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Blind and Visually Impaired Community

Full History - 2021 - 02 - 19 - ID#lnc15f
26
Visually Impaired Gamers of Reddit, how can we help? (self.Blind)
submitted by DtotheBigD
Hello r/Blind, I'm am in a project group at university and we're interested in with working with accessibility in video games.


As some of you may know, Unity is a game engine that is being used to develop a lot of games these days. We want to contribute a so-called package that should include some tools to make games more accessible. However we're not really sure what makes the most sense to put in it.


We've discussed tools for making high-contrast modes in games and letting the player control the colors of the constrasts. We've also talked about creating a so-called library of color palettes that can be used when developing games, which will give game developers easy access to colors that are distinguishable for the color blind. Finally, we've talked about adding a magnifying tool which would magnify any section of the screen by pressing a key/button chosen by the player.


What are you thoughts on these ideas? We are obviously not going to be able to cover the entire spectrum of visual impairments, but we think these tools might be a good start to help a lot of players. So, which one is your favorite, what are the main issues you face when playing mainstream games, and any other feedback is welcome.


The project will be 100% free to developers and be open-source.

Thank you!
MostlyBlindGamer 8 points 2y ago
Have you looked into The Last of Us Part II? It's the current gold standard in accessibility.

A lot of features will depend on the gameplay mechanics of each title, but others could be "plugged into" different games and still work.

As far as magnification, there are platform specific tools for that. Rather than investing into developing a new solution, devs should test with the existing ones.

You didn't mention font size. Have you tried the new Flight Simulator? The very first thing the game asks in the font size you want to use. Great stuff. Do that! Make it go from compact to gargantuan.
DtotheBigD [OP] 4 points 2y ago
Yes, that is exactly what we did. The Last of Us Part II is indeed amazing in regards to accessibility. We want to make some of those options available for easy implementation to game developers.


Good information on magnification. We will take that into consideration!


That's a really nice implementation done by the Flight Simulator development team. I'll pass on this idea to my group. Thank you.
Remy_C 2 points 2y ago
First, let me say thank you for being willing to encorporate accessibility into your game. That's an unfortunate rarity. And there are a lot of visually impaired and Blind gamers out there.

The Last of us 2 is the gold standard for sure, both in the implimentation of accessibility and the proof that it is, in fact possible. Ideally that's the route you go, but if you don't have the resources for that much, there are still lots you can do. A big question is, what kind of game is this?

Sometimes the simplest things can make accessibility possible. Case and Point:

I just finished Control by Remedy on the PS4. I have just enough sight to bumble through it, but barely. Several things I found super challenging:

1. Reading the tons and tons of in-game Lore. There are text files everywhere! Now I used Remote Play and NVDA, a screen Reader on my PC to use text recognition to read these collectables for me. It works,, but that solution is dependant on text being of an easily readable font and contrast. I'm playing another game now, Shining Resonance Refrain, and the text boxes in that are transparent to a degree, which means some of the text is indecipherable. It's also a lot of hoops to jump through, even when it does work. That's why I insist on full voice acting in games. It helps immersion and accessibility. Of course, the Last of us 2 proves that text-to-speech can be implemented in games so that one can read all those files.

2. Holding the action button to interact. This is a weird one. I don't know how many other people, blind and sighted constantly press the intract button while searching a game space for points of interaction, but this new trend of having to hold the interact button down for one to two seconds before something will happen? Not okay. It's annoying for the sighted, and it's even more so for people like me. Just let me press the button!

3. A map that doesn't suck, or just isn't there. Control's an amazing game, but its map is far from it. I find it very easy to get turned around and lost in many 3D game worlds. A clear map allows me and many others) to keep track of where we are. Bonus points if your map contains good contrast and clear icons.

4. Picking up items. It would be amazing if games had an audible radar of sorts so that people knew when something was around that could be picked up or otherwise interacted with. It's very easy to overlook things just lying around on desks etc. And in this particular game, missing out on these means you miss out on finer parts of the story.
5. Difficulty. I actually had to put this game down back when I first tried it because it was way harder than it needed to be. Now granted it's a shooter platformer so by its very nature, it's going to be harder for someone like me. But even some sighted gamers had trouble. Remedy actually fixed this themselves by essentially allowing one to set certain game parameters, such as increased health, even God Mode and 1 hit kills. This was perfect, and is something I'd love to see more of. It gives people the opportunity to play at whatever comfort level they wish. It also allows people like me who primarily play games for there stories to make the combat portions faster, which is great because I don't have a ton of time. everybody wins. While I'm not saying such a feature is necessary, it's certainly nice. Or there's always classic difficulty options. Though I really like the flexibility of Control's Assist Mode.

Finally a special shout out to timed dialogue choices and quick time events. easily some of the biggest bains of my gaming existance. When I have five seconds to choose a dialogue response in a game, it immediately frustrates me. Special mention to those games which actively disable the pause feature during a prompt. The Telltale Games were horrible for this, and the features cropped up elsewhere. I understand the immersive reasoning, but having to read scramble to maybe find the right choice or hope a walkthrough has them listed kicks fun right in the pills. THIS is one of those things which could be intirely optional.

