Sony debuts first PS5 controller for disabled gamers
bbc.com
bbc.com
This is fantastic news. I'm making assumption about the design here, because it only has one control stick. You need two of these, one for them left joystick and one for the right joystick. That's actually even better, if that is the case, because it means you can put the two control stick as far away from each other as possible if you want that set up. You could even buy a third of controller button with your foot. I hope that is the case.
I just like to call out Nintendo here for complete lack of disability access. There is no support for disabled controllers whatsoever for a Nintendo switch and it's shocking from Nintendo. You have to buy some very expensive third-party gear if you want to have any sort of disabled access for the Nintendo switch.
I saw a video of a man using this with one limb and the analog stick on a "regular" controller with another. He said it worked perfectly for their use.
Maybe not an issue if you are not using mouse and keyboard but I don't know the specifics.
If the game natively supports mouse+kd then that is fine but if you are using mouse+kd with aim assist turned on then you are basicaly using an aimbot to cheat.
All the immersive 3d titles need both joysticks?
It would be unfortunate if sending right stick messages really does require buying a whole separate controller. The rest of the product seems almost unbelievably thoughtful and well-designed.
Regardless, hopefully they used Hall effect sensors for the stick this time, because drift is frustrating enough on a regular PS5 controller. Imagine having to buy a whole new Access Controller every time you fail your saving throw on stick drift.
[1] e.g. one is for movement, the other is for manual camera control.
If you’re interested in this kind of thing, do check out The Controller Project who have been providing free (or almost free) custom controller modifications to gamers for over a decade: https://thecontrollerproject.com/
No I mean English subs on original English audio in new videos. I have my own rants about "localization" which aren't relevant here but I will offer you some jelly donuts in exchange.
Their track record is horrible in that sense. You can use PS4 controllers on PS5 but not for PS5 games, so they don't even have the "technical reasons" excuse.
I'm genuinely surprised that Sony built and released an accessible controller at all. This feels like a huge step for them. So while it might be frustrating to imagine having to upgrade when the PS6 comes out in the distant future, it's still a net positive IMO.
[1] I'm still a little grumpy that I couldn't use the PS3 media remote with the PS4 or later, because it worked better than the ones that came after.
Such a layer already exists: https://remoteplay.dl.playstation.net/remoteplay/lang/en/110...
Unfortunately, I developed major RSI in my right hand from playing Horizon Forbidden West, to the point that I had to stop playing console games for several months. And I don’t typically have that problem on any other console, including previous PS consoles.
There’s something about the shape of the controller in combination with the controls for that game, which requires frequent usage of both R triggers, sometimes in combination with other buttons. Also could be related to the force feedback of the triggers that’s new on PS5 (though it doesn’t seem frequent/strong enough to matter).
I never had this same problem with Horizon Zero Dawn on the PS4, even though the controls are mostly the same.
I’m not sure I’ll be able to finish Forbidden West.
Playstation controllers have a DRM chip. Without that we could have all forms of accessibility controllers.
https://blog.playstation.com/2023/01/04/introducing-project-...
Doesn't what works depend on the disability the person has?
As a MSFT employee in Gaming we get accessibility put front and center in our faces often and even then it can easily be "best effort" or almost ignored if you aren't careful. I am really happy more and more games are getting on board with solid accessibility settings and peripherals that can bring the joy of games to more and more people. Gaming is such a magical medium of entertainment and engagement that everyone should be able to enjoy it.
The way some people talk about tech companies sounds a whole lot like the way that people talk about celebrities. It’s absurd.
Sony doesn't sell the Playstation as an act of charity. They do it to let people give them money for things they enjoy using. Likewise for these types of accessories.
[1]: https://arstechnica.com/gaming/2021/07/cheat-maker-brags-of-...
I wonder if a leader that has to personally, in their daily lives, deal with an individual who requires assistive technologies imparts a level of empathy to their organization… which led to Microsoft taking a lead in this?
Just a random thought….
Edit: paragraph spacing
I'm a fan of simple HTML, too-but I don't believe it has any real impact on accessibility over JS with accessibility in mind. If there are specific cases where that is not true, I'd love to know them
It’s much more that JS tends to make your page being modified in unexpected ways. If all you have is a voice reading the page, you may be submerged by information each time the dom changes and you may have a hard time understanding what is the context of the element which changed.
Pointing out to actual accessibility issues would have been a much better argument than generic complaining about the website requiring JS.
- a simpler page is typically more usable as well, and
- sometimes you have inherent complexity that it’s also possible to make accessible
But conversely, I've also seen our prime minister get covid, come close to dying, and it did nothing to stem the cruelty and disregard that they proceeded to maintain out for the next few years.
