1 00:00:00,110 --> 00:00:04,580 Every year, I like to take a moment to check in with the games biz, and see how things 2 00:00:04,580 --> 00:00:06,720 are going in terms of accessibility. 3 00:00:06,720 --> 00:00:11,329 That’s the art of making a game playable for a wider group of people - by employing 4 00:00:11,329 --> 00:00:15,969 options and design decisions that can help remove the barriers that get in the way of 5 00:00:15,969 --> 00:00:17,030 the fun. 6 00:00:17,030 --> 00:00:21,250 For example - if someone struggles to hear the dialogue, subtitles can give you the same 7 00:00:21,250 --> 00:00:23,310 information in text form. 8 00:00:23,310 --> 00:00:27,280 If someone can’t distinguish between two colours, they can be made more distinct with 9 00:00:27,280 --> 00:00:29,900 symbols or a custom colour palette. 10 00:00:29,900 --> 00:00:33,440 And if someone’s just struggling to get through a game, they can get a helping hand 11 00:00:33,440 --> 00:00:34,690 through an assist mode. 12 00:00:34,690 --> 00:00:38,580 So, how did the games of 2021 fare in this regard? 13 00:00:38,580 --> 00:00:43,180 Well, I’m Mark Brown, and this is Game Maker’s Toolkit. 14 00:00:43,180 --> 00:00:45,690 So, I started with the blockbusters. 15 00:00:45,690 --> 00:00:52,500 I picked 25 of the most noteworthy, best-selling, triple A games released in the last 12 months 16 00:00:52,500 --> 00:00:58,520 - from Halo Infinite to Ratchet and Clank, from Deathloop to Metroid Dread, from Battlefield 17 00:00:58,520 --> 00:01:04,519 2042 to Age of Empires - and then I assessed the accessibility options on show. 18 00:01:04,519 --> 00:01:06,430 Here’s what I found. 19 00:01:06,430 --> 00:01:09,770 Let’s start with controls. 20 00:01:09,770 --> 00:01:15,120 As ever, a really important option is the ability to change what the buttons do - and 21 00:01:15,120 --> 00:01:20,500 of the games I played this year, a whopping 70 percent of them offer full remapping. 22 00:01:20,500 --> 00:01:24,370 That is awesome - that number just keeps on growing. 23 00:01:24,370 --> 00:01:28,110 And a few more offer presets, which is better than nothing. 24 00:01:28,110 --> 00:01:32,520 A stand-out game for controls is Ratchet & Clank: Rift Apart. 25 00:01:32,520 --> 00:01:37,260 You can fully remap the controls, and put shortcuts to specific inputs on the d-pad. 26 00:01:37,260 --> 00:01:42,080 Plus, for pretty much every button that you need to hold down - you can instead make it 27 00:01:42,080 --> 00:01:43,970 toggle that action on and off. 28 00:01:43,970 --> 00:01:48,000 There’s also a really strong aim assist, and you can even turn that into a lock-on. 29 00:01:48,000 --> 00:01:52,049 You can automatically rotate the camera behind your character. 30 00:01:52,049 --> 00:01:55,620 You can simplify all traversal down to a single button. 31 00:01:55,620 --> 00:01:57,720 And more - it’s great. 32 00:01:57,720 --> 00:02:02,620 Another stand-out game is Far Cry 6 - it divides every button on the controller into three 33 00:02:02,620 --> 00:02:08,970 different actions - press, hold, and double tap - and can freely map any action between 34 00:02:08,970 --> 00:02:10,090 any of those slots. 35 00:02:10,090 --> 00:02:14,880 There’s also a quick “no stick presses mode” to instantly remove all inputs related 36 00:02:14,880 --> 00:02:17,520 to clicking in the analogue sticks. 37 00:02:17,520 --> 00:02:22,599 Also worth celebrating is Battlefield 2042 for its enormous array of options regarding 38 00:02:22,599 --> 00:02:26,590 controller sensitivity, right down to the different sized scopes. 