As for those quicktime events, that's pretty much gamebreaking without jumping there a ton of hoops. When I have to madly take a screenshot or record a video with the PS4's share feature just to analyze a scene to figure out how to pass the QTE, I'm working far too hard. Audio quicktime events are not only possible, but also practical for the visually impaired, and even those with full sight who have a hard time following often frantically moving prompts.

Sorry, I went off on a lot here. I hope at least some of this is helpful. I've been playing games since the NES days, and with each generation, it seems like for one reason or another, games are getting harder to play. I was so excited when Sony came out with its accessibility features, but they quickly fell by the weighside and were abandoned. Now the PS5 is looking to be implementing more, but even they are not encorporating accessibility or even there text-to-speech functionality into games. Or the developers aren't.
MostlyBlindGamer 2 points 2y ago
Great. Glad to help.
Nefilimul 7 points 2y ago
It would be great to achieve that. Thank you. I recommend you to post on the $1 forum, so it will reach many more people.
DtotheBigD [OP] 1 points 2y ago
Thank you for your comment. We have actually just gained access to the $1 forum yesterday, but we we're afraid that since we are not working to implement audio cues etc. that our proposal wouldn't be interesting. But we'll probably give it a try!
coarsing_batch 1 points 2y ago
OK but you were asking how you can make gains better for blind people. So a lot of us have no site. But you weren’t talking about adding any audio cues. So how is that going to make this better for blind people? Your ideas are great if people have some vision, but not everyone does.
[deleted] 1 points 2y ago
They aren't making games, there making tools that game developers can use to make games. Audio cues need to be put in by the game developers themselves.
coarsing_batch 1 points 2y ago
Oh OK. I misunderstood the project. I apologize.
siriuslylupin6 5 points 2y ago
Sure all good but what about the totally blind?

I think something needs to be done for this group too. A screen reader which will read the text describe the scenes so we can play and such. Make the games or consol accessible.
DtotheBigD [OP] 3 points 2y ago
I couldn't agree more, games should be accessible for everyone. And I remember reading that a totally blind player finished The Last of Us Part II, so I believe there's some inspiration to gather from that game.
What you said about describing the scene is actually very interesting. I'm sure you could use image-recognition to figure out what was on a screen i.e. landscape, interior, objects in the scene etc. And then read this out to the player. Is this what you had in mind?
MostlyBlindGamer 2 points 2y ago
You're thinking of descriptions from the wrong direction.

You're talking about rendering the scene and then processing the frame on real time. That's not gonna work.

Since you're working from inside the game engine, you can actually list the pockets in the view port and their relative positions even before they're rendered.

That way you're using all the information you already have and you're not backtracking. You can even get colors and texture. Good luck pulling texture descriptions out of every frame in real time, right?
DtotheBigD [OP] 1 points 2y ago
Yeah, that makes sense. Thanks for the clarification!
[deleted] 1 points 2y ago
Many blind players have finished TLOU2, and bought consoles because of it 🙂
siriuslylupin6 1 points 2y ago
Yeah, may be a slower type of thing but if the game can have some sort of built in already describing it then that would be better but some sort of screen recognition if not straight from developers would be good. TTS support would be also good. Or make a screen reader for the game or in game voicing. But it would be cool if the units can already do this.
BlindFuryC 1 points 2y ago
Similar to the comment on magnification, I would recommend using peoples already existing screen readers where possible. There are often libraries to interact with them, though they are slightly disperate I tried to bring them together once in .NET, which I believe is what Unity uses, though I haven’t updated that project in awhile.
siriuslylupin6 1 points 2y ago
Sure but does consoles have their own I don’t play games actually. On the computers they would have it but yeah.
[deleted] 1 points 2y ago
This actually true, both Xbox and PlayStation have screenreaders. But due to the way consoles are architected, system resources aren't available to keep them running while games are running. Xbox does however have a simpler version, just the text to speech API, that game developers can use.
siriuslylupin6 2 points 2y ago
Oh nice maybe they should be used more. Haha! But interesting. More devs need to use it then!!!!
BlindFuryC 1 points 2y ago
Fairpoint! I didn’t think about consoles, a lot of the Unity games I’ve been playing lately a PC ones. Worth looking into. The consoles themselves have screen readers, I just don’t know if there is a bridge for applications to talk to them.

And when I say they have screen readers, I more meant the PS5 and Xbox One S. i’m not sure if the Nintendo switch or anything like that has one.

Edited for clarity
siriuslylupin6 1 points 2y ago
I see that’s good that some do yeah, may be worth looking if the bridge will work.