Especially as in most of the world leagues have relegation, so the money invested can be quickly lost.
Nothing. Haters gonna hate.
If real accessibility would be the goal, they could just open up their ecosystem and make proper use of USB and Bluetooth so everybody can build their own controller and keep using them across console generations as well as consoles from different manufacturers.
To me it seems to have some basic design flaws. As the (disabled) author said, there's no right stick and thus most games are completely unplayable. He'd rather just have the ability to remap the buttons on a normal controller.
Compared to the adaptive xbox controller this thing looks absolutely useless to me.
The XBox adaptive controller doesn't have sticks either. The two big touchpad-looking things are just two big digital buttons without any touchpad functionality. The Xbox adaptive controller really isn't much of a controller by itself, but just a large hub where you can plug accessories into via USB for sticks and 3.5mm jacks for buttons.
It doesn’t have a full set of controls/inputs that the standard controller has. Most notably you need a regular controller or a second adaptive controller if you want to play any game that uses both control sticks. That’s a lot of games that are completely unplayable with this device
https://en.wikipedia.org/wiki/Phoebus_cartel?useskin=vector#...
That said, unless conventional sticks get way cheaper I'll stick to hall effect ones.
I'm guessing it makes financial sense to keep using them so nothing changes.
Hall effect joysticks are becoming more popular but they're usually harder to get ahold of and may not actually be that much better in the long run. Time will tell!
My Switch on the other hand…
There's some guides on aftermarket modifications of controllers to convert them to hall effect sensors, as well as 3rd party controllers made with hall effect sticks. If you want something to use on PC and/or switch the KingKong 2[1] from GuliKit is pretty good.
The button layout on this thing seems harder to use than a normal controller for most people other than those with extremely limited fine muscle control?
My father has one arm, and one finger on said arm. I don't see how this is going to help him at all.
Am I missing something?
> But designing accessibility products is a massive task, as every disabled person's impairment is unique to them, and gaming technology is always evolving. Sony's plan to tackle this problem is through customisation - making it possible for each person to tailor the solution to their own individual requirements.
It was also probably never a huge priority for Sony until the X-box released their own and showed there's a market for them.
No it isn't. Unless the company doing the designing isn't serious about it. Exactly of companies who are serious about inclusive design are Apple, and if you want gaming Microsoft. How are they serious?
- hire people with disabilities across the board so input happens at all phases of product development
- include people with disabilities during product and focus group testing
- bake inclusive design as part of their process
- hire people with disabilities in QA/QC
So, yes it's difficult if you have one person saying "make this thing inclusive otherwise we might get sued". It's not difficult if the organization is serious about inclusive design
If we focus purely on the console gaming market, Microsoft did a lot for disabled people. Multiple different controllers and systems were released this generation.
Microsoft gets a lot of well deserved flack, but their peripherals were almost always top notch, in line with Logitech or even better. Remember their ergonomic split keyboards form the '90s?
Maybe some of that UX design heritage rubbed off to the X-box as well.
From what I (indirectly) understand, the Microsoft accessories team (keyboards, mice, etc) has been dismantled and reformed a number of times.
The XB1 controller is an extra odd situation, the team who was the Xbox 360 accessories team made the initial XB1 controller, and then that team became the Microsoft Band team, and an entire different team took over console controllers.
Sure, but from my experience, for devs and engineers to "just care" about the product, they also need to be well paid, respected and empowered.
Try seeing how many engineers care when they're overworked and underpaid.
https://techcrunch.com/2014/06/24/oculus-acquires-carbon-des...
The xbox org in general had a very high rate of contractor/vendor usage, I saw plenty of projects (including the one I was on) that had well over 50% of employees as vendors.
The design team I worked with was also a mix of MS employees and external designers, which makes a lot of sense.
I can tell you that in regards to the Xbox 1 controller, Microsoft employees spent a lot of time showing love and care to it, those buttons and control sticks got a ton of critique from people who really care about gaming. I remember one particular test session for haptic feedback settings, everyone there wanted to make damned sure that if you were driving over gravel in Forza that it felt like you were really driving over gravel.
I can speak more to the Microsoft Band. The springs on the buttons were iterated on for months, with dozens upon dozens of combinations of springs and button materials being tested to find what felt just right, down to the exact shape of the indent on the button.
