For a legally blind player, Far Cry 6’s accessibility options are empowering
polygon.com
polygon.com
Yes of course the article is rich with detail - thank you so much for writing this - but to be able to watch a video and hear in real-time "oh, that blood just popped on the screen as a visual effect, but it really makes it more difficult to perceive my environment" would be absolutely priceless commentary.
I think a lot of the lack of accessibility isn't due to unwillingness but instead due to being unsure if what you're doing is actually helpful. I think it's way too easy to try to do something clever and instead making your app/game/whatever harder to use for both people with and without disabilities.
Having that direct insight and the ability to observe firsthand how differently-abled individuals interact with software - both good and bad software - would be monumentally helpful.
I would imagine this already exists to some degree but, at least for me, it's quite hard to find. If anyone has any good recs for this, please let me know.
What would be super helpful for me would be things like:
1 allow changing fonts and font size, some games use some weird "fantasy" or hand-writing fonts , this are very hard to read so give us the option to use plain Arial font.
2 implement UI scaling so fonts and icons can be larger
3 don't make important ame objects hard to be found, maybe an option to outline things if you press a key, when you have disabilities is always a doubt in your mind that there is something on the screen but you can't see it. This is super annoying in point and click adventure games where you need to sport 1 pixel sized item or some very well hidden object.
4 for games with lot of text like lot of dialog that is not voiced , lot of books,computers or stuff to read I would love if more games support TTS (text to speech), I don't mean include a TTS engine in your game, just send the text to an application , or local port that the user specified and the user can't use it's own TTS program with his preferred settings to listen for the text.
5 For dialog boxes give us the option to set a full opacity background, set the text font family,color and size , for some games I used OCR(Optical Character Recognition ) to read the dialog windows but OCR can fail or take a long time if the font family is a weird gaming font or the dialog background has transparency.
6 If you make a game because you want to make the game (and not because you are learning some cool language or how game engines work - witch is very good you want to learn) try to use existing game engines, this engines will have already some accessibility support or there is enough experience on how to mod things in. So if you want to make a text adventure game use the best tool for the job and not create your own engine.
I am sure some of this would help a lot of people that have smaller eye issues and those would appreciate some of thios options.
How does this kind of thing work? I'm only (passingly) familiar with the “official” accessibility APIs, e.g. IAccessible, AT-SPI2, but these are clearly inadequate; I'm very curious to know how real people use computers.
One reason this is so hacky is that because this engines were not meant to do TTS I can get a lot of extra garbage or duplicates so I need to have the text first go through a game specific script to clean it up.
so could you have this implemented:
1 user will input a path to a script/program
2 from the game engine you call that script and send to it the text as an argument , there might be limitations so it might be better alternatives.
My TTS program implements a queue so it is fine if you just dump a lot of text into it, I have keyboard shortcuts to handle skipping/pausing.
The Renpy game engine (python) supports TTS but I edited the tts plugin and replaced their Linux default to my script since I get more features and flexibility.
P.S. I am tempted to try to also get the text from DirectX games, but I am not sure where to start, I am thinking I could intercept some DrawText function and replace it with my own but I am not sure what terms to Google for and if is something that can be done Or if there is a simple way to detect the code that does the dialog boxes in the games and intercept that function.
In most case it is because it requires time, effort and knowledge. You're average game dev studi does not have any of that.
I sort of wonder, reading this, what kind of accessibility regulations exist in Canada (FC6 being developed by Ubisoft Toronto) has for gaming and how it compares to other technology providers, solutions or products?
I admit I was quite surprised to find blind people playing this game, given the primary activity is flying around in space ships... but it does have trade/build elements and you don't have to fly a ship.
Was very interesting to read about just how they achieved this, and the tweaks needed to make it viable.
Or for some, focusing is painful. (Nerve damage) on a bad day I can see fine. But more then a few seconds can be horrifically painful.
Extra large text helps a lot. Avoiding red / blue mixed colors is a big help.
Absurdly distracting.
Note, the flying and navigation unsighted would require some preparation though, as selections are not spoken out loud.
It's noticeably an issue for console games, even those made by big profile developers who don't really have any excuse.
A lot of them just feel like they're catering to a tiny slice of the user base that would probably be better served in some other way. In some cases, they arguably make things worse for everyone else, like WCAG 1.4.1, mandating that your links have ugly underlines just because some people might have trouble reading them. Fun fact: HackerNews's links are noncompliant, and could get them sued in Canada.
- Color is not used as the sole method of conveying content or distinguishing visual elements.
- Color alone is not used to distinguish links from surrounding text unless the contrast ratio between the link and the surrounding text is at least 3:1 and an additional distinction (e.g., it becomes underlined) is provided when the link is hovered over and receives focus.
Lots of options in there besides just slapping underlines on things. Could be bold where other text isn’t. Could just be a color that stands out enough against your text. Etc.
Sure, you could make links bold, but no one does that for a reason: it looks ridiculous.
The thing that I find particularly egregious about that rule about it is how this doesn't even seem like it helps that many people. A screen reader user would necessarily know that an element was a link regardless of color, and even colorblind users are likely to be able to see that the text is lighter, even if they cannot make out the specific color, particularly if the color used isn't red or green.