39 00:02:26,590 --> 00:02:32,260 And Riders Republic, which lets you set unique control schemes for its endless methods of transport. 40 00:02:32,260 --> 00:02:37,030 I’m also a fan of games that let you bypass button-bashing QTEs, which includes It Takes 41 00:02:37,030 --> 00:02:40,220 Two, Guardians of the Galaxy, and House of Ashes. 42 00:02:40,220 --> 00:02:44,780 As for games that need to see me after class - well, I’m definitely not a fan of all 43 00:02:44,780 --> 00:02:50,500 these games with sluggish, Destiny-inspired virtual cursors on their menus - including 44 00:02:50,500 --> 00:02:52,720 Deathloop and Outriders. 45 00:02:52,720 --> 00:02:55,280 They can be a nightmare for accessibility. 46 00:02:55,280 --> 00:02:57,550 And they’re just horrible in general, yuck. 47 00:02:57,550 --> 00:03:02,190 Thankfully, Far Cry 6 and Pokemon Snap, which also have these cursors, let you click through 48 00:03:02,190 --> 00:03:04,680 the menus with the d-pad, as well. 49 00:03:04,680 --> 00:03:06,560 But the worst offender of the year? 50 00:03:06,560 --> 00:03:11,050 Well, I asked my Twitter followers to name games with poor accessibility and was hit 51 00:03:11,050 --> 00:03:15,520 with a wave of tweets all mentioning the same game: Metroid Dread. 52 00:03:15,520 --> 00:03:19,760 And, I’ve got to agree: its full of bizarre moves that require multiple buttons to be 53 00:03:19,760 --> 00:03:24,950 held down, there are plenty of bits that require very granular movements of the analogue stick, 54 00:03:24,950 --> 00:03:28,290 and there are absolutely no controller options in the menu. 55 00:03:28,290 --> 00:03:30,849 Big fat F right there. 56 00:03:30,849 --> 00:03:32,980 Next up, audio. 57 00:03:32,980 --> 00:03:36,640 A big deal here is subtitles. 58 00:03:36,640 --> 00:03:39,489 As ever we’re looking for subtitles that are large. 59 00:03:39,489 --> 00:03:42,170 That contrast well against the background. 60 00:03:42,170 --> 00:03:44,230 And that show you the speaker’s name. 61 00:03:44,230 --> 00:03:48,080 And if you can change any of those settings in the options, it’s even better. 62 00:03:48,080 --> 00:03:53,030 Again, about 70 percent of the games in my sample provided subtitle options… beyond 63 00:03:53,030 --> 00:03:54,360 “on and off”. 64 00:03:54,360 --> 00:03:58,640 So, Guardians of the Galaxy is a good one to look at - turn on all the settings and 65 00:03:58,640 --> 00:04:03,420 you can get big clear text, on a black background, with speaker names. 66 00:04:03,420 --> 00:04:07,610 And you can even increase the letting spacing and turn on closed captions to get subtitles 67 00:04:07,610 --> 00:04:09,159 for sound effects. 68 00:04:09,159 --> 00:04:13,920 Other stand-out games include Hitman 3, which can show a speech bubble over a character’s 69 00:04:13,920 --> 00:04:16,480 head, to show exactly who is speaking. 70 00:04:16,480 --> 00:04:21,239 And Far Cry 6, which continues the series’ tradition of providing captions for nearby 71 00:04:21,239 --> 00:04:24,919 audio sources - complete with an arrow and distance. 72 00:04:24,919 --> 00:04:27,270 But there are still games that mess this up. 73 00:04:27,270 --> 00:04:31,849 Outriders has too much text per line, and the words are way too small. 74 00:04:31,849 --> 00:04:35,169 Battlefield forgot to provide subtitles for its intro cutscene. 75 00:04:35,169 --> 00:04:40,029 Resident Evil Village has no way of expressing its excellent audio design to a player who 76 00:04:40,029 --> 00:04:41,330 is hard of hearing. 