0:00:00.110,0:00:04.580 Every year, I like to take a moment to check[br]in with the games biz, and see how things 0:00:04.580,0:00:06.720 are going in terms of accessibility. 0:00:06.720,0:00:11.329 That’s the art of making a game playable[br]for a wider group of people - by employing 0:00:11.329,0:00:15.969 options and design decisions that can help[br]remove the barriers that get in the way of 0:00:15.969,0:00:17.030 the fun. 0:00:17.030,0:00:21.250 For example - if someone struggles to hear[br]the dialogue, subtitles can give you the same 0:00:21.250,0:00:23.310 information in text form. 0:00:23.310,0:00:27.280 If someone can’t distinguish between two[br]colours, they can be made more distinct with 0:00:27.280,0:00:29.900 symbols or a custom colour palette. 0:00:29.900,0:00:33.440 And if someone’s just struggling to get[br]through a game, they can get a helping hand 0:00:33.440,0:00:34.690 through an assist mode. 0:00:34.690,0:00:38.580 So, how did the games of 2021 fare in this[br]regard? 0:00:38.580,0:00:43.180 Well, I’m Mark Brown, and this is Game Maker’s[br]Toolkit. 0:00:43.180,0:00:45.690 So, I started with the blockbusters. 0:00:45.690,0:00:52.500 I picked 25 of the most noteworthy, best-selling,[br]triple A games released in the last 12 months 0:00:52.500,0:00:58.520 - from Halo Infinite to Ratchet and Clank,[br]from Deathloop to Metroid Dread, from Battlefield 0:00:58.520,0:01:04.519 2042 to Age of Empires - and then I assessed[br]the accessibility options on show. 0:01:04.519,0:01:06.430 Here’s what I found. 0:01:06.430,0:01:09.770 Let’s start with controls. 0:01:09.770,0:01:15.120 As ever, a really important option is the[br]ability to change what the buttons do - and 0:01:15.120,0:01:20.500 of the games I played this year, a whopping[br]70 percent of them offer full remapping. 0:01:20.500,0:01:24.370 That is awesome - that number just keeps on[br]growing. 0:01:24.370,0:01:28.110 And a few more offer presets, which is better[br]than nothing. 0:01:28.110,0:01:32.520 A stand-out game for controls is Ratchet & Clank:[br]Rift Apart. 0:01:32.520,0:01:37.260 You can fully remap the controls, and put[br]shortcuts to specific inputs on the d-pad. 0:01:37.260,0:01:42.080 Plus, for pretty much every button that you[br]need to hold down - you can instead make it 0:01:42.080,0:01:43.970 toggle that action on and off. 0:01:43.970,0:01:48.000 There’s also a really strong aim assist,[br]and you can even turn that into a lock-on. 0:01:48.000,0:01:52.049 You can automatically rotate the camera behind[br]your character. 0:01:52.049,0:01:55.620 You can simplify all traversal down to a single[br]button. 0:01:55.620,0:01:57.720 And more - it’s great. 0:01:57.720,0:02:02.620 Another stand-out game is Far Cry 6 - it divides[br]every button on the controller into three 0:02:02.620,0:02:08.970 different actions - press, hold, and double[br]tap - and can freely map any action between 0:02:08.970,0:02:10.090 any of those slots. 0:02:10.090,0:02:14.880 There’s also a quick “no stick presses[br]mode” to instantly remove all inputs related 0:02:14.880,0:02:17.520 to clicking in the analogue sticks. 0:02:17.520,0:02:22.599 Also worth celebrating is Battlefield 2042[br]for its enormous array of options regarding 0:02:22.599,0:02:26.590 controller sensitivity, right down to the[br]different sized scopes. 0:02:26.590,0:02:32.260 And Riders Republic, which lets you set unique[br]control schemes for its endless methods of transport. 0:02:32.260,0:02:37.030 I’m also a fan of games that let you bypass[br]button-bashing QTEs, which includes It Takes 0:02:37.030,0:02:40.220 Two, Guardians of the Galaxy, and House of[br]Ashes. 0:02:40.220,0:02:44.780 As for games that need to see me after class[br]- well, I’m definitely not a fan of all 0:02:44.780,0:02:50.500 these games with sluggish, Destiny-inspired[br]virtual cursors on their menus - including 0:02:50.500,0:02:52.720 Deathloop and Outriders. 