- From: Benjamin Hawkes-Lewis <bhawkeslewis@googlemail.com>
- Date: Thu, 30 Jun 2011 19:12:50 +0100
- To: "Tab Atkins Jr." <jackalmage@gmail.com>
- Cc: Richard Schwerdtfeger <schwer@us.ibm.com>, public-canvas-api@w3.org, public-canvas-api-request@w3.org, Doug Schepers <schepers@w3.org>, Paul Bakaus <pbakaus@zynga.com>
On Thu, Jun 30, 2011 at 6:53 PM, Tab Atkins Jr. <jackalmage@gmail.com> wrote: > Again, define your problems. Making your average game, such as the > ones produced by Zynga, accessible to the blind, for example, can > *not* be accomplished by exposing an alternate subtree. It can > theoretically be done, but only be exposing completely different > interaction modes, which are most likely fairly tightly coupled with > the design of the game itself. Different disabled subgroups require > different interaction modes. Can you elaborate? Do you mean that making the average game cannot be made accessible by exposing an alternate subtree *alone* or what? Just exposing a tree doesn't mean you can forget about keyboard accessibility or providing audio or whatever, but it seems to me than a subtree goes a long way towards making many aspects of these games accessible. Take Zynga's latest game Empires & Allies, which is a sort of Settlers-style strategy. The buttons could be represented using <button> elements. The maps could be represented using SVG plus ARIA drag-and-drop semantics. The messages could use ARIA live regions, etc, etc. On the general subject of canvas and game accessibility, see also my previous discussion at: http://lists.w3.org/Archives/Public/public-html/2011Apr/0801.html -- Benjamin Hawkes-Lewis
Received on Thursday, 30 June 2011 18:13:17 UTC