Summary of "How Video Games Become More Accessible (Encore)" | The Indicator from Planet Money
Release Date: December 26, 2024
Host: Adrienne Ma & Waylon Wong
Producer: Corey Bridges
Engineering: Robert Rodriguez
Fact-Checked by: Sierra Juarez and Cake
Edited by: Cannon
Production: NPR
1. Introduction to the Episode
In this encore episode, The Indicator from Planet Money spotlights the ongoing efforts to make the video game industry more accessible to individuals with disabilities. Hosted by Adrienne Ma and Waylon Wong, the episode delves into personal stories, industry shifts, and the pivotal role of advocates in transforming gaming accessibility.
2. Steve Spahn's Story and Early Gaming
The episode opens with the inspiring story of Steve Spahn, who discovered video games at the age of 12 despite living with spinal muscular atrophy—a condition that progressively limits muscle use.
[00:44] Steve Spahn: "I told her that I was too disabled, there's no way that I could. And she challenged me that there was no reason I couldn't just hold the controller."
Steve recounts how a compassionate nurse introduced him to gaming, sparking his passion despite physical limitations. Using a powered wheelchair, Steve found innovative ways to engage with games, such as using a dentist pick to press keyboard keys or employing a special hat with sensors to control gameplay by tilting his head.
[00:44] Steve Spahn: "I was using a powered wheelchair, so why couldn't I hold the controller?"
3. The Shift in the Video Game Industry
Adrienne Ma sets the context by highlighting that accessibility was historically an afterthought in the video game industry. However, recent years have seen a paradigm shift as developers and advocates collaborate to create more inclusive gaming experiences.
[03:10] Adrienne Ma: "For most of video game history, accessibility was sort of an afterthought, if it was thought of at all. But that is starting to change."
4. The Last of Us Part II: A Case Study in Accessibility
A significant turning point discussed is the release of "The Last of Us Part II" by Naughty Dog in 2020. This action-adventure game, set in a post-apocalyptic world, became a benchmark for accessibility in gaming.
[03:10] Adrienne Ma: "But the Last of Us Part two was pretty different in this respect."
5. Conversation with Emilia Schatz and Game Design Adjustments
Emilia Schatz, the lead designer at Naughty Dog, shares her journey towards prioritizing accessibility. Initially motivated by a desire to create a game her non-gaming mother could enjoy, Emilia and her team began simplifying controls and adding options to make gameplay more intuitive.
[04:09] Emilia Schatz: "I mostly was just like, okay, I want my mom to play this game. That was my goal."
These initial efforts garnered positive feedback, prompting the team to expand accessibility features. Collaborating with disability advocates and gamers with disabilities, they integrated over 60 different accessibility options into "The Last of Us Part II."
[05:41] Adrienne Ma: "As Amelia and her colleagues started working on their next game, the Last of Us Part two, that question kind of snowballed."
Notable features include customizable controller mappings for players with physical disabilities, enhanced visual cues for those with hearing impairments, and comprehensive tools for visually impaired gamers.
6. Ross Minor's Experience and Impact
Ross Minor, an accessibility consultant and avid gamer, provides a firsthand account of how "The Last of Us Part II" transformed his gaming experience as a blind player.
[07:14] Adrienne Ma: "That is, until he played the Last of Us Part ii."
Ross highlights features like a screen reader, voiceover descriptions, detailed sound cues, and a unique sonar pulse option that allowed him to navigate and interact with the game environment effectively.
[07:29] Ross Minor: "I'm not an emotional person, but like, it literally brought tears to my eyes because something like this was never done before."
The game's pioneering accessibility earned it the first-ever Innovation in Accessibility award at the Game Awards, setting a high standard for the industry.
[08:13] Adrienne Ma: "The Last of Us Part two... gave it its first ever innovation and Accessibility award."
7. Industry Impact and Future Prospects
Ross Minor expresses optimism about the future of game accessibility, emphasizing the financial and inclusive benefits for game companies.
[08:30] Ross Minor: "I'm 100% positive it will because at the end of the day, it also just makes great financial sense, right."
Statistics underscore the importance of this shift, with approximately 13% of the global population living with some form of disability—a figure that is even higher within the gaming community.
8. Ongoing Efforts by Advocates like Steve Spahn
Despite the progress, Steve Spahn urges vigilance to ensure that accessibility remains a priority in the gaming industry. Through his nonprofit, AbleGamers, Steve not only provides resources and information but also advocates for continued advancements in game accessibility.
[09:10] Steve Spahn: "Now it's a matter of keeping people caring. It's not something that can be taken for granted."
AbleGamers also offers personalized consultations for gamers with disabilities, ensuring that they have access to the necessary assistive technologies to enjoy video games fully.
[09:49] Steve Spahn: "You really want to meet people where they are... bring the technology and the gaming to them rather than making them come to you."
9. Conclusion
The episode concludes by acknowledging the collaborative efforts between game developers and disability advocates that have significantly enhanced accessibility in video games. While celebrating the strides made by titles like "The Last of Us Part II," the hosts emphasize the ongoing need for dedication to inclusivity to ensure that all gamers can participate and enjoy the evolving landscape of video gaming.
[10:03] Adrienne Ma: "And Steve says that's something game companies should think about too."
Notable Quotes with Timestamps:
- Steve Spahn [00:44]: "I was using a powered wheelchair, so why couldn't I hold the controller?"
- Emilia Schatz [04:09]: "I mostly was just like, okay, I want my mom to play this game. That was my goal."
- Ross Minor [07:29]: "I'm not an emotional person, but like, it literally brought tears to my eyes because something like this was never done before."
- Ross Minor [08:30]: "I'm 100% positive it will because at the end of the day, it also just makes great financial sense, right."
- Steve Spahn [09:10]: "Now it's a matter of keeping people caring. It's not something that can be taken for granted."
- Steve Spahn [09:49]: "You really want to meet people where they are... bring the technology and the gaming to them rather than making them come to you."
This comprehensive summary encapsulates the episode's exploration of the strides made towards making video games more accessible, the personal stories that highlight these changes, and the ongoing advocacy required to sustain and advance inclusivity in the gaming industry.