0:02:52.720,0:02:55.280 They can be a nightmare for accessibility. 0:02:55.280,0:02:57.550 And they’re just horrible in general, yuck. 0:02:57.550,0:03:02.190 Thankfully, Far Cry 6 and Pokemon Snap, which[br]also have these cursors, let you click through 0:03:02.190,0:03:04.680 the menus with the d-pad, as well. 0:03:04.680,0:03:06.560 But the worst offender of the year? 0:03:06.560,0:03:11.050 Well, I asked my Twitter followers to name[br]games with poor accessibility and was hit 0:03:11.050,0:03:15.520 with a wave of tweets all mentioning the same[br]game: Metroid Dread. 0:03:15.520,0:03:19.760 And, I’ve got to agree: its full of bizarre[br]moves that require multiple buttons to be 0:03:19.760,0:03:24.950 held down, there are plenty of bits that require[br]very granular movements of the analogue stick, 0:03:24.950,0:03:28.290 and there are absolutely no controller options[br]in the menu. 0:03:28.290,0:03:30.849 Big fat F right there. 0:03:30.849,0:03:32.980 Next up, audio. 0:03:32.980,0:03:36.640 A big deal here is subtitles. 0:03:36.640,0:03:39.489 As ever we’re looking for subtitles that[br]are large. 0:03:39.489,0:03:42.170 That contrast well against the background. 0:03:42.170,0:03:44.230 And that show you the speaker’s name. 0:03:44.230,0:03:48.080 And if you can change any of those settings[br]in the options, it’s even better. 0:03:48.080,0:03:53.030 Again, about 70 percent of the games in my[br]sample provided subtitle options… beyond 0:03:53.030,0:03:54.360 “on and off”. 0:03:54.360,0:03:58.640 So, Guardians of the Galaxy is a good one[br]to look at - turn on all the settings and 0:03:58.640,0:04:03.420 you can get big clear text, on a black background,[br]with speaker names. 0:04:03.420,0:04:07.610 And you can even increase the letting spacing[br]and turn on closed captions to get subtitles 0:04:07.610,0:04:09.159 for sound effects. 0:04:09.159,0:04:13.920 Other stand-out games include Hitman 3, which[br]can show a speech bubble over a character’s 0:04:13.920,0:04:16.480 head, to show exactly who is speaking. 0:04:16.480,0:04:21.239 And Far Cry 6, which continues the series’[br]tradition of providing captions for nearby 0:04:21.239,0:04:24.919 audio sources - complete with an arrow and[br]distance. 0:04:24.919,0:04:27.270 But there are still games that mess this up. 0:04:27.270,0:04:31.849 Outriders has too much text per line, and[br]the words are way too small. 0:04:31.849,0:04:35.169 Battlefield forgot to provide subtitles for[br]its intro cutscene. 0:04:35.169,0:04:40.029 Resident Evil Village has no way of expressing[br]its excellent audio design to a player who 0:04:40.029,0:04:41.330 is hard of hearing. 0:04:41.330,0:04:46.869 And Tales of Arise has acceptable subtitles[br]in its cutscenes, pretty good dialogue windows 0:04:46.869,0:04:52.280 when chatting to characters, but microscopic[br]words during gameplay and combat. 0:04:52.280,0:04:57.199 Also worth noting is just how many games provide[br]a screen reader for menu narration. 0:04:57.199,0:05:02.759 Forza Horizon 5, Age of Empires IV, It Takes[br]Two, Far Cry 6, Riders Republic, Battlefield, 0:05:02.759,0:05:06.689 and Back 4 Blood all include this powerful[br]feature. 0:05:06.689,0:05:09.159 Over to visuals, now. 0:05:09.159,0:05:14.259 I’m looking for options to make it easier[br]to see or read the key elements in the game 0:05:14.259,0:05:17.939 world, the heads up display, and the text[br]in the menus. 0:05:17.939,0:05:23.649 Some games do this by default with nice clear[br]fonts and chunky UI elements - but other games 0:05:23.649,0:05:26.300 would do well to provide options. 