[HN Gopher] Game Accessibility Guidelines
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       Game Accessibility Guidelines
        
       Author : robin_reala
       Score  : 68 points
       Date   : 2021-04-23 11:27 UTC (11 hours ago)
        
 (HTM) web link (gameaccessibilityguidelines.com)
 (TXT) w3m dump (gameaccessibilityguidelines.com)
        
       | MrLeap wrote:
       | I'm 200~ days into making a game/text editor hybrid (you're a
       | tentacle monster with a magic mechanical typewriter). I've spent
       | some effort making things accessible.
       | 
       | Some fun unexpected things occurred during this process. When I
       | added controller support, it also created a kind of accidental
       | couch co-op mode, where one person can do the typing while
       | another moves around and handles the exploration/combat bits.
       | 
       | I'd love to support screen readers / do real-time text to speech
       | transcription. Will have to research the meat and potatoes of
       | what's involved there. Even if I can't accommodate every line
       | item, this is a great resource!
        
         | mwcampbell wrote:
         | > I'd love to support screen readers / do real-time text to
         | speech transcription. Will have to research the meat and
         | potatoes of what's involved there.
         | 
         | I'd be happy to guide you in the right direction with that.
         | What engine or GUI toolkit are you using?
        
           | MrLeap wrote:
           | I'm using Unity3d. I appreciate the guidance!
        
             | mwcampbell wrote:
             | The best option I know of for Unity is this commercial
             | plugin: https://assetstore.unity.com/packages/tools/gui/ui-
             | accessibi...
        
               | teraflop wrote:
               | Just curious, why do you describe that as a "commercial"
               | plugin? The source code seems to be Apache-licensed.
        
               | mwcampbell wrote:
               | My mistake. Looks like it was open sourced sometime in
               | the past year or so.
        
       | mwcampbell wrote:
       | Strange that screen reader support for mobile devices is in the
       | intermediate category, but screen reader support for other
       | platforms is considered advanced. Maybe it's because mobile games
       | tend to have simpler mechanics. But if your engine doesn't
       | implement platform accessibility APIs, it's probably not much
       | easier to remedy that on mobile than on desktop.
        
         | tarboreus wrote:
         | No, that's accurate. Often making your game accessible on
         | mobile just means not going offroad and doing your own weird
         | thing, apps are accessible by default and you often just have
         | to make sure to use labels correctly. At least this is true in
         | menu or text-based games, which is more games than you would
         | think on mobile.
        
       | W0lf wrote:
       | sfsfdfxfwdscxvayvkolbjvvc. bla
       | 
       | a ol.aauojhbhhjhhbhnn
        
       | Abishek_Muthian wrote:
       | There was a nice curated list of accessibility design resources
       | called ay11resources[1] but it has now been acquired and the new
       | list[2] seems to be cluttered with links to every other Internet
       | content(not related to accessibility).
       | 
       | I had ay11resources for accessibility design in my curated list
       | of startup tools[3], I'm not confident to include the new list
       | and so suggestions for accessibility design resources like OP
       | would be appreciated.
       | 
       | [1]
       | https://web.archive.org/web/20201108192310/https://a11yresou...
       | 
       | [2] https://www.getstark.co/library
       | 
       | [3] https://startuptoolchain.com
        
       | Freak_NL wrote:
       | Allow controls to be remapped / reconfigured
       | 
       | As a left-handed gamer: yes please! I use the arrow-keys for
       | movement with my right hand and have the mouse on the left.
       | Nothing sucks more than to find out that a game has WASD hard-
       | coded, or helpfully adds an AZERTY checkbox as if that covers all
       | eventualities.
        
         | dkersten wrote:
         | In this day and age I expect every game to allow control
         | remapping, certainly on PC but even on console I feel it's
         | warranted, to the point where I get mildly annoyed when they're
         | not remappable, even if I don't intend on actually doing it.
         | 
         | I think a big part of that is I use colemak, so if a game uses
         | layout-aware controls (rather that physical key location scan
         | codes or whatever), then I can't play with a keyboard unless I
         | can remap it. I won't change my layout just for a game, too
         | much hassle (and I've always had weird issues about default
         | layout when having multiple layouts setup for quick switching).
         | 
         | Most PC games do allow remapping these days, thankfully.
         | Browser game's usually don't but I don't tend to play them
         | anyway.
        