I hare designers that chose terrible font sizes and terrible color contrast, do you designers use some extra special screens where light gray on white looks readable?
I am wondering if a site with such fancy designs that look smooth and cool could do an experiment and offer a high contrast, big fonts, no animations version then let the user decides. Maybe we could get some data and see what people that use them able sites use, liek Gmail , do people chose themes with low contrast, many animations and cool looking links?
I hope good designers will prevail in the end and get rid of the form over function crowd, where you need perfect vision and some super expensive screen to be able to proeprly use a web page.
Not a designer but I am a photo nerd, and yes these screens exist
7,675,600 US citizens have visual disabilities. [National Federation of the Blind]
3.7% of all US citizens have fine motor skill disabilities. [NIH]
Also, it's the right thing to do to ensure everyone can experience joy.
My partner is ESL, she understands spoken English fine when it's slow and precise, but in the fast environments of TV and Games, it's often hard for her to quickly get what they just said. So, subtitles, the accessibility option for the hard of hearing, is beneficial to her.
Similarly, I may want a more casual gaming experience but experience the same story as someone else - but difficulty is subjective. I may want just a larger reticle so I can see better, reduced motion blur and walking bounces so I don't feel sick.
These little options are a relatively simple addition which benefits absolutely everyone
Something they haven't said yet is that a lot of accessibility features are already a solved problem, or they're commonplace enough that they seem to be. So a big publisher (which is what your parent was referring to) would be able to get them in at low cost, relative to gigantic overall costs of publishing any AAA game. So it makes sense for them to do it to reach everyone they can. And they know people will write articles like this one and bring them publicity, and if not they'll just astroturf one anyway. The author of that article has had at least one other accessibility-related article published on the gaming web recently, so don't assume they're not just on a press junket.
For all developers, your question is more of a question. Should every single game developed by every single type of developer be "accessible"? It would certainly be nice, but must they? Of course not.
As noted in many introductions to accessibility, these features help more than just the stereotypical example you may think of when hearing that word. There are many forms of accessibility: lifelong, acquired, temporary, chronic, and situational. Between those 5 forms, these features really help everyone.
It’s all about context, consideration, dignity, but mostly, letting the challenge be the puzzle itself instead of the structure of the scaffolding holding the puzzle in place.
All I can say is that if you were in a similar situation you would just see this differently, which is an obvious thing to say, I know, but I really mean it. Like, you would with every fiber in your body, just see this entire situation completely differently.
Any way, I don't think there's any harm in asking the "why" question, but it is harmful to ask it rhetorically I guess? I'm not saying that's what you were doing, but I mean just generally speaking, to ask the question as if to make a point assuming the answer is already known. It implies the question doesn't need asking, and the answer is obvious. The real truth couldn't be further from that, but it's kind of hard to understand if you can't experience it for yourself.
Also, I really want to just head off any "truth is subjective" type comments, or "your reality vs my reality". It's like, yes, there is always that, but what I mean is if someone suddenly lost their mobility and had to experience a world suddenly inaccessible, they would just understand what I mean in a way that's deeper than petty rhetoric. It just wouldn't make any sense by that point to pretend that this isn't important.
[0] Well, I mean, hypothetically these generations might retire in significant numbers around "normal" retirement age, even if the numbers aren't looking so hot for that right now....
Kind of like how the Magic Mouse charging port placement is designed to prevent people from using it while charging, since that's "ugly"...
https://www.polygon.com/2020/7/2/21310396/last-of-us-2-acces...
There are really good IF stories out there. No, not Twine, that's just an enhanced gamebook. I meant the stories made against the Z-Machine (v5-8), and maybe the TADS ones.
@sightlessKombat: If the game's numbers are accurate, after 28 hours, 14 minutes and 20 seconds... I have completed #TheLastOfUsPartII on Grounded, earning 100% of the trophies... All without any sight whatsoever. Thanks to @Naughty_Dog for the #accessibility features that let me achieve this.
https://twitter.com/sightlessKombat/status/14549208490358620...
Because if someone has a perfect sight he is not allowed to do exams in Braille?
Many types accommodations add extra burden or cost on the service provider, so if someone with e.g. perfect sight asks for a vision-related accommodation, they are allowed to refuse.
The relevant law in the US, the Americans with Disabilities Act, does not require the admin to allow it unless the exam taker provides a letter from a health-care professional asserting a disability and reimburses the admin for any extra costs in accommodating the disability.
The eye is a remarkably complex organ and thus it can fail in many different ways. There are many people with eye disorders who do not fit the legal definition. Either their condition is correctable (not curable), or their usable vision is above 20/200. Since many conditions are degenerative a person with an eye condition may become legally blind over time.
Higher Standard Deduction for Blindness
...
1. You can't see better than 20/200 in the
better eye with glasses or contact lenses, or
2. Your field of vision is 20 degrees or less.
See https://www.irs.gov/pub/irs-pdf/p501.pdfI believe 20/200 means you can read only the top letter, E, on vision charts.