0:05:26.300,0:05:30.360 So Age of Empires lets you crank up the size[br]of the game’s UI. 0:05:30.360,0:05:35.671 Life is Strange: True Colours lets you drop[br]the handwritten text in favour of a clean font. 0:05:35.671,0:05:38.349 And House of Ashes lets you increase the text[br]size. 0:05:38.349,0:05:43.259 Far Cry 6 goes further by letting you highlight[br]enemies and pick-ups with a coloured outline 0:05:43.259,0:05:44.520 of your choice. 0:05:44.520,0:05:49.210 And Ratchet goes further still, allowing you[br]to desaturate the background entirely - and 0:05:49.210,0:05:55.060 then turn enemies, pick-ups, and more into[br]big, easy-to-read blobs of colour. 0:05:55.060,0:05:57.319 Colourblind settings are also super important. 0:05:57.319,0:06:01.740 Far Cry 6 wins again, here - you can independently[br]choose the colours of pretty much everything 0:06:01.740,0:06:02.740 in the game. 0:06:02.740,0:06:05.059 Battlefield’s got good options here, too. 0:06:05.059,0:06:10.740 Many other games go for full screen filters,[br]which… are still pretty iffy in terms of 0:06:10.740,0:06:12.160 effectiveness. 0:06:12.160,0:06:17.999 As for misses: Outriders has painfully small[br]text at times, and an option to turn on large 0:06:17.999,0:06:19.699 fonts doesn’t do much at all. 0:06:19.699,0:06:21.879 I had to check I had actually turned it on. 0:06:21.879,0:06:26.879 And Deathloop has this absurd font in its[br]menus, and no way to change it. 0:06:26.879,0:06:31.349 In general, this is still the feature that[br]most games neglect, and that sucks. 0:06:31.349,0:06:36.110 Finally, there’s the ever-contentious category[br]of difficulty. 0:06:36.110,0:06:41.030 Now, with no FromSoftware game released this[br]year, I thought we might just skip the tiresome 0:06:41.030,0:06:45.919 “should Dark Souls have an easy mode”[br]debate in 2021 - but, alas, other games 0:06:45.919,0:06:47.569 took up the mantel, instead. 0:06:47.569,0:06:54.789 Notably Metroid Dread, Returnal, and Deathloop[br]all spawned countless articles and Twitter arguments. 0:06:54.789,0:06:58.860 But I’ve got no interest in digging that[br]up again - so, instead, let’s just look 0:06:58.860,0:07:03.189 at some games that chose to let players dictate[br]their own difficulty level this year. 0:07:03.189,0:07:08.039 Forza Horizon has always been good at this,[br]and game number 5 is no exception: you can 0:07:08.039,0:07:12.460 choose just how much you want you car to take[br]care of steering and braking, you can decide 0:07:12.460,0:07:17.189 how aggressive your rival racers will be,[br]and you can even slow down the entire game 0:07:17.189,0:07:19.729 to increase reaction times. 0:07:19.729,0:07:23.840 Ratchet also provides slow-mo - but, here,[br]it can be turned on and off with a button 0:07:23.840,0:07:27.069 press so you’re not having to move through[br]molasses at all times. 0:07:27.069,0:07:33.039 Psychnonauts 2 lets you get rid of fall damage,[br]make Raz more powerful, or even turn on invincibility. 0:07:33.039,0:07:37.339 And Guardians of the Galaxy lets you tweak[br]a ridiculously large array of options to build 0:07:37.339,0:07:39.240 your own custom difficulty mode. 0:07:39.240,0:07:45.069 A little overwhelming, perhaps, but nice to[br]see - especially alongside some more standard, 0:07:45.069,0:07:48.529 designer-curated difficulty settings. 0:07:48.529,0:07:53.229 So those are the main features you’re going[br]to see in games - alongside a few other standards 0:07:53.229,0:07:58.199 like screen shake and camera bob for motion[br]sickness, and discrete volume knobs to help 0:07:58.199,0:08:00.300 players isolate the key sounds. 0:08:00.300,0:08:04.800 But there are some cool extra features, in[br]specific games, worth noting, too - like these 0:08:04.800,0:08:09.659 optional pop-ups in Life is Strange, which[br]can warn you about upcoming increases in volume 0:08:09.659,0:08:10.659 or brightness. 