           | Aerroon wrote:
           | You could use an autohotkey script to remap the keys. It's
           | not elegant and is frustrating, but it can make a game
           | playable. AHK by default suppresses the keystroke itself,
           | which means that all you have to do is create a mapping of
           | the keys to other keys in a script and run it.
           | 
           | I use it to bind caps lock to a windows-wide microphone mute
           | toggle and it works great.
        
         | SilasX wrote:
         | Also, pass that on to Mozilla, which still doesn't allow
         | Firefox extensions to remap controls (until a given tab has
         | loaded).
        
         | matheusmoreira wrote:
         | Nothing is worse than hard-coded controls in general.
         | Completely screws up my muscle memory. It's also disrespectful
         | because the game designers think they know my preferences
         | better than I do.
        
         | gaucheph wrote:
         | There's an annoying manifestation of this where some games only
         | partially allow remapping controls. For example, when Cyberpunk
         | 2077 was released, it was not possible to rebind to some keys
         | or rebind some actions.
         | 
         | Another pattern I've noticed is some games do not respect
         | Windows' mouse button settings. If other left handed mousers
         | are like me and swap the primary and secondary mouse buttons,
         | they'll probably have noticed that some games ignore this
         | setting and seemingly hard code primary and secondary mouse
         | buttons to be left and right click respectively. The key
         | bindings are understandable to me because nowhere in Windows
         | does it let me set IJKL as my WASD. But I know it's possible to
         | get the primary and secondary mouse button config from the OS
         | but some games ignore or are ignorant of this fact.
         | 
         | Wherever I rebind my keys, I usually start with movement from
         | WASD to IJKL. For everything else, I basically mirror what the
         | default setting is to the right side of the keyboard.
         | 
         | F > H E > U R > Y Q > O C > N L Tab > any of P, Colon,
         | Apostrophe, L square bracket L Shift> any of whatever I didn't
         | use for L Tab X > Comma or M (though comma makes more sense
         | because my right middle finger would type that so it matches
         | developer intention for default setting)
         | 
         | There's actually more keys to choose from on the right side of
         | the keyboard that you can reach with your pinky. This is
         | significant because in some games being able to press buttons
         | while maintaining movement can be advantageous.
        
           | throwaway3699 wrote:
           | > The key bindings are understandable to me because nowhere
           | in Windows does it let me set IJKL as my WASD. But I know
           | it's possible to get the primary and secondary mouse button
           | config from the OS but some games ignore or are ignorant of
           | this fact.
           | 
           | I'll chip in. As a developer, Unity and Unreal don't really
           | expose that information, and generally devs will not fetch it
           | on their own because that requires dealing with linking to
           | Windows libraries, rather than letting the platform deal with
           | that. Using Windows specific libraries seems like an anti-
           | pattern with Unity too, because now your game is no longer
           | cross platform.
        
           | kevingadd wrote:
           | I genuinely was not aware that Windows lets you swap the left
           | and right mouse buttons, and I've been building Windows games
           | for nearly 20 years. Thanks for calling that out.
        
       | simion314 wrote:
       | Just want to mention something, I am not demanding so feel free
       | to ignore me, if you make a game (and do it because you want to
       | make the game and not to learn some language/framework/CV
       | padding) then keep in mind that existing game engines are
       | probably more accessible then something you try to re-
       | invent(especially with text based games).
       | 
       | I admit I am a bit upset that when I see some people asking what
       | good game engine for say a text adventure or virtual novel should
       | he use I see people promoting their incomplete, buggy,
       | unsupported engine(and most of the time the single feature is
       | that is using the CoolLanguage)
        
         | jhare wrote:
         | Do you have a couple accessibility experiences from engines you
         | thought were good? Maybe not "compare" to avoid flame wars, but
         | maybe some highlights.
        
