[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:03.52,0:00:09.91,Default,,0000,0000,0000,,Video games are for everyone. And they can\Neven be enjoyed by those who live with disabilities Dialogue: 0,0:00:09.91,0:00:15.52,Default,,0000,0000,0000,,if game developers make certain design decisions,\Nor introduce special options. Dialogue: 0,0:00:15.52,0:00:19.54,Default,,0000,0000,0000,,In this series of videos, I’ve been looking\Nat how to make games better for those with Dialogue: 0,0:00:19.54,0:00:25.39,Default,,0000,0000,0000,,auditory, visual, and motor disabilities.\NWe’ve looked at colourblind modes and controller Dialogue: 0,0:00:25.39,0:00:27.62,Default,,0000,0000,0000,,remapping and subtitle standards. Dialogue: 0,0:00:27.62,0:00:32.61,Default,,0000,0000,0000,,And for this final episode in the series,\NI’m looking at one more category: cognitive Dialogue: 0,0:00:32.61,0:00:38.15,Default,,0000,0000,0000,,disabilities. This covers everything from\Nepilepsy to dyslexia to learning difficulties. Dialogue: 0,0:00:38.15,0:00:42.34,Default,,0000,0000,0000,,And while it might seem like a challenging\Ntopic to approach, there’s plenty of smart Dialogue: 0,0:00:42.34,0:00:47.52,Default,,0000,0000,0000,,stuff designers can do to improve their games\Nfor those living with these disabilities. Dialogue: 0,0:00:47.52,0:00:50.73,Default,,0000,0000,0000,,Part 1 - Simulation Sickness Dialogue: 0,0:00:50.73,0:00:54.96,Default,,0000,0000,0000,,Simulation sickness is, to put it simply,\Nyour eyes telling you that movement is happening, Dialogue: 0,0:00:54.96,0:00:58.83,Default,,0000,0000,0000,,while your inner ear tells you that you’re\Nactually just sat still. Dialogue: 0,0:00:58.83,0:01:00.74,Default,,0000,0000,0000,,That mismatch can cause your body to react in a pretty uncomfortable way. Dialogue: 0,0:01:00.74,0:01:08.11,Default,,0000,0000,0000,,You’re going to see it the most in 3D games - especially first and third person ones. Dialogue: 0,0:01:08.11,0:01:13.18,Default,,0000,0000,0000,,There’s no one-size-fits-all solution, so\Ngiving players plenty of options will allow Dialogue: 0,0:01:13.18,0:01:16.55,Default,,0000,0000,0000,,them to hopefully find a set-up that works\Nfor them. Dialogue: 0,0:01:16.55,0:01:21.92,Default,,0000,0000,0000,,So let players turn off features that affect\Nthe movement of the camera, like weapon bob, Dialogue: 0,0:01:21.92,0:01:27.51,Default,,0000,0000,0000,,head bob, screen shake, and motion blur. Giving\Nplayers control over the game’s field of Dialogue: 0,0:01:27.51,0:01:33.96,Default,,0000,0000,0000,,view angle is also good - as are sensitivity\Ncontrols, as these reduce large swinging movements. Dialogue: 0,0:01:33.96,0:01:38.38,Default,,0000,0000,0000,,And for first person games, you might want\Nto let players turn on a crosshairs of sorts Dialogue: 0,0:01:38.38,0:01:42.01,Default,,0000,0000,0000,,- even in games without guns, like The Witness. Dialogue: 0,0:01:42.01,0:01:46.99,Default,,0000,0000,0000,,As a designer, it’s good to be mindful of\Nbig, unexpected camera movements - try to Dialogue: 0,0:01:46.99,0:01:51.94,Default,,0000,0000,0000,,use smooth transitions, instead of quick snaps\Nand fast zooms. Dialogue: 