direction of the controller rotation.
http://www.youtube.com/watch?v=HADfeU0zS-8 - Pac-man
4Noah DUI:
Hold button while desired direction is shown over 4Noah's virtual steering wheel. Tap button twice to change gears. Release button to release gas and depress the brake pedal.
http://www.youtube.com/watch?v=kD38_DlYVNQ - Pole Position
The following might make these games more accessible for some using a mouse:
TKO Mouse "simkeymap":
Point and click over your opponent where you would like to punch. point and click to the left or right to dodge. Point and click down towards the bottom of the ring to block or "get up" when your boxer has been knocked down.
http://www.youtube.com/watch?v=57Y6UmAatjk - Punchout
Gobble Mouse:
Move the mouse in your direction of choice.
Comments
One thing I've been
One thing I've been wondering about one click gaming...
how is it further subdivided? I could see there being like A. one click games for people who can still have pretty good reflexes for that one button, B. one click games geared slower, for people who will struggle with the timing of that one button, but might want an intellectually interesting thing (so it's ok if the underlying "UI" is complex, just so long as its the one button,) C. one click games for people w/ learning disabilities as well as mobility issues, so really, you're just trying to make a graphically/audioally engaging experience, but avoiding frustrating scenarios?
Also, is there a term for the distinction between clicks and presses? i.e. if you can use when the button is released as well as when it is pressed, it opens up new possibilities, but risks eliminating certain physical setups.
I haven't taken the time to play with most of the links here, but from previous experience with some of your work, it seems like you're targeting A... and the "UIs" can get pretty complex!
...
I'm an incredibly stupid person. I'm replying with the risk of embarrassing myself:
I would rather not narrow 4Noah's target audience. At this point, I've been striving to make 4Noah accessible to anyone who can push a switch, use a blow/suck tube, or use any other binary input controller. I realize that this is a lofty (perhaps unattainable) goal.
4Noah is meant to open up the possibility of gaming for some who may not have had that option available before. However, 4Noah (like its creator) is extremely limited in its function. 4Noah cannot slow down a game nor can it retrieve and manipulate signals from the game itself.
To clarify or further illustrate how 4Noah works, I'll going to compare playing a game with 4Noah to communicating (one-way) with morse code. 4Noah acts as an interpreter to decode a series of taps and holds into simulated key presses on a computer keyboard.
Console emulators like Nestopia or even newer releases of Mame32 have options to slow down emulation. Mame has cheat options so that you can hack a game to have unlimited lives or ammunition, invincibility, or other things to make a game easier. When these emulator options are used in conjunction with 4Noah, the accessibility window widens.
4Noah suffers because is not very user friendly. I have tried to keep the configuration modes and profiles as simple as possible. It's an ongoing process and I think I have progressed some since 4Noah was first unveiled.
I think that 4Noah can be confusing to some people because they are accustomed to doing things differently. It's kind of like introducing a tool that hammers nails and bakes bread... it's an odd combination and certainly not going to appeal to everyone, but there might just be that one carpenter out there who just loves toast! Maybe he is willing to learn to use the tool because it works for him. Now had this amazing nail hammering, bread baking tool come first... every carpenter would double as a baker! (Don't ask me what I meant to say by using this analogy - I forgot.)
I hope that through continued development, 4Noah profiles can be refined to reach a wider audience. I'd like to experiment more with a head-tracker, touch screen, or even a neural impulse actuator. Development is continual... some things that work for one person might not for another. I would prefer not to exclude that person.
4Noah is a crutch. If/when developers hard code accessibility features into their games - 4Noah cannot and does not aim to compete. Sometimes 4Noah seems like an attempt to build a bridge over a pit (that took decades to dig) with a box of toothpicks. Still, I have hopes that 4Noah will inspire hardware, software, and game developers to explore accessibility options and implement them into their programs and hardware controllers.
Barrie, at oneswitch.org.uk, told me that he showed 4Noah off to a number of game developers at Brighton University. He told me they seemed impressed, but found the menus a bit confusing. There is always room for improvement. Development, thus far, has very much been about trial and error and trying again.
(Gee, there are a lot of words there, but I'm not sure I said anything.)