Blind Gaming and designing for accessibility(self.Blind)
submitted by vga256
So, I'm a visually sighted game developer. Articles and stories I've read from partially sighted and blind gamers have really touched me. It frustrates the heck out of me that people are missing out on some truly excellent games just because of poor accessibility design.
I want to build games that are more accessible to people with visual impairments, but one of the big challenges I face is in understanding the different needs gamers have. From what I've read so far, there are more types of visual impairment and degrees of severity than I can count.
So I was hoping gamers from this /r would be willing to help me get the lay of the land:
Are there some crucial articles out there on blind gaming/accessible UI design that I can read?
Are there general categories/types of blindness that can be addressed by specific types of design choices? (E.g. Colourblindness)
Are there certain games or kinds of games you're dying to play but can't? And why not?
And finally, are there online blind gamer communities that would be better suited to give me guidance?
Basically, I'm all ears at this point. I'd be very happy to dedicate my career as a game developer to addressing accessibility in games, so I'm hoping for a bit of direction here. Thanks!
ArchCarcass6 points5y ago
Not sure how much help I can offer or how useful this information will be to you, but from personal experience UI options are pretty limited.
I used to love playing CIV, Age of Empires, the Sims, SimCity, however I can't really play them anymore as I can no longer read the UI.
It takes me a lot longer to learn how to play a game as quite often I can't read the text the tutorial is giving me. Most times I give up as my eyes start to sting from straining g them.
Ammo refill bars as well as HP bars are always difficult to read or locate on occasion, which is frustrating.
There typically isn't great colour blind "modes" either.
TL;DR Larger UI customisation/font
vga256 [OP]2 points5y ago
That's very helpful, thank you! Is it just the text, or in a game like SimCity is the artwork too difficult to make it also? (SimCity uses tiny tiles). Does a magnifier application do much to alleviate this?
Thanks again for your help. I appreciate it.
ArchCarcass3 points5y ago
For me personally it tends to be the text, very small icons such as money symbols, resource symbols etc and nearly all the time player models blend in to the background in FPS type games.
A magnifier can help sometimes, but often I find the resolution of the thing I'm trying to magnify becomes too blurry.
vga256 [OP]2 points5y ago
Gotcha. That pretty much rules out any "roguelike" games like Nethack, Brogue, etc which all use a tiny sized ASCII character set. As I am working on a game in this genre right now, I will make sure that these symbols are scalable and easy to distinguish from the background. I can see now how a magnifier makes things worse, as the pixel density gets worse under magnification. (I used to have a Game Boy magnifier that created the same problem).
Thanks again!
Shepherd244 points5y ago
I second the Ui and font size comment. GTA is a pain in the ass with all its small fonts and so are many other games. Battlefield Hardline had a great system that I could use to make all the objs bigger but also my teammates names. Now in BF1 I can't do that and it becomes a pain in the ass to ID my teammates. I don't care if it "doesn't look quite right" to the developer, it makes all the difference in the world. I used to love the ace combat series until a game came out and I couldn't see the lock on indicators anymore so the series died for me. Also wtf is with so many devs using red and green to differentiate enemies. It is literally the most common colorblindness around.
vga256 [OP]2 points5y ago
Perfect. So scalable fonts and UI's are a must. The red/green thing is a bit of a UI stable in the game developer world as these colours have a "stop vs. go" or "friendly vs. unfriendly" connotation. I'll definitely look into a different colour palette. Thank you for bringing this up.
ianhamilton__1 points5y ago
There isn't a safe colour palette, as there are a wide range of conditions that affect colour vision in different ways. First port of call should be decent contrast and avoid relying on colour alone, use some other differentiator too. If you can't do that, let people choose whatever colours work best for them.
I don't know how I missed those guidelines. Thank you!
I've been lurking on the audiogames forum - it looks very lively, and folks are very good at describing their needs. Thanks for reminding me.
AnEnchantingMelody2 points5y ago
As an accessibility trainer who is totally blind, I find it helpful to break down vision loss into a few categories: people who have the ability to use the internet without any screen access software, people who use screen magnification software, people who alternate between using magnification and not using any at all, and people who rely solely on screen readers. For your first game, my advice would be to decide who your target audience is going to be. Are you looking to make your game accessible to use with screen readers? Are you thinking of a game which addresses the low vision crowd? Could you find a way to include all types of visual impairment? Two examples of games which cater to all types of visual impairments which immediately come to mind would be A Dark Room and King of Dragonpass, both of which are on iOS.