0,0:01:51.94,0:01:56.25,Default,,0000,0000,0000,,This is obviously a massive deal for virtual\Nreality games, but that’s a whole topic Dialogue: 0,0:01:56.25,0:02:01.95,Default,,0000,0000,0000,,in of itself. For now, I’ve put links to\Na GDC talk and a Gamasutra post on VR simulation Dialogue: 0,0:02:01.95,0:02:03.96,Default,,0000,0000,0000,,sickness in the description for this video. Dialogue: 0,0:02:03.96,0:02:05.51,Default,,0000,0000,0000,,Part 2 – Sensory Load Dialogue: 0,0:02:05.51,0:02:11.11,Default,,0000,0000,0000,,A related area is people being overwhelmed\Nby the level of visual activity on the screen Dialogue: 0,0:02:11.11,0:02:15.82,Default,,0000,0000,0000,,such as bright lights, constant flashes, and\Nlots of things going off at once. This can Dialogue: 0,0:02:15.82,0:02:21.48,Default,,0000,0000,0000,,affect a wide range of sensory processing\Nissues from autism to migraines and, even Dialogue: 0,0:02:21.48,0:02:24.92,Default,,0000,0000,0000,,at the far end of the scale, photosensitive\Nepilepsy. Dialogue: 0,0:02:24.92,0:02:30.38,Default,,0000,0000,0000,,Sensory overload in games is generally based\Non two things: quick flashes and regular moving Dialogue: 0,0:02:30.39,0:02:35.44,Default,,0000,0000,0000,,patterns. So identify things that may cause\Na player to be overwhelmed, and let them disable Dialogue: 0,0:02:35.44,0:02:41.07,Default,,0000,0000,0000,,those features. Just Shapes & Beats has a\Nmode to turn off flashes. And Stardew Valley Dialogue: 0,0:02:41.07,0:02:45.81,Default,,0000,0000,0000,,lets you change the falling snow effect, which\Nis a pattern that can trigger sensory overload. Dialogue: 0,0:02:45.81,0:02:49.98,Default,,0000,0000,0000,,You may want to use the tool that Ubisoft\Nand the other big publishers use, called the Dialogue: 0,0:02:49.98,0:02:54.32,Default,,0000,0000,0000,,Harding flash & pattern analyser. They have\Na service where you can upload a piece of Dialogue: 0,0:02:54.32,0:02:57.44,Default,,0000,0000,0000,,recorded gameplay and have it analysed to\Nsee if there’s anything that doesn’t pass Dialogue: 0,0:02:57.44,0:02:58.78,Default,,0000,0000,0000,,its criteria. Dialogue: 0,0:02:58.78,0:02:59.70,Default,,0000,0000,0000,,Part 3 - Dyslexia Dialogue: 0,0:02:59.70,0:03:04.98,Default,,0000,0000,0000,,Dyslexia is an umbrella term covering people\Nwhose reading ability doesn’t match up with Dialogue: 0,0:03:04.98,0:03:09.59,Default,,0000,0000,0000,,their general developmental level. In video\Ngames, it can cause players to struggle to Dialogue: 0,0:03:09.59,0:03:13.09,Default,,0000,0000,0000,,take in written information and dialogue text. Dialogue: 0,0:03:13.09,0:03:18.53,Default,,0000,0000,0000,,To combat this, try to make text as clear\Nand easy to read as possible. Just like I Dialogue: 0,0:03:18.53,0:03:24.96,Default,,0000,0000,0000,,said in the subtitles episode - go for a clean,\Nsans serif font, in mixed case rather than Dialogue: 0,0:03:24.96,0:03:31.02,Default,,0000,0000,0000,,all caps. Go for 1.5x line spacing, and avoid\Nmore than 70 characters in a line. And make Dialogue: 0,0:03:31.02,0:03:34.77,Default,,0000,0000,0000,,sure your text is on a solid background so\Nthere’s nothing interfering with the letter Dialogue: 