0:08:10.659,0:08:15.599 I also like this Dead Space-style navigation[br]line in Outriders for helping players find 0:08:15.599,0:08:16.930 their way to the waypoint. 0:08:16.930,0:08:23.509 And I love how both Forza Horizon 5 and Halo[br]Infinite have added prosthetics to their character creators. 0:08:23.509,0:08:27.770 Now, while it’s great for these features[br]to be there on launch day, I think it would 0:08:27.770,0:08:33.380 be wrong to ignore older games that got updated[br]with new accessibility features in 2021. 0:08:33.380,0:08:37.589 For example, Sea of Thieves is constantly[br]adding new accessibility options in pretty 0:08:37.589,0:08:39.000 much every update. 0:08:39.000,0:08:43.850 Hellblade: Senua’s Sacrifice added stuff[br]like controller remapping and colourblind settings. 0:08:43.850,0:08:49.660 Amnesia: Rebirth received a horror-free Adventure[br]Mode, similar to SOMA’s Safe Mode. 0:08:49.660,0:08:53.216 Disco Elysium: The Final Cut added full voice[br]acting to the whole game. 0:08:53.216,0:08:58.040 And even that dodgy GTA remake added some[br]new accessibility options to the old games. 0:08:58.040,0:09:02.120 So, who is really driving this push for accessibility? 0:09:02.120,0:09:05.529 As in, which companies are doing the best[br]work in this field? 0:09:05.529,0:09:09.759 Well, Microsoft has absolutely ran with it[br]in 2021. 0:09:09.759,0:09:14.279 It updated its Xbox Accessibility Guidelines,[br]and now lets developers on the platform submit 0:09:14.279,0:09:17.000 their games for evaluation and feedback. 0:09:17.000,0:09:20.410 It released a free, four hour accessibility[br]training course. 0:09:20.410,0:09:23.260 It added accessibility tags to the Microsoft[br]Store. 0:09:23.260,0:09:28.180 And introduced new console features like Night[br]Mode, quick settings, and colour filters. 0:09:28.180,0:09:32.519 And we see this ripple out into the publisher’s[br]games, with a huge number of features across 0:09:32.519,0:09:36.319 Age of Empires, Halo Infinite, and Forza Horizon[br]5. 0:09:36.319,0:09:41.569 That last one is really interesting: creative[br]director Mike Brown - no relation - explained 0:09:41.569,0:09:45.970 that the studio made accessibility a core[br]pillar of the game’s design. 0:09:45.970,0:09:51.740 Which meant it would feed into every system[br]in the game, and would not get cut to meet deadlines. 0:09:51.740,0:09:53.100 An absolute power move. 0:09:53.100,0:09:58.709 Sony also does good work - for example, there’s[br]now a PlayStation Store page with accessible games. 0:09:58.709,0:10:02.709 But it seems like it’s more down to individual[br]studios to figure this stuff out. 0:10:02.709,0:10:07.620 Like Insomniac, which is another developer[br]that really puts accessibility at the centre 0:10:07.620,0:10:08.960 of its game design. 0:10:08.960,0:10:14.290 Insomniac is also a really good example of[br]how accessibility options can be re-used across 0:10:14.290,0:10:18.930 games, as many of the smart choices in Ratchet[br]and Clank are actually just ripped straight 0:10:18.930,0:10:21.310 out of last year’s Miles Morales. 0:10:21.310,0:10:25.889 Likewise, over at Ubisoft - another studio[br]that does strong work in this space - many 0:10:25.889,0:10:30.100 of the features in Far Cry 6 are lifted from[br]previous entries. 0:10:30.100,0:10:35.750 EA also has strong accessibility initiatives,[br]and this year it released five accessibility 0:10:35.750,0:10:40.930 patents from its legal grasp - including the[br]fab ping system in Apex Legends. 0:10:40.930,0:10:45.240 And Square Enix has some good stuff going[br]on - you’ll see smart accessibility options 0:10:45.240,0:10:48.699 all throughout Life is Strange and Guardians[br]of the Galaxy. 0:10:48.699,0:10:50.569 But as for disappointing outliers? 