Looking for feedback on what people in the blind community want/need in video games(self.Blind)
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Remy_C10 points2y ago
To be honest, I think what a lot of us want more than anything is to be able to play many of the games our sighted peers can. While this is not always completely possible, companies like Naughty Dog have shown us just what IS possible if a developer takes the time to work on accessibility from the outset. For me who does have a little sight, I would be happy enough with some more audio prompts in my games. I'd love to select a UI element and have the text of it read to me. I'd love to find an in-game document and have it spoken, even if just through text-to-speech. Otherwise I either have to read it visually really slowly, or use some OCR app on my phone. Either way it not only takes me out of the experience, but is also more time-consuming than it needs to be. I'd love to have audible qutime quick-time events as a selectable accessibility option. I'd love to have some sort of audio queue when there's an item or interactable object near my player character. It's these small quality of life impoovements which would make games more accessible. Because as much as I really hate to say it, audio games, rarely have the same narrative complexity or fun gameplay factors as the sighted world gets. Even if a developer can't make a game fully accessible, there's a ton they CAN do if they only had the inclanation and educated perspective.
Pawneewafflesarelife3 points2y ago
This is very helpful, thank you! My goal is to create an immersive text world, like Skyrim in text. Sounds like screenreaders are too slow for really immersive text? Voice acting sounds like it's something which would help make the game more accessible and inviting? My husband/his family is Aussie so I may be able to use their accents for easy "exotic" voices.
Tiger3Tiger4 points2y ago
Screen readers can be set to talk really fast, actually
Pawneewafflesarelife3 points2y ago
Ah, didn't realize. Do you prefer screenreader output or voice acting? Is there a way to hook in screenreader voices to maybe adjust them, eg a female voice for female NPCs, a haughty british accent for a formal scroll etc
Remy_C5 points2y ago
I guess I can't speak for everyone, but I think lots of people would much prefer voice acting over simple text to speech. It's a bit more complicated but adds a ton more immersion.
incidentally, I am a semi-professional voice actor, sound designer and composer. So if you ever need help with any of those things, I'd be quite happy to send along a few demos of some of my projects.
siriuslylupin62 points2y ago
I think I prefer voice acting myself. But yeah.
ratadeacero2 points2y ago
Just text games can be fun. I spent hours on the old Infocom text games; Zork I-III, Leather Goddesses of Phobis, Hitchhiker's Guide, Planetfall, etc.you should check some of those out for bad ass text games. Google "abandonware" and a title.
Pawneewafflesarelife1 points2y ago
For blind players, is there anything you guys want to facilitate basic text game play? The engines allow for a lot these days and knowing those requirements before development helps ensure they can be included from go.
ratadeacero2 points2y ago
My wife is blind, I'm not. She also doesn't like video games. My opinions are irrelevant. However, explore the old Infocom library for amazing text based games.
zersiax5 points2y ago
BodachanS makes a good point in reminding that not all blind people are fully blind. So, what they refer to here is being able to properly zoom in and magnify things and still have things be legible and usable, I think.
Now as for fully blind people, it sort of depends on your platform of choice. On Windows, there are various ways to inject text directly into a screenreader as it were, which is generally preferred for people who use screen readers, because it gives the user the ability to customize the voice and speech rate for the game a lot easier than a OS-wide solution, which on Windows would be SAPI.
As for giving characters a particular accent, no, I'm afraid that's not all that easy to do unless you go with prerecorded speech of some variety, either voice acted or by using different TTS voices.
Depending on how many target groups you want to target though, working exclusively with prerecorded speech will exclude the deaf if there's not text to go with it.
As for UI, that is really hard to give you advice on given we have no idea what the game will actually do.
Like ...will there be mini-games to facilitate game interaction? WIll it be MUD-like in that there's a commandline that controls every aspect, or do you want a more button-press approach? Or a hybrid, MXP-like solution?
I can probably lend more useful advice if I know a bit more on what interaction patterns you are foreseeing.
Disclaimer; I'm a blind programmer currently working on a commercial MUD.
Pawneewafflesarelife1 points2y ago
This is great, thanks. I'm thinking of making a single player game with heavy immersion - kinda like a single-player MUD with storylines and intrigue with NPCs. A modern Zork style game.