77 00:04:41,330 --> 00:04:46,869 And Tales of Arise has acceptable subtitles in its cutscenes, pretty good dialogue windows 78 00:04:46,869 --> 00:04:52,280 when chatting to characters, but microscopic words during gameplay and combat. 79 00:04:52,280 --> 00:04:57,199 Also worth noting is just how many games provide a screen reader for menu narration. 80 00:04:57,199 --> 00:05:02,759 Forza Horizon 5, Age of Empires IV, It Takes Two, Far Cry 6, Riders Republic, Battlefield, 81 00:05:02,759 --> 00:05:06,689 and Back 4 Blood all include this powerful feature. 82 00:05:06,689 --> 00:05:09,159 Over to visuals, now. 83 00:05:09,159 --> 00:05:14,259 I’m looking for options to make it easier to see or read the key elements in the game 84 00:05:14,259 --> 00:05:17,939 world, the heads up display, and the text in the menus. 85 00:05:17,939 --> 00:05:23,649 Some games do this by default with nice clear fonts and chunky UI elements - but other games 86 00:05:23,649 --> 00:05:26,300 would do well to provide options. 87 00:05:26,300 --> 00:05:30,360 So Age of Empires lets you crank up the size of the game’s UI. 88 00:05:30,360 --> 00:05:35,671 Life is Strange: True Colours lets you drop the handwritten text in favour of a clean font. 89 00:05:35,671 --> 00:05:38,349 And House of Ashes lets you increase the text size. 90 00:05:38,349 --> 00:05:43,259 Far Cry 6 goes further by letting you highlight enemies and pick-ups with a coloured outline 91 00:05:43,259 --> 00:05:44,520 of your choice. 92 00:05:44,520 --> 00:05:49,210 And Ratchet goes further still, allowing you to desaturate the background entirely - and 93 00:05:49,210 --> 00:05:55,060 then turn enemies, pick-ups, and more into big, easy-to-read blobs of colour. 94 00:05:55,060 --> 00:05:57,319 Colourblind settings are also super important. 95 00:05:57,319 --> 00:06:01,740 Far Cry 6 wins again, here - you can independently choose the colours of pretty much everything 96 00:06:01,740 --> 00:06:02,740 in the game. 97 00:06:02,740 --> 00:06:05,059 Battlefield’s got good options here, too. 98 00:06:05,059 --> 00:06:10,740 Many other games go for full screen filters, which… are still pretty iffy in terms of 99 00:06:10,740 --> 00:06:12,160 effectiveness. 100 00:06:12,160 --> 00:06:17,999 As for misses: Outriders has painfully small text at times, and an option to turn on large 101 00:06:17,999 --> 00:06:19,699 fonts doesn’t do much at all. 102 00:06:19,699 --> 00:06:21,879 I had to check I had actually turned it on. 103 00:06:21,879 --> 00:06:26,879 And Deathloop has this absurd font in its menus, and no way to change it. 104 00:06:26,879 --> 00:06:31,349 In general, this is still the feature that most games neglect, and that sucks. 105 00:06:31,349 --> 00:06:36,110 Finally, there’s the ever-contentious category of difficulty. 106 00:06:36,110 --> 00:06:41,030 Now, with no FromSoftware game released this year, I thought we might just skip the tiresome 107 00:06:41,030 --> 00:06:45,919 “should Dark Souls have an easy mode” debate in 2021 - but, alas, other games 108 00:06:45,919 --> 00:06:47,569 took up the mantel, instead. 109 00:06:47,569 --> 00:06:54,789 Notably Metroid Dread, Returnal, and Deathloop all spawned countless articles and Twitter arguments. 