0:10:50.569,0:10:54.259 Well… as usual, it’s the games made in[br]Japan. 0:10:54.259,0:10:59.579 Titles like Shin Megami Tensei, Persona 5[br]Strikers, Guilty Gear and Resident Evil are 0:10:59.579,0:11:03.769 missing plenty of options that have become[br]almost industry standard in the west. 0:11:03.769,0:11:08.470 Like, remember those stats about 70 percent[br]of games having controller remapping and 70 0:11:08.470,0:11:10.149 percent having options for subtitles? 0:11:10.149,0:11:15.589 Well, remove the Japanese games and that rises[br]to 80 and 100 percent. 0:11:15.589,0:11:20.890 There are some exceptions - Monster Hunter[br]Rise has a surprising number of features, 0:11:20.890,0:11:27.019 and New Pokemon Snap isn’t too shabby - but,[br]on the whole, Japan is bringing the biz down. 0:11:27.019,0:11:31.139 But that’s just the world of big blockbuster[br]games. 0:11:31.139,0:11:35.300 You know, for my main assessment, I feel like[br]it’s only fare to hold those with multi-million 0:11:35.300,0:11:36.480 dollar budgets to account. 0:11:36.480,0:11:43.480 But, still, indie games are absolutely packed[br]with clever, useful and thoughtful accessibility options. 0:11:43.480,0:11:44.829 Here’s just a few: 0:11:44.829,0:11:49.250 Boyfriend Dungeon has a content warning for[br]its challenging themes - and also lets you 0:11:49.250,0:11:52.959 turn off a feature where your mum calls you[br]up with advice, in case that makes certain 0:11:52.959,0:11:54.399 players uncomfortable. 0:11:54.399,0:12:01.550 Boomerang X has great contrast options, like[br]letting you highlight key enemies with a colour 0:12:01.550,0:12:02.550 of your choice. 0:12:02.550,0:12:05.870 Chicory lets you fiddle with endless settings[br]- letting you turn off everything from flashing 0:12:05.870,0:12:09.470 effects to moist sound effects. Ew. 0:12:09.470,0:12:14.070 Loop Hero’s got a retro aesthetic, but you[br]can increase readability by turning off the 0:12:14.070,0:12:17.680 CRT effect and switching the pixel font to[br]a standard one. 0:12:17.680,0:12:21.920 Toodee and Topdee’s got an assist mode with[br]game speed and infinite lives. 0:12:21.920,0:12:26.259 The new Outer Wilds DLC lets you turn off[br]spooky jump scares. 0:12:26.259,0:12:31.449 And we saw some excellent audio-only games[br]that can be played without sight, like action 0:12:31.449,0:12:36.730 adventure The Vale: Shadow of the Crown, and[br]reckless driving game Blind Drive, which is 0:12:36.730,0:12:41.339 about using the incredible audio design to[br]know when to swerve into another lane. 0:12:41.339,0:12:43.496 *Car sounds* 0:12:43.496,0:12:47.389 *Horn* *Crash* *Broken Glass* 0:12:47.389,0:12:50.660 So - on the whole - I’m impressed. 0:12:50.660,0:12:54.839 Almost every game I sampled has some option[br]intended to make the game playable to those 0:12:54.839,0:12:56.829 with specific needs. 0:12:56.829,0:13:01.709 More than half of the games feature a dedicated[br]accessibility or assist menu. 0:13:01.709,0:13:06.240 And many have these options available as soon[br]as the game loads up for the first time, or 0:13:06.240,0:13:08.880 have a screen reader turned on by default. 0:13:08.880,0:13:11.040 But here’s the thing. 0:13:11.040,0:13:16.279 All of this is, almost exactly what I said[br]in last year’s video. 0:13:16.279,0:13:21.600 You know, key features like subtitles and[br]controller remapping are in the majority of games. 0:13:21.600,0:13:26.529 Indie devs, and companies like Microsoft,[br]EA, and Ubisoft are doing great. 0:13:26.529,0:13:29.089 And Japan is sadly lagging behind. 0:13:29.089,0:13:34.339 So I feel like we’re now at a point where[br]accessibility is just… a given in games. 0:13:34.339,0:13:35.930 Which is excellent! 0:13:35.930,0:13:36.970 And a huge change. 