Game Accessibility Guidelines
gameaccessibilityguidelines.com
gameaccessibilityguidelines.com
Allow controls to be remapped / reconfigured
As a left-handed gamer: yes please! I use the arrow-keys for movement with my right hand and have the mouse on the left. Nothing sucks more than to find out that a game has WASD hard-coded, or helpfully adds an AZERTY checkbox as if that covers all eventualities.I think a big part of that is I use colemak, so if a game uses layout-aware controls (rather that physical key location scan codes or whatever), then I can’t play with a keyboard unless I can remap it. I won’t change my layout just for a game, too much hassle (and I’ve always had weird issues about default layout when having multiple layouts setup for quick switching).
Most PC games do allow remapping these days, thankfully. Browser game’s usually don’t but I don’t tend to play them anyway.
I use it to bind caps lock to a windows-wide microphone mute toggle and it works great.
Another pattern I've noticed is some games do not respect Windows' mouse button settings. If other left handed mousers are like me and swap the primary and secondary mouse buttons, they'll probably have noticed that some games ignore this setting and seemingly hard code primary and secondary mouse buttons to be left and right click respectively. The key bindings are understandable to me because nowhere in Windows does it let me set IJKL as my WASD. But I know it's possible to get the primary and secondary mouse button config from the OS but some games ignore or are ignorant of this fact.
Wherever I rebind my keys, I usually start with movement from WASD to IJKL. For everything else, I basically mirror what the default setting is to the right side of the keyboard.
F > H E > U R > Y Q > O C > N L Tab > any of P, Colon, Apostrophe, L square bracket L Shift> any of whatever I didn't use for L Tab X > Comma or M (though comma makes more sense because my right middle finger would type that so it matches developer intention for default setting)
There's actually more keys to choose from on the right side of the keyboard that you can reach with your pinky. This is significant because in some games being able to press buttons while maintaining movement can be advantageous.
I'll chip in. As a developer, Unity and Unreal don't really expose that information, and generally devs will not fetch it on their own because that requires dealing with linking to Windows libraries, rather than letting the platform deal with that. Using Windows specific libraries seems like an anti-pattern with Unity too, because now your game is no longer cross platform.
Big sprawling projects will do it themselves, with a proper action dispatch pattern somewhere, and small indie projects will do it the basic way, like so:
https://docs.unity3d.com/ScriptReference/Input.GetMouseButto...
Meanwhile Unity has tried releasing several different input management solutions, none of which are particularly popular. With more exotic stuff like XR/VR or Steam Input it's even more of a mess.
Some fun unexpected things occurred during this process. When I added controller support, it also created a kind of accidental couch co-op mode, where one person can do the typing while another moves around and handles the exploration/combat bits.
I'd love to support screen readers / do real-time text to speech transcription. Will have to research the meat and potatoes of what's involved there. Even if I can't accommodate every line item, this is a great resource!
I'd be happy to guide you in the right direction with that. What engine or GUI toolkit are you using?
I admit I am a bit upset that when I see some people asking what good game engine for say a text adventure or virtual novel should he use I see people promoting their incomplete, buggy, unsupported engine(and most of the time the single feature is that is using the CoolLanguage)
Latest RPG Maker can export the game as html/JS , I think people created plugins for TTS but I personally wrote my own hack code that I inject in the game and pip[e the text again into my own configuration.
There are other HTML based game engines for text based games, those are also good for accessibility because you can use your existing tools to speack the text or you can change the fonts if that helps.
For DirectX/OpenGl games I tried using OCR , this is slow and it also has big problems if the game uses "fantastic" fonts = fonts that look like handwriting or other iregular fonts.
Maybe when I will have more time I could learn how to inject code in Unity or Unreal games and attempt to detect when the code renders fonts and pipe the text out of the game.
I think Inform 7 is a good example of a very accessible text engine. Twine is pretty accessible in some contexts / exports, but not in others,unless things have changed recently. Chioce of Games is also notably accessible, kudos to them.
My initial point was that if you want to make a game and not some hobby project try using existing engines, I have nothing against hobby projects I am also considering experimenting with a game that would simulate a world using Prolog , but this would be a toy/experiment.
https://www.youtube.com/watch?v=4NGe4dzlukc&list=PLc38fcMFcV...
I am toying with ideas of games that put particular focus on certain senses as a key part of their gameplay. But these discussions of game accessibility always make me feel a bit like a bad person for wanting to make games that are exclusive by their very nature. So where is the line between cool ideas that don't translate well for people with disabilities and gratuitous exclusion that could be avoided?
For example, FromSoft games (Dark Souls, Sekiro, etc.) don't have difficulty options because the developers want you to struggle and feel triumphant when you eventually succeed. People have complained for a long time about how the game is inaccessible, but FromSoft hasn't budged because that feeling of mastering the combat and beating overwhelming odds is the point of the game. If they had an easy mode where you could just run through without a care in the world, it would just be another crappy open world game.
Is Citizen Kane with subtitles not art?
I had ay11resources for accessibility design in my curated list of startup tools[3], I'm not confident to include the new list and so suggestions for accessibility design resources like OP would be appreciated.
[1] https://web.archive.org/web/20201108192310/https://a11yresou...
This seems kinda awful but the reality is that I have a budget of resources.
Which disabilities do I focus on for the largest benefit to the most people?
I think an ordered listing would be useful. If you support disability X you are supporting Y more users. And I can pick as many as my budget fits.