110 00:06:54,789 --> 00:06:58,860 But I’ve got no interest in digging that up again - so, instead, let’s just look 111 00:06:58,860 --> 00:07:03,189 at some games that chose to let players dictate their own difficulty level this year. 112 00:07:03,189 --> 00:07:08,039 Forza Horizon has always been good at this, and game number 5 is no exception: you can 113 00:07:08,039 --> 00:07:12,460 choose just how much you want you car to take care of steering and braking, you can decide 114 00:07:12,460 --> 00:07:17,189 how aggressive your rival racers will be, and you can even slow down the entire game 115 00:07:17,189 --> 00:07:19,729 to increase reaction times. 116 00:07:19,729 --> 00:07:23,840 Ratchet also provides slow-mo - but, here, it can be turned on and off with a button 117 00:07:23,840 --> 00:07:27,069 press so you’re not having to move through molasses at all times. 118 00:07:27,069 --> 00:07:33,039 Psychnonauts 2 lets you get rid of fall damage, make Raz more powerful, or even turn on invincibility. 119 00:07:33,039 --> 00:07:37,339 And Guardians of the Galaxy lets you tweak a ridiculously large array of options to build 120 00:07:37,339 --> 00:07:39,240 your own custom difficulty mode. 121 00:07:39,240 --> 00:07:45,069 A little overwhelming, perhaps, but nice to see - especially alongside some more standard, 122 00:07:45,069 --> 00:07:48,529 designer-curated difficulty settings. 123 00:07:48,529 --> 00:07:53,229 So those are the main features you’re going to see in games - alongside a few other standards 124 00:07:53,229 --> 00:07:58,199 like screen shake and camera bob for motion sickness, and discrete volume knobs to help 125 00:07:58,199 --> 00:08:00,300 players isolate the key sounds. 126 00:08:00,300 --> 00:08:04,800 But there are some cool extra features, in specific games, worth noting, too - like these 127 00:08:04,800 --> 00:08:09,659 optional pop-ups in Life is Strange, which can warn you about upcoming increases in volume 128 00:08:09,659 --> 00:08:10,659 or brightness. 129 00:08:10,659 --> 00:08:15,599 I also like this Dead Space-style navigation line in Outriders for helping players find 130 00:08:15,599 --> 00:08:16,930 their way to the waypoint. 131 00:08:16,930 --> 00:08:23,509 And I love how both Forza Horizon 5 and Halo Infinite have added prosthetics to their character creators. 132 00:08:23,509 --> 00:08:27,770 Now, while it’s great for these features to be there on launch day, I think it would 133 00:08:27,770 --> 00:08:33,380 be wrong to ignore older games that got updated with new accessibility features in 2021. 134 00:08:33,380 --> 00:08:37,589 For example, Sea of Thieves is constantly adding new accessibility options in pretty 135 00:08:37,589 --> 00:08:39,000 much every update. 136 00:08:39,000 --> 00:08:43,850 Hellblade: Senua’s Sacrifice added stuff like controller remapping and colourblind settings. 137 00:08:43,850 --> 00:08:49,660 Amnesia: Rebirth received a horror-free Adventure Mode, similar to SOMA’s Safe Mode. 138 00:08:49,660 --> 00:08:53,216 Disco Elysium: The Final Cut added full voice acting to the whole game. 139 00:08:53,216 --> 00:08:58,040 And even that dodgy GTA remake added some new accessibility options to the old games. 140 00:08:58,040 --> 00:09:02,120 So, who is really driving this push for accessibility? 141 00:09:02,120 --> 00:09:05,529 As in, which companies are doing the best work in this field? 142 00:09:05,529 --> 00:09:09,759 Well, Microsoft has absolutely ran with it in 2021. 143 00:09:09,759 --> 00:09:14,279 It updated its Xbox Accessibility Guidelines, and now lets developers on the platform submit 144 00:09:14,279 --> 00:09:17,000 their games for evaluation and feedback. 145 00:09:17,000 --> 00:09:20,410 It released a free, four hour accessibility training course. 146 00:09:20,410 --> 00:09:23,260 It added accessibility tags to the Microsoft Store. 