           | simion314 wrote:
           | Yes, so I am happy when I see a game engine uses renpy
           | https://www.renpy.org because this engine has a built-in TTS,
           | some of the time the developers did not test their game with
           | this feature but since it uses python the user can hijack the
           | TTS and use regex to cleanup stuff and I also pipe the TTS
           | through my own configured TTS. I see people re-implementing
           | their own visual novel game using Unity, the result is an
           | inferior experience in all possible ways(not only
           | accessibility).
           | 
           | Latest RPG Maker can export the game as html/JS , I think
           | people created plugins for TTS but I personally wrote my own
           | hack code that I inject in the game and pip[e the text again
           | into my own configuration.
           | 
           | There are other HTML based game engines for text based games,
           | those are also good for accessibility because you can use
           | your existing tools to speack the text or you can change the
           | fonts if that helps.
           | 
           | For DirectX/OpenGl games I tried using OCR , this is slow and
           | it also has big problems if the game uses "fantastic" fonts =
           | fonts that look like handwriting or other iregular fonts.
           | 
           | Maybe when I will have more time I could learn how to inject
           | code in Unity or Unreal games and attempt to detect when the
           | code renders fonts and pipe the text out of the game.
        
         | tarboreus wrote:
         | One big gaming disappointment for me as a low vision gamer is
         | Inkle. It's all mostly text based and yet they manage to make
         | their games 100% inaccessible.
         | 
         | I think Inform 7 is a good example of a very accessible text
         | engine. Twine is pretty accessible in some contexts / exports,
         | but not in others,unless things have changed recently. Chioce
         | of Games is also notably accessible, kudos to them.
        
         | matheusmoreira wrote:
         | How does a video game engine add support for accessibility? Is
         | there some kind of interface they have to implement?
        
       | gmueckl wrote:
       | I love the push for more accessibility in games. Game Maker's
       | Toolkit made a series of very good videos on the subject that
       | illustrate what's actually possible:
       | 
       | https://www.youtube.com/watch?v=4NGe4dzlukc&list=PLc38fcMFcV...
       | 
       | I am toying with ideas of games that put particular focus on
       | certain senses as a key part of their gameplay. But these
       | discussions of game accessibility always make me feel a bit like
       | a bad person for wanting to make games that are exclusive by
       | their very nature. So where is the line between cool ideas that
       | don't translate well for people with disabilities and gratuitous
       | exclusion that could be avoided?
        
         | hn8788 wrote:
         | I think you'd need to decide whether the game is the equivalent
         | of art, or if it's a product designed to reach as many people
         | as possible. That's the one thing I really disagree with GMTK
         | about; not having a ton of accessibility features doesn't
         | necessarily mean the developer doesn't care about disabled
         | people, it could just be that the game wants to elicit a
         | specific emotion that doesn't translate well if the game is
         | made more accessible. He said in one of his videos that Doom
         | Eternal being difficult makes it innaccessible to people who
         | aren't good at video games or have other disabilities, and
         | implied that it isn't fair that people with accessibility
         | issues don't get to experience the same power fantasy that
         | everyone else does.
         | 
         | For example, FromSoft games (Dark Souls, Sekiro, etc.) don't
         | have difficulty options because the developers want you to
         | struggle and feel triumphant when you eventually succeed.
         | People have complained for a long time about how the game is
         | inaccessible, but FromSoft hasn't budged because that feeling
         | of mastering the combat and beating overwhelming odds is the
         | point of the game. If they had an easy mode where you could
         | just run through without a care in the world, it would just be
         | another crappy open world game.
        
           | RootReducer wrote:
           | To be far to GMTK, he has an entire video about whether Dark
           | Souls should have an "easy" mode that discusses this exact
           | point in great detail, and overall he makes the same
           | concession you do for art and experience.
        
           | msla wrote:
           | > I think you'd need to decide whether the game is the
           | equivalent of art, or if it's a product designed to reach as
           | many people as possible.
           | 
           | Is _Citizen Kane_ with subtitles not art?
        
             | emsy wrote:
             | That's not a good comparison in the context of games. It
             | would be more akin to have a subtitle or commentator that
             | explains the meaning of the movie or the purpose of certain
             | shots. If you lack the intellectual acumen or knowledge to
             | grasp these things you will miss out on them.
        
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       (page generated 2021-04-23 23:01 UTC)