Do you happen to work for IRE? One of their producers is blind. Tanris (I think that was the name) being blind made accessibility into something everyone was more aware of and I saw trickle down from that. Writing help files, for example, began to involve optimizing for screenreaders and chatting with blind players about how to make files easy to interpret.
zersiax2 points2y ago
I do work for Iron Realms, yes. I work on the Starmourn MUD. And as for Zork-style games, you will want to make sure the commandline input is reviewable (checkable for spelling errors) and that the output of executed commands gets read automatically, but is also available to review with screenreader navigation keys. There's several ways of doing that and it will once again depend on the platform how you can best lay that out :)
Pawneewafflesarelife1 points2y ago
This is really helpful, thank you. I've been looking at a lot of different engines and so far Quest seems the best. I'll test it with a screenreader before getting too deep - thank you for these specifics!
zersiax1 points2y ago
Can you toss me a link to that? If you use a platform with it's own engine, it can really make or break the accessibility experience if that engine's default UI is inaccessible. Looking at you, Adrift. I should be able to tell you relatively quickly to what degree Quest is accessible. Having a bit of trouble finding it on google :)
Altie-McAltface4 points2y ago
I second the idea that we just want regular games to be as accessible as possible. Use as much voiced dialog as possible. Make interface elements easier to read. Avoid bizarre fonts (Looking at you, Morrowind).
Most of this can be done without alienating sighted gamers.
Pawneewafflesarelife2 points2y ago
One core element I want will be customization of UI and gameplay. This won't just be fonts and colors but also options like typing versus clicking a UI and even immersive text descriptions versus raw numbers. I'm still in the design doc stage and working in a lot of customization from the start!
Is there a font and color combo which is particularly easiest to read?
BodachanS4 points2y ago
Scalable UI and text, ability to make text and pop ups remain longer and be easier to read, ability to change font style. These are the ones I always like to see
Pawneewafflesarelife2 points2y ago
By UI, what do you mean and could you give some examples, as I imagine blind-based UI is different from sighted? Is this clickable buttons with responsive feedback or static menus with navigation? Are there any good documents to read about this? This is something I want to learn more about - what elements comprise a good UI for the blind? How do I best arrange then for easy navigation? For mobile use, what do you find the easiest way to play a game?
I'd like to create a UI just for blind people - what are your ideal elements and ways to interact with them?
BodachanS3 points2y ago
For ui and hud, I'd say ability to change colour of background and text as well as font size and style. For example, in fortnight you can increase UI scale, outer wilrda allows you to increase subtitle and text size, and keep popups on screen for longer.
Pawneewafflesarelife2 points2y ago
Oh, that's doable! I'm thinking at the start (and any point) players can set configs which make the output most ideal. I think including customization options like that will help make the game more accessible.
Remarkable-Plastic-83 points2y ago
Bigger text or the option to have voice speak. I'm only legally blind and have scleral lenses but my vision is still terrible and tiny texts makes my head hurt.
Edit to add: I love fallout but the color options for the pip boy/health bar is terrible. Better color options would be nice.
Pawneewafflesarelife2 points2y ago
Noted. I'm working on a text game, so I can definitely find a way to allow customizable font size and color.
Blindgamerpl2 points2y ago
I can test the accessibility for you
Pawneewafflesarelife2 points2y ago
Thanks! It will be a while still, but I'll be sure to come back for beta testers.
SanathTheToad2 points2y ago
I have achromatopsia. If the game is an FPS, the color of the cross hair has to be changeable or I'll have a lot of trouble seeing it especially if it's red. Of course it goes without saying changeable size text is always nice. And for extra points, text dictation as a lifesaver and improves the experience a lot. Even if I can read the text without it.
Tiger3Tiger2 points2y ago
I'm sighted but work in accessibility, so take this with a grain of salt: You'll want to allow full ability to change font size and color, background color, etc. Make sure nothing gets blurry if you zoom in too far. This is for VI people that aren't fully blind. If you have voice acting, you'll want the ability to turn it off. Some people may prefer to hear the screen reader's voice, as they can set the speed, pitch, verbosity, etc. You'll want to follow WCAG. This paste goes over it in quick detail for those new to accessibility: https://pastebin.com/zy3KR7yL
Pawneewafflesarelife2 points2y ago
Thank you so much! With a text game, I think it should be easier to handle UI customization, especially if I'm planning for it from the start - hence asking for advice!
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