There are over 2 BILLION people in the world living with a disability.
And a significant percentage of them are struggling to play games. ๐ซ๐ฎ
As part of the Global Accessibility Awareness Day #GAAD, this is a list of #gamedev resources to design more accessible games.
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1โฃ COLOUR BLINDNESS ๐๏ธ
There are approximately 300 million people in the word who are colour blind.
There are also many different types of colour blindness: DEUTERANOPIA is the most common, affecting the perception of red ๐ด and green ๐ข tones.
Games that are heavily relying on colour-coding to convey information are particularly affected!
Good compromises between aesthetics and accessibility can be seen in "FTL" & "Hue". Both games have the option to add patterns to colour-coding, which are generally easier to read.
Back in 2015, I talked extensively about the subject of colour blindness. ๐
Below you can download a free @unity3d package to simulate different types of colour blindness. ๐ฆ
This might help you designing more accessible interfaces!
Audio can play a huge role in a game. Not just to set its tone and atmosphere, but also to convey information. ๐ต
As a bare minimum, all games which feature dialogues should include subtitles.
This has the extra benefit of helping non-native speakers.
Many games, especially FPS, are heavily relying on audio clues as part of their gameplay.
For instance, to indicate where enemies and threats are coming from.
Games like "Minecraft" allows to show the direction sounds are coming from.
Other games, such as "Fortnite" are going as far as showing directional waveforms on the UI, helping players knowing where and what type of sound is being played around them.
3โฃ COGNITIVE IMPAIRMENT ๐ง
This category includes a vast range of disabilities, which can affect thoughts, memory or even how information is processed.
Games that require to solve puzzles, complete long tasks or do a lot of backtracking are at risk of being inaccessible.
Some tips to improve the accessibility for cognitive impaired players are:
๐น Remind about current objectives & inputs
๐น Separate volume controls for effects, speech & music
๐น Highlight important words and objects
๐น Provide the option to remove combat, puzzles & enemies
"Shadow of the Tomb Raider" has a very comprehensive set of accessibility options.
They not only make the game easier for players who prefer a more casual experience: they also make the experience much more accessible!
A significant percentage of players are suffering with some kind of motor impairment.
One of the simples change you can make to improve the accessibility of your game is to make the controls fully remappable.
One of the best examples of accessibility for motor impairment is "Celeste" Assist Mode.
It allows to change several gameplay parameters such as how many times you can jump in mid-air, and even to turn invincibility and endless stamina on/off.
Accessibility often means creating custom game controllers. While this can sound like a daunting task, it might easier than you think! ๐น๏ธ
@ShakeThatButton has one of the most comprehensive list of alternative controllers created by gaming enthusiasts.
Nobody knows how Unity will measure installs. And Unity made it very clear they will not share more details about their "proprietary technology".
It's impossible for gamedevs to contest numbers when Unity is both the judge and jury.
(2/8)
2โฃ "TRUST US, BRO"
If there is anything Unity cannot leverage right now, is trust. Unity has consistently eroded the trust of its user base for over 5 years, showing to be an incredibly unreliable company.
Gigaya & the recent AI dramas show how NO, we cannot trust Unity.
If you're a big fan of FEZ, you might have noticed that to *fully* complete the game, you don't have to complete it to 100%. You have to complete it to 209.3%. ๐
Let's see why. ๐ง๐งต
FEZ monitors the progress with a percentage. That is the number of cubes you need to complete the game.
You need 32 cubes (or anticubes) to unlock the first ending, which gives you 100%.
This unlocks a cutscene so trippy that not even the YouTube compression can keep up.
FEZ "real" ending is achieved by collecting 64 cubes (32 cubes and 32 anticubes).
This leads to 200%, which makes sense as by now most players are effectively on their second run.
This unlocks another cutscene, revealing the multiverse, and that FEZ is likely a simulation.
With so many photo editing tools powered by Generative AI, I think is worth remembering some of the most powerful techniques that do NOT rely on Deep Learning. ๐งฎ
๐งต Let's see how SEAM CARVING works and how we can make it in @unity! ๐
This week I've been replaying Firewatch. ๐ก๏ธ๐ฅ
Despite being 6 years oldโwhich is about 40 in indie game yearsโit has aged gracefully and is still an incredibly enjoyable experience.
And replaying it now, I can see how much love @camposanto has put into its making...
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For me, it's the tiny details that make Firewatch an absolute gem to watch and play.
Like selecting a different number makes your in-game hand move on the lock.
Firewatch is the prefect compromise between being an open-world, exploration game and a more traditional story-driven experience.
@thatJaneNg gave a very interesting talk at GDC about the challenges of designing (and building!) such a space in two years.