Phenomenology
“Select your preferred use motion or traditional controls” a
statement presented to the player at the beginning of Sony’s first party game ‘Until
Dawn’. As a player wishing to forget about all of the surrounding world and to
be totally ‘immersed’ within the environment and storytelling presented,
choosing traditional controls seemed correct right? Leave the body the player
is confined to and experience everything inside the perspective of each key
actor. Yet after reading this week’s articles I’ve soon came to the
enlightenment that maybe they weren’t for me; even for as ironic as it may seem,
that the able bodied person wishes to lay dead still in bed using very little
motive functions to operate the game. Yet for some these very simple motive
functions are complex and sometimes impossible feats made easier by such an
option that maybe Until Dawn was offering straight out of the gates.
After
reading about the encounter between Voelker and a mystery father wishing to
play with his son yet being prohibited by the loss of his finger on one hand
and the intense reaction he had to such a simple option being offered. The
increased awareness of such a feature hit me, I returned to the title and tried
out a chapter with these functions only using one hand to see if such a thing
was possible.
Which for most part was near impossible with
the motion controls being somewhat useless and janky and really requiring two
hands to operate with over extended motions needed to help emphasis which
option I wished to pick. And so the intentions behind the motion controls
became clear they aren’t really intended as a subtle way of disabled gamers to
check on accessibility features without diving deeply into the menus which in
some cases is hard enough for these gamers. No it’s for the abled body gamer who
wishes to try something else, to experience the game with the full awareness of
the player’s body. This really does seem like a missed opportunity to make this
set of controls a way for disabled gamers to jump straight into a game without
the hesitation of menu diving for options which as stated in the Polygon
article can be a feat in itself.
These
settings however do succeed in making the player aware of its body and helps amplify
the intensity of the decision making with the timer making you fill as if your
tripping over yourself with the shoddy motion controls, purposefully crafted or
not. However I can’t help but feel that this was a missed opportunity by
developers to really push accessibility in games, offering motion controls to
people who precession thumb stick aren’t an option.
References;
Polygon,(2016)Why game accessibility matters[Internet] Available from: <http://www.polygon.com/features/2014/8/6/5886035/disabled-gamers-accessibility>
Cyborgology,(2016)Games Design and Digital Duelist Ableism[Internet] Available from:
<https://thesocietypages.org/cyborgology/2013/06/07/game-design-and-digital-dualist-ableism/>
SupermassiveGames,(2015) Until Dawn. Playstation, San Mateo: Sony Computer Entertainment.
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