0:13:36.970,0:13:41.910 Like, if we look, at say, Eurogamer in 2011[br]- there wasn’t a single article that mentioned 0:13:41.910,0:13:44.279 accessibility or disability. 0:13:44.279,0:13:50.290 Ten years later, there are dozens of reports[br]on features, and players, and company initiatives, 0:13:50.290,0:13:52.120 and so on. 0:13:52.120,0:13:55.660 Accessibility is just here, and it’s here[br]to stay. 0:13:55.660,0:13:59.420 But now… it’s time to make this stuff[br]work… properly. 0:13:59.420,0:14:04.759 You see, as awesome as it is to see these[br]features in the menu - they’re not, always, 0:14:04.759,0:14:06.779 perfect in execution. 0:14:06.779,0:14:09.930 Those excellent subtitles in Guardians of[br]the Galaxy? 0:14:09.930,0:14:12.899 Great… until they glitch out like this. 0:14:12.899,0:14:18.350 Deathloop lets you toggle on running - but[br]not aiming, and Hitman 3 lets you toggle on 0:14:18.350,0:14:20.470 aiming - but not running. 0:14:20.470,0:14:24.639 Far Cry 6’s captions just says “animal[br]noise”, whether that’s a harmless bird 0:14:24.639,0:14:26.149 or a killer crocodile. 0:14:26.149,0:14:31.029 And Battlefield’s menu narrator mispronounces[br]the first two words it has to say. 0:14:31.029,0:14:34.009 NARRATOR: “Menu Narration ‘Die-sable’. 0:14:34.009,0:14:36.339 Menu Narration ‘Innable’. 0:14:36.339,0:14:39.459 Menu Narration ‘Die-sable’. 0:14:39.459,0:14:41.279 Menu Narration ‘Innable’.” 0:14:41.279,0:14:42.649 What is this, a GMTK episode? 0:14:42.649,0:14:49.249 So, at this point, I can safely say “yes,[br]lots of games have lots of accessibility options”. 0:14:49.249,0:14:51.410 Now the question is - “are they any good?” 0:14:51.410,0:14:56.550 It’s no longer that noteworthy for a game[br]to have these features - now, they need to 0:14:56.550,0:14:59.290 be robust and reliable. 0:14:59.290,0:15:03.910 And I think we’ll get there, as devs hire[br]more consultants, and bake this stuff into 0:15:03.910,0:15:08.339 their games engines, and share their knowledge,[br]and iterate based on feedback and telemetry. 0:15:08.339,0:15:11.949 But that’s going to be difficult for me[br]to ascertain. 0:15:11.949,0:15:16.500 I don’t live with a disability, so I don’t[br]need to rely on these options and, I don’t 0:15:16.500,0:15:19.350 have to judge their effectiveness every time[br]I play. 0:15:19.350,0:15:25.089 Thankfully, there are sites like CanIPlayThat[br]and DAGER, who are putting in the hard work 0:15:25.089,0:15:30.519 to thoroughly review these games from an accessibility[br]perspective - using gamers with disabilities 0:15:30.519,0:15:31.660 as their reviewers. 0:15:31.660,0:15:36.310 There’s also the Taming Gaming database[br]- and, any indie devs watching can get their 0:15:36.310,0:15:39.279 game listed by DMing the site over on Twitter. 0:15:39.279,0:15:44.940 But, ultimately, I think this means I need[br]to cover accessibility in a different way. 0:15:44.940,0:15:49.230 So, this is probably the last annual wrap-up[br]of this type. 0:15:49.230,0:15:51.939 But don’t worry - accessibility is not going[br]anywhere. 0:15:51.939,0:15:56.899 It’s one of the key values for how I run[br]GMTK - whether I’m using it as a lens to 0:15:56.899,0:16:01.869 analyse game design, or putting full subtitles[br]on every video on this channel. 0:16:01.869,0:16:05.649 So perhaps there are just better ways for me to[br]talk about it going forward. 0:16:05.649,0:16:10.230 That starts with me putting accessibility[br]options in my own work, over in my game dev 0:16:10.230,0:16:12.119 series Developing. 0:16:12.119,0:16:13.350 More on that soon. 0:16:13.350,0:16:17.510 And I’ll continue to think about how I can[br]cover this topic in 2022. 0:16:17.510,0:16:19.839 Until then, thanks so much for watching. 0:16:19.839,0:16:23.689 And thanks to the gamers and consultants who[br]helped out on this video. 0:16:23.689,0:16:25.671 See you soon.