147 00:09:23,260 --> 00:09:28,180 And introduced new console features like Night Mode, quick settings, and colour filters. 148 00:09:28,180 --> 00:09:32,519 And we see this ripple out into the publisher’s games, with a huge number of features across 149 00:09:32,519 --> 00:09:36,319 Age of Empires, Halo Infinite, and Forza Horizon 5. 150 00:09:36,319 --> 00:09:41,569 That last one is really interesting: creative director Mike Brown - no relation - explained 151 00:09:41,569 --> 00:09:45,970 that the studio made accessibility a core pillar of the game’s design. 152 00:09:45,970 --> 00:09:51,740 Which meant it would feed into every system in the game, and would not get cut to meet deadlines. 153 00:09:51,740 --> 00:09:53,100 An absolute power move. 154 00:09:53,100 --> 00:09:58,709 Sony also does good work - for example, there’s now a PlayStation Store page with accessible games. 155 00:09:58,709 --> 00:10:02,709 But it seems like it’s more down to individual studios to figure this stuff out. 156 00:10:02,709 --> 00:10:07,620 Like Insomniac, which is another developer that really puts accessibility at the centre 157 00:10:07,620 --> 00:10:08,960 of its game design. 158 00:10:08,960 --> 00:10:14,290 Insomniac is also a really good example of how accessibility options can be re-used across 159 00:10:14,290 --> 00:10:18,930 games, as many of the smart choices in Ratchet and Clank are actually just ripped straight 160 00:10:18,930 --> 00:10:21,310 out of last year’s Miles Morales. 161 00:10:21,310 --> 00:10:25,889 Likewise, over at Ubisoft - another studio that does strong work in this space - many 162 00:10:25,889 --> 00:10:30,100 of the features in Far Cry 6 are lifted from previous entries. 163 00:10:30,100 --> 00:10:35,750 EA also has strong accessibility initiatives, and this year it released five accessibility 164 00:10:35,750 --> 00:10:40,930 patents from its legal grasp - including the fab ping system in Apex Legends. 165 00:10:40,930 --> 00:10:45,240 And Square Enix has some good stuff going on - you’ll see smart accessibility options 166 00:10:45,240 --> 00:10:48,699 all throughout Life is Strange and Guardians of the Galaxy. 167 00:10:48,699 --> 00:10:50,569 But as for disappointing outliers? 168 00:10:50,569 --> 00:10:54,259 Well… as usual, it’s the games made in Japan. 169 00:10:54,259 --> 00:10:59,579 Titles like Shin Megami Tensei, Persona 5 Strikers, Guilty Gear and Resident Evil are 170 00:10:59,579 --> 00:11:03,769 missing plenty of options that have become almost industry standard in the west. 171 00:11:03,769 --> 00:11:08,470 Like, remember those stats about 70 percent of games having controller remapping and 70 172 00:11:08,470 --> 00:11:10,149 percent having options for subtitles? 173 00:11:10,149 --> 00:11:15,589 Well, remove the Japanese games and that rises to 80 and 100 percent. 174 00:11:15,589 --> 00:11:20,890 There are some exceptions - Monster Hunter Rise has a surprising number of features, 175 00:11:20,890 --> 00:11:27,019 and New Pokemon Snap isn’t too shabby - but, on the whole, Japan is bringing the biz down. 176 00:11:27,019 --> 00:11:31,139 But that’s just the world of big blockbuster games. 177 00:11:31,139 --> 00:11:35,300 You know, for my main assessment, I feel like it’s only fare to hold those with multi-million 178 00:11:35,300 --> 00:11:36,480 dollar budgets to account. 179 00:11:36,480 --> 00:11:43,480 But, still, indie games are absolutely packed with clever, useful and thoughtful accessibility options. 