Marlene Beilharz – Womenize! – Inspiring Stories
Womenize! – Inspiring Stories is our weekly series featuring inspirational individuals from games and tech. For this edition we talked to Marlene Beilharz, Activist for Accessibility in Games & Author. She speaks about advancing accessibility in gaming through inclusive design, authentic disability representation, and improved game mechanics. Read more about Marlene here:
Hi Marlene! Your work has already spanned roles in usability testing, accessibility consulting, and storytelling. What advice would you offer to gaming industry professionals looking to embed accessibility into their work, even if they’re just beginning to explore inclusive design?
That’s right, I can only play with the help of a mini joystick, which I operate with my chin. This serves as a substitute mouse control but without the mouse wheel function and right-click. That’s why I usually only play games that I can manage without any help and possibly with an extra button for my arm. However, I am thinking about solutions to make games more accessible for people with different disabilities in the future. To achieve this, I test a lot of games and give feedback to the companies regarding possible barriers. I am still relatively new to storytelling. The first game I wrote, SARA – Story of a Young Thief, is still in the early stages of development. It is being realized barrier-free by Birnchen Studios.
I can only advise developers to familiarize themselves with the publicly available accessibility guidelines right from the start and ideally integrate those affected right from the beginning of the development process. To avoid barriers in the plotline, you should question whether quicktime events are relevant to the story or whether they can be replaced or skipped.
As someone with a unique blend of creative storytelling and accessibility expertise, how do you see narratives in games as a potential tool to raise awareness and drive empathy for inclusivity? Are there specific storytelling techniques you find especially impactful for this purpose?
For computer games to contribute to this, a lot still needs to be done in this area. I do believe that computer games have the potential but unfortunaly I rarely find their portrayal adequate. They should be portrayed as a ‘normal’ part of society, not spreading horror, being pitied, serving as satire or, if portrayed positively, proving that they too are capable of achieving something. They should simply be a part of society.
If developers were to portray people with disabilities in this way more often, they could certainly contribute to raising awareness.
You’ve been a jury member for the Deutscher Computerspielpreis. What are some trends you’re noticing in accessible game design today, and how would you like to see these trends evolve in the future?
This year, “Gaming Ohne Grenzen” received a special jury prize at the ”Deutscher Computerspielpreis” and the first German-language network on the topic was founded a few weeks ago. Here, too, the topic is attracting more and more attention. On the other hand, accessibility could be considered much more in the criteria of the ‘Deutscher Computerspielpreis. Unfortunately, I was only able to play a few games without the support of an assistant and without encountering any barriers. I would therefore like to see even more inclusion in the future, both in terms of content and mechanics.
Womenize! – Inspiring Stories Feature by Madeleine Egger