Yes I do think it’s very well worth looking in to and if you really want to do a project and improve accessibility this is where youn should start. Not just try to meaninglessly improve nothing.
shiningeagle_ 3 points 2y ago
I just finished The Last Of Us Part II and the most useful features for me were:
Navigation assistance: When a joystick is clicked, the character and camera are moved to face the direction the character needs to go. A large white arrow appears which is much easier to see than a compass rose that is used in some other games.
High contrast mode: This is particularly useful during fight scenes because the enemies stand out clearly against the background. The color scheme worked great for my vision but my VI friend had a hard time with the preset colors. It would be good if the high contast mode colors were customizable.
Sound cues: Sound cues indicating which objects can be interacted with are helpful. So are indications of which action to take while fighting, for example a sound indicating when to dodge. I would have liked more sounds to indicate where to find collectibles.
Character movements: Sounds indicating whether you needed to jump or crouch while navigating. Additional voice cues could be helpful in situations where a character needs to walk along a certain path, like finding a door along a wall. Ledge assistance is also useful. Dying from falling off a ledge you can’t see is such a waste. Also a spoken word like “Ladder” would help when trying to move through different levels of a structure.
Text to speech: This is a must when your character finds signs or artifacts.
[deleted] 1 points 2y ago
You should check out Spiderman: Miles Morales. They took TLOU2's high contrast modes and made them fully customisable, in exactly the way you are describing 🙂
shiningeagle_ 1 points 2y ago
That’s great! How accessible is the game in general?
[deleted] 1 points 2y ago
See here - https://mobile.twitter.com/insomniacgames/status/1324743518070448129
K-R-Rose 3 points 2y ago
A lot of games scare me away because of text size. If there was a way to create a feature that would read the text for me or enlarge the text, I would be very happy to play more games
DtotheBigD [OP] 1 points 2y ago
Thank you for the feedback, I know this is a big issue so hopefully we can look into how to help developers solve this issue during development!
TodesKoenig 2 points 2y ago
Totally blind gamer here, as mentioned several times above, the gold standard right now is what last of us part two has done. I’ve been able to enjoy that game several times over thanks to all the features they implemented. I’d also include maybe some sort of narration when you’re traversing in the open world if that’s the type of game you’ll be working on. That helps so much since it would probably help move whatever the story is along and also help the game or discover new items and in the rare case, grind for mats if that’s the type of game it’s going to be.
Amonwilde 2 points 2y ago
This is a great proposal. I do think you should consider ways to get speech into the engine in some form, reading UI elements or entities in 2D menus would be a great start.

If you want to get really meta, the real way to make games accessible would be to bolt on an accessible UI overlay that could be customized and programmed by volunteers. Many games are basically fancy menus, if you could create something that allowed volunteers to create accessible overlays based on game state that would be something. But this is probably years out, you'd need a decent state detection system, some facility for training OCR, etc. The magnifier stuff seems like a great start, and maybe you could build in some basic OCR or text detection.
Superfreq2 1 points 2y ago
For additional resources, I would highly suggest the breakdownwalls.net discord server where you can find lots of experienced mainstream gamers with various disabilities.
https://discord.gg/7waKugd

For VI focused info, try the audiogamedev discord server, where you can find experienced players and coders.

https://discord.gg/kDxWmkmAQ6

The forum at audiogames.net could be another place to ask, though I would strongly encourage you to post your topic in the dev room and ask followup questions and take what you hear with somewhat of a grain of salt or verify it with others before taking it as gospel.
DtotheBigD [OP] 1 points 2y ago
Awesome information, thank you very much!
SpiderScooby 1 points 2y ago
I think the biggest hurdle for me is text. Often times when text pops up in games, it will disappear before I can get close enough to read it. Having the ability to change the text size of text-to-speech would be nice. Also being able to change the size of the quest markers, etc.
Wooden_Suit5580 1 points 2y ago
Totally blind gamer here, I enjoy playing main stream games. I play my games on a computer monitor with an iPad set up pointing at the screen. I’m usually running an app like Supersense or Microsoft seeing AI. To help me get to the menu narration.
I would like to see more games have a menu narration that is comprehensive enough to give me an understanding of what I am selecting on the screen. Not just pressing random buttons to try to get to something. I don’t know how many times I wound up almost purchasing something I did not need because I could not make it through the menus!
I would agree with mostly everything that I have read in the replies above mine. I would like a way to get through the menus with narration of some sort, some type of context you use endgame that would help me figure out my surroundings and also to help me navigate to whatever the objective is.
This week Microsoft released their accessibility guidelines which offers assistance to developers by providing feedback about the accessibility of their games on the Microsoft platforms. I.e. Xbox, or Windows PC. I have attached the link below.

And for those who are interested in testing for accessibility, I would encourage you to become a part of beta test programs. I know that electronic arts offers a beta tester program, as well as Microsoft and many others.

https://na.playtesting.ea.com/ARCSPortal/EA/locations

Microsoft accessibility guidelines page:
https://www.theverge.com/2021/2/16/22286216/microsoft-xbox-games-tested-accessibility-guidelines
https://docs.microsoft.com/en-us/gaming/accessibility/guidelines

Thank you for taking the time to read not only my feedback but everyone else’s! I look forward to seeing some improvements in accessibility throughout the year. Looking forward to getting in next generation consul and experiencing gameplay at a new level!
Stay safe☺️
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