Every single letter for the font was hand kerned. Heck the font was customized for our exact display (DPI, font weights, letter heights, everything). My team worked with Monotype to get real TrueType font rendering working in 96mhz and 256KB of RAM (and a slow 4MB scratch buffer). Real antialiasing, full CJK support, when Microsoft wants to pay attention to details they can do a really damn good job of paying attention to the details.
Xbox was (is, I presume, haven't been there in a long time!) an entire technical org that was passionate from top to bottom about making the best products.
If they wanted to do this earlier, they could have.
Kind of.
Apple isn't serious about inclusive design in hardware. Their software UX leads are some of the most brilliant figures in the fight for accessible computing, but their hardware is almost universally bad for accessibility. For people with sufficiently-advanced dyskinesia, even the most generous software accessibility settings aren't super helpful. It took them thirteen major releases of their operating system to offer pointer events using external hardware, broken pointer events, which was more or less the only way in which people with motor disabilities could make the system usable at all.
If Apple is an example of disabled people in an organization being serious about inclusive design in a way that is "easy," then that reflects incredibly poorly on the disabled engineers and designers working at Apple and the possibilities of inclusive design as a liberating force.
People at Microsoft worked hard on the Adaptive Controller. It was hard, and it took years. It is an incredible feat of empathy in engineering.
i have heard high praise for apple with their accessibility settings and my colleagues and friend who use these options seem to like them, so there’s something. really hope that the hardware focus continues to get traction as just “something that should be done” not as a new revenue stream. i thjnk proper accessibility and customization serves everyone, not just those with disabilities [0]. technology should be adaptable to any given user, not the other way around.
0 - i’m actually not sure if this is right wording but my brain struggles to know the preferred term. i am happy to have a better way to describe people with disabilities
'Disabled', in particular, has two differing politically charged usages and definitions. That is, whether one is disabled by their impairments or by society. It surprises most people that the latter is "more correct", being the Unesco[0] definition. It's also the more empathetic, in my opinion.
There are many opinions about this, and there is no collective preferred term.
Another book I have read explained the "person first" approach to describing disabilities, and it makes sense as I can see how it's very much so on dependent on the individual preferences.
Yes. I think that's where it really matters to have something out in the world, even if it doesn't cover the full spectrum, so they get feedback on what sticks and what doesn't. Sure they can make the round of disabled people in their vicinity, and get some help for those wanting to engage with the dev process, but that can't be comparable to real world users actually getting their hands on a product.
On Sony's priorities, they've made so much research on input I hope they find a way to merge the two and have the feedback from one side help the development of the other "traditional" methods. Some games had custom controllers basically purpose built, so they're not strangers to doing stuff that doesn't scale that much either.
If only the billionaires at the top of gaming companies had disabled children it would be different.
There have been many community controllers but I believe MS was the first to try to make a real consumer product that serves disabilities without DIY stuff. Kind of an odd stunt and a tiny market, but it appears to have made some splashes.
Sure we can 'just be happy', but we can also acknowledge that Sony didn't care about it until Microsoft did something about it. Same as they didn't care about motion controls until Nintendo busted out the Wii. Both MS and Sony scrambled to put out motion shit the next few years.
There's no need to attempt to diminish what Sony is doing. Anything that improves the quality of life for people that have been previously excluded should be applauded. Even if they took longer than others.
I applaud Nintendo for doing this for the NES, but where are they today?
Because it's not an example of Nintendo being good, it's an example of why this reductive argument is meaningless.
The Microsoft Superbowl commercial was powerful.
While I appreciate ms now makes a controller for people with disabilities ( it’s great ) , I don’t like the fact they’re making ads about them. In the grand scheme of things, their involvement with disabled people is tiny, and this ad just makes me feel very very strongly they’re taking advantage of these kids because the ad isn’t about the kids it’s about ms .
I might be missing something here, either culturally ( I’m not American and have different concerns) or something else altogether. Could someone help me here see through this ?
Edit ( I’ve thought about it a bit more, this ad is very disturbing to me): in my country ( France), I think this would be immediately perceived as a megacorp exploiting kids ( we don’t trust megacorps and this looks like a Pr stunt)
To be fair they did actually make the adaptive controller and you can buy it right now. It isn't even that expensive. They really did make gaming more accessible for many.
As a company that is something you'd be proud of and your marketing department would be stupid not to show it off. I still thinking it wouldn't be as well received in my country (Netherlands) either, especially if played during something like the super bowl.
This device Sony has made here in comparison really does feel like a little PR stunt, because it looks absolutely useless compared to xbox's adaptive controller. It includes just one stick that's still an actual joystick... The adaptive controller has two large pads for sticks and allows you to connect any external device to act as an additional input. I am curious how far Sony will take this.