I really enjoyed Celtic Tribes at the beginning, and I know there are other games like that on the app store. The thing about Celtic Tribes that stopped me playing was this. When you get high enough to make it into the top ten alliances of the game (and I did make it that far), the way that most players in those alliances gain momentum and continue to make their empires stronger is by conquering other players. I found navigating CT's map to be too tedious and time consuming. In a web based game called Nation States, a similar challenge befell me. The region I joined liked to invade other nations. They would mass invade several regions within the span of a few minutes by flooding the nation with endorsements for an opponent. I found Discord, the chat system my region used to coordinate, to be hard to read using my screen reader at times. Additionally, I couldn't get to an enemy region's page fast enough. I probably could have done better given more time, but struggling to keep up by navigating using my screen reader while everyone else could just click click click didn't sound like my idea of fun. Another instance in which speed was a significant worry for me was in Pokemon Show Down. I found its concept to be appealing, and I have a blind friend who plays it. But I don't know that I could keep all the details of a match in my head and still make a move in an efficient amount of time. I don't have a good memory for finer details.
Text based choice games are nice, but I feel that there are quite a few on iOS already. Still, I've played some awesome choice based games: Life of a Wizard, the Hero's Rise Trilogy, Alter Ego, and Choice of the Cat are some of my favorites. I loved Alter Ego because I had always wanted to play The Sims. I figured that game was as close as I'd get to playing that. I would have loved Rollercoaster Tycoon if I could see. I would have played Pokemon video games. To that end, I play a similar accessible game called Crazy Party. They have a section called battle mode, and their cards are similar to Pokemon cards. Lastly, Eve Online is a game I've really wanted to play. I find RPG's to be appealing. My husband plays and has told me all about it. There's actually a thread on their forums where my husband asked Eve's developers if they would ever consider making their game accessible to the blind. The response was realistic but wasn't very encouraging.
Hope that gives you somewhere to start.
vga256 [OP]1 points5y ago
Thank you so much for the detailed reply. I find that personal experiences are far richer and easier to draw from than the accessibility guides I've read so far, as I get a much better sense of the pitfalls I can run into as a developer.
You're absolutely right about picking my battles wisely - a tech writer who created accessible docs told me the same thing yesterday. My current game lends itself much easier to a partially sighted crowd, so instead of rebuilding its UI from the ground up I will try to add accessibility for the partially sighted.
I can say that I've tried to play Eve Online, and that even with sight the UI is an overwhelming mess of options! :) I can imagine why that one would be tough to translate for the developers.
Thanks so much for going into such detail. I'm working hard at integrating accessibility where I can.
To be honest, one of the toughest things I'm dealing with is convincing other developers that accessibility matters. It's very frustrating trying to convince them that there's an audience waiting to play their games.
ianhamilton__1 points5y ago
The situation with EVE is actually the other way around completely. The fact that it is based on navigating menus actually makes it way way easier to adapt.. navigating menus is really easy, navigating 3d environments not so much.
EVE is in a really unique situation in that the entire game can be played just through the menus, there's an overview panel that already describes and allows you to navigate your environment solely through text based drop down menus, so if those menus could be keyboard accessible and the labels of them exposed to external text to speech software.....
vga256 [OP]1 points5y ago
Interesting! I hadn't thought of the menus as being helpful, but that totally makes sense. For the visually sighted, those menus can be a huge pain in the butt since they tend to have nested hierarchies of options.
Shepherd242 points5y ago
And see it's funny cause I have no real concept of "red" meaning stop or danger. If a game was designed that allowed me to customize enemy color indicators I could make the game perfect for myself. For example, in Ghost Recon wildlands, the Unidad forces are a blue/purple color that I can see very well in pretty much every environment. The santa Blanca on the other hand can be very difficult to see not to mention that rebel and enemy indicators are pretty much the same to me. Being able to customize that would have been a huge QoL improvement for me. I'll say this Ubisoft is pretty terrible about these kinds of features. I basically have to hope and pray I'll be able to see the UI in a new assassins creed game. Thankfully they have stayed pretty monotone throughout the years
vga256 [OP]1 points5y ago
That is some great design advice re: customizable colour scheme. I will take this into account for my current game.
DrN00bzLab1 points5y ago
Video games for the Blind: All I can say is keep it simple at 1st. Design a simple game close your eyes and test the heck out of the product.
Blind Simone: Released this back in 2014 on Google Play. Still on amazon for free
Glad to hear from another developer. At this point I'm looking at adapting existing titles for accessibility, but I'll definitely keep this in mind if I develop anything specifically for the blind.
Our mission is to provide everyone with access to large- scale community websites for the good of humanity. Without ads, without tracking, without greed.