180 00:11:43,480 --> 00:11:44,829 Here’s just a few: 181 00:11:44,829 --> 00:11:49,250 Boyfriend Dungeon has a content warning for its challenging themes - and also lets you 182 00:11:49,250 --> 00:11:52,959 turn off a feature where your mum calls you up with advice, in case that makes certain 183 00:11:52,959 --> 00:11:54,399 players uncomfortable. 184 00:11:54,399 --> 00:12:01,550 Boomerang X has great contrast options, like letting you highlight key enemies with a colour 185 00:12:01,550 --> 00:12:02,550 of your choice. 186 00:12:02,550 --> 00:12:05,870 Chicory lets you fiddle with endless settings - letting you turn off everything from flashing 187 00:12:05,870 --> 00:12:09,470 effects to moist sound effects. Ew. 188 00:12:09,470 --> 00:12:14,070 Loop Hero’s got a retro aesthetic, but you can increase readability by turning off the 189 00:12:14,070 --> 00:12:17,680 CRT effect and switching the pixel font to a standard one. 190 00:12:17,680 --> 00:12:21,920 Toodee and Topdee’s got an assist mode with game speed and infinite lives. 191 00:12:21,920 --> 00:12:26,259 The new Outer Wilds DLC lets you turn off spooky jump scares. 192 00:12:26,259 --> 00:12:31,449 And we saw some excellent audio-only games that can be played without sight, like action 193 00:12:31,449 --> 00:12:36,730 adventure The Vale: Shadow of the Crown, and reckless driving game Blind Drive, which is 194 00:12:36,730 --> 00:12:41,339 about using the incredible audio design to know when to swerve into another lane. 195 00:12:41,339 --> 00:12:43,496 *Car sounds* 196 00:12:43,496 --> 00:12:47,389 *Horn* *Crash* *Broken Glass* 197 00:12:47,389 --> 00:12:50,660 So - on the whole - I’m impressed. 198 00:12:50,660 --> 00:12:54,839 Almost every game I sampled has some option intended to make the game playable to those 199 00:12:54,839 --> 00:12:56,829 with specific needs. 200 00:12:56,829 --> 00:13:01,709 More than half of the games feature a dedicated accessibility or assist menu. 201 00:13:01,709 --> 00:13:06,240 And many have these options available as soon as the game loads up for the first time, or 202 00:13:06,240 --> 00:13:08,880 have a screen reader turned on by default. 203 00:13:08,880 --> 00:13:11,040 But here’s the thing. 204 00:13:11,040 --> 00:13:16,279 All of this is, almost exactly what I said in last year’s video. 205 00:13:16,279 --> 00:13:21,600 You know, key features like subtitles and controller remapping are in the majority of games. 206 00:13:21,600 --> 00:13:26,529 Indie devs, and companies like Microsoft, EA, and Ubisoft are doing great. 207 00:13:26,529 --> 00:13:29,089 And Japan is sadly lagging behind. 208 00:13:29,089 --> 00:13:34,339 So I feel like we’re now at a point where accessibility is just… a given in games. 209 00:13:34,339 --> 00:13:35,930 Which is excellent! 210 00:13:35,930 --> 00:13:36,970 And a huge change. 211 00:13:36,970 --> 00:13:41,910 Like, if we look, at say, Eurogamer in 2011 - there wasn’t a single article that mentioned 212 00:13:41,910 --> 00:13:44,279 accessibility or disability. 213 00:13:44,279 --> 00:13:50,290 Ten years later, there are dozens of reports on features, and players, and company initiatives, 214 00:13:50,290 --> 00:13:52,120 and so on. 215 00:13:52,120 --> 00:13:55,660 Accessibility is just here, and it’s here to stay. 216 00:13:55,660 --> 00:13:59,420 But now… it’s time to make this stuff work… properly. 217 00:13:59,420 --> 00:14:04,759 You see, as awesome as it is to see these features in the menu - they’re not, always, 218 00:14:04,759 --> 00:14:06,779 perfect in execution. 