PC GAMER (US)

Accessibil­ity in games

From indies to blockbuste­rs, developers are striving to include disabled players now more than ever

- By Ruth Cassidy

While we might talk about some games as being ‘accessible to new players’ or an ‘accessible entry point to a niche genre’, accessibil­ity here means access for disabled people—who make up 20% of working age adults in the UK, and 10.4% in the US. So while mainstream games awards may have their flaws—rewarding some of the industry’s darker aspects like crunch and abusive management—it’s still meaningful when they recognize efforts to remove the barriers that might exclude us.

Accessibil­ity doesn’t only make things better for disabled players, however. David Tisserand, Ubisoft’s senior accessibil­ity manager, shared on Twitter that around 95% of players leave subtitles on when it’s the default setting, and around 75% turn them on in the options at least once. This is a significan­tly higher percentage of the population than those who have hearing loss. Over email, Tisserand says, “For us, accessibil­ity is about removing unintentio­nal barriers so that as many players as possible can enjoy our games.” And concerning subtitles, that includes people with difficulty processing audio, noisy roommates, babies they can’t wake up, crunchy Doritos—the list goes on.

SPIDER SLIDER

Ubisoft took two nomination­s for Innovation in Accessibil­ity with Watch Dogs: Legion and Assassin’s Creed: Valhalla, but another nominee was Obsidian’s Early Access survival game, Grounded. It sees players shrunk down to bite-size teen adventurer­s—an unnerving experience if the thing threatenin­g to bite you is a spider. Grounded’s Arachnopho­bia Safe Mode made news last year for being the first game of its kind to buck the trend of forcing spiders on players with a phobia of them, allowing you to remove disturbing elements of their design or, at the top level, turn them into cute blobs.

Grounded also highlights the way that accessibil­ity can be enhanced in even its more basic structures, like its ‘talk to me’ feature: a text-to-speech setting for its UI. As senior programmer Brian Macintosh explained, it wasn’t initially his idea, but something publisher Xbox Game Studios encouraged. “I didn’t initially understand how someone who is blind could even play Grounded, but it turns out there are many people who can see well enough to navigate the game, but have trouble reading text for vision or even cognitive reasons. For them, this feature takes the game from ‘barely playable’ to ‘quite playable’ which is a huge win.”

Without downplayin­g the seriousnes­s of phobias, most of us can relate to finding spiders unsettling—I used the slider myself when it turned out my tolerance for the critters strongly depended on our relative size being biased in my favor. While this approach is inarguably innovative, Grounded’s text-to-speech

“FOR US, ACCESSIBIL­ITY IS ABOUT REMOVING UNINTENTIO­NAL BARRIERS”

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 ??  ?? ast year’s instalment of The Game Awards celebrated the first Innovation in Accessibil­ity award. This was alongside numerous other events recognizin­g accessibil­ity for the first time, and dedicated efforts like the Video Game Accessibil­ity Awards. It’s a topic that’s more visible than it’s ever been, but does this reflect the real state of gaming today?
ast year’s instalment of The Game Awards celebrated the first Innovation in Accessibil­ity award. This was alongside numerous other events recognizin­g accessibil­ity for the first time, and dedicated efforts like the Video Game Accessibil­ity Awards. It’s a topic that’s more visible than it’s ever been, but does this reflect the real state of gaming today?
 ??  ?? TOP: Grounded’s least spider-y spider removes all legs and furry textures.
TOP: Grounded’s least spider-y spider removes all legs and furry textures.
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Creed:Valhalla full key rebinding was praised by the first Video Games Accessibil­ity Awards.
ABOVE: Assassin’s Creed:Valhalla full key rebinding was praised by the first Video Games Accessibil­ity Awards.

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