219 00:14:06,779 --> 00:14:09,930 Those excellent subtitles in Guardians of the Galaxy? 220 00:14:09,930 --> 00:14:12,899 Great… until they glitch out like this. 221 00:14:12,899 --> 00:14:18,350 Deathloop lets you toggle on running - but not aiming, and Hitman 3 lets you toggle on 222 00:14:18,350 --> 00:14:20,470 aiming - but not running. 223 00:14:20,470 --> 00:14:24,639 Far Cry 6’s captions just says “animal noise”, whether that’s a harmless bird 224 00:14:24,639 --> 00:14:26,149 or a killer crocodile. 225 00:14:26,149 --> 00:14:31,029 And Battlefield’s menu narrator mispronounces the first two words it has to say. 226 00:14:31,029 --> 00:14:34,009 NARRATOR: “Menu Narration ‘Die-sable’. 227 00:14:34,009 --> 00:14:36,339 Menu Narration ‘Innable’. 228 00:14:36,339 --> 00:14:39,459 Menu Narration ‘Die-sable’. 229 00:14:39,459 --> 00:14:41,279 Menu Narration ‘Innable’.” 230 00:14:41,279 --> 00:14:42,649 What is this, a GMTK episode? 231 00:14:42,649 --> 00:14:49,249 So, at this point, I can safely say “yes, lots of games have lots of accessibility options”. 232 00:14:49,249 --> 00:14:51,410 Now the question is - “are they any good?” 233 00:14:51,410 --> 00:14:56,550 It’s no longer that noteworthy for a game to have these features - now, they need to 234 00:14:56,550 --> 00:14:59,290 be robust and reliable. 235 00:14:59,290 --> 00:15:03,910 And I think we’ll get there, as devs hire more consultants, and bake this stuff into 236 00:15:03,910 --> 00:15:08,339 their games engines, and share their knowledge, and iterate based on feedback and telemetry. 237 00:15:08,339 --> 00:15:11,949 But that’s going to be difficult for me to ascertain. 238 00:15:11,949 --> 00:15:16,500 I don’t live with a disability, so I don’t need to rely on these options and, I don’t 239 00:15:16,500 --> 00:15:19,350 have to judge their effectiveness every time I play. 240 00:15:19,350 --> 00:15:25,089 Thankfully, there are sites like CanIPlayThat and DAGER, who are putting in the hard work 241 00:15:25,089 --> 00:15:30,519 to thoroughly review these games from an accessibility perspective - using gamers with disabilities 242 00:15:30,519 --> 00:15:31,660 as their reviewers. 243 00:15:31,660 --> 00:15:36,310 There’s also the Taming Gaming database - and, any indie devs watching can get their 244 00:15:36,310 --> 00:15:39,279 game listed by DMing the site over on Twitter. 245 00:15:39,279 --> 00:15:44,940 But, ultimately, I think this means I need to cover accessibility in a different way. 246 00:15:44,940 --> 00:15:49,230 So, this is probably the last annual wrap-up of this type. 247 00:15:49,230 --> 00:15:51,939 But don’t worry - accessibility is not going anywhere. 248 00:15:51,939 --> 00:15:56,899 It’s one of the key values for how I run GMTK - whether I’m using it as a lens to 249 00:15:56,899 --> 00:16:01,869 analyse game design, or putting full subtitles on every video on this channel. 250 00:16:01,869 --> 00:16:05,649 So perhaps there are just better ways for me to talk about it going forward. 251 00:16:05,649 --> 00:16:10,230 That starts with me putting accessibility options in my own work, over in my game dev 252 00:16:10,230 --> 00:16:12,119 series Developing. 253 00:16:12,119 --> 00:16:13,350 More on that soon. 254 00:16:13,350 --> 00:16:17,510 And I’ll continue to think about how I can cover this topic in 2022. 255 00:16:17,510 --> 00:16:19,839 Until then, thanks so much for watching. 256 00:16:19,839 --> 00:16:23,689 And thanks to the gamers and consultants who helped out on this video. 257 00:16:23,689 --> 00:16:25,671 See you soon.