0,0:03:34.77,0:03:35.85,Default,,0000,0000,0000,,shapes. Dialogue: 0,0:03:35.85,0:03:40.74,Default,,0000,0000,0000,,But there are also fonts that are specially\Ndesigned to be easier to read, like the free-to-use Dialogue: 0,0:03:40.74,0:03:47.60,Default,,0000,0000,0000,,Open Dyslexic, or the premium FS-ME. The developers\Nof the pixelated horror game The Last Door Dialogue: 0,0:03:47.60,0:03:52.39,Default,,0000,0000,0000,,offered Open Dyslexic as an option and the\Ncreators said that 14% of people who finished Dialogue: 0,0:03:52.39,0:03:54.70,Default,,0000,0000,0000,,the game used this typeface. Dialogue: 0,0:03:54.70,0:04:00.57,Default,,0000,0000,0000,,Also, try to avoid text that advances automatically.\NSome players need a bit more time than others Dialogue: 0,0:04:00.57,0:04:04.70,Default,,0000,0000,0000,,to read and comprehend the text on screen.\NMaybe let it stay on screen until the player Dialogue: 0,0:04:04.70,0:04:07.76,Default,,0000,0000,0000,,hits a button and moves on to the next line. Dialogue: 0,0:04:07.76,0:04:09.90,Default,,0000,0000,0000,,Part 4 – Executive function Dialogue: 0,0:04:09.90,0:04:14.64,Default,,0000,0000,0000,,Executive function describes the way we receive,\Nprocess, and then act on information. For Dialogue: 0,0:04:14.64,0:04:19.43,Default,,0000,0000,0000,,those with learning difficulties, it can take\Nlonger to work through these steps. So here Dialogue: 0,0:04:19.43,0:04:22.29,Default,,0000,0000,0000,,are some key ways to make it easier. Dialogue: 0,0:04:22.29,0:04:25.30,Default,,0000,0000,0000,,Simplified information Dialogue: 0,0:04:25.30,0:04:30.68,Default,,0000,0000,0000,,Telling players what to do in clear, simple\Nlanguage is a good start. In a game like Assassin’s Dialogue: 0,0:04:30.68,0:04:35.16,Default,,0000,0000,0000,,Creed Odyssey, characters will explain your\Nnext objective in a cutscene - but then the Dialogue: 0,0:04:35.16,0:04:40.52,Default,,0000,0000,0000,,game will also explicitly tell you what to\Ndo in a few simple sentences, where key words Dialogue: 0,0:04:40.52,0:04:45.16,Default,,0000,0000,0000,,are highlighted. This text will stay on screen\Nfor the duration of the mission, so players Dialogue: 0,0:04:45.16,0:04:47.55,Default,,0000,0000,0000,,are reminded what they need to do. Dialogue: 0,0:04:47.55,0:04:51.88,Default,,0000,0000,0000,,And then you might want to think about options\Nfor filtering that information. Things like Dialogue: 0,0:04:51.88,0:04:57.33,Default,,0000,0000,0000,,filters on map screens to only show the really\Nimportant stuff. Or the hex grid in Civilization Dialogue: 0,0:04:57.33,0:05:01.61,Default,,0000,0000,0000,,V, which makes it easier to understand the\Nworld map. Dialogue: 0,0:05:01.61,0:05:05.19,Default,,0000,0000,0000,,Navigation aids Dialogue: 0,0:05:05.19,0:05:10.08,Default,,0000,0000,0000,,Knowing where to go can be a challenge for\Nsome players. So consider options to turn Dialogue: 0,0:05:10.08,0:05:16.09,Default,,0000,0000,0000,,on waypoints, mini-maps, objective markers,\Nand even big floating arrows. Red Dead Redemption Dialogue: 0,0:05:16.09,0:05:21.07,Default,,0000,0000,0000,,2 lets you turn on a GPS to provide a red\Nline towards your objective. And Super Mario Dialogue: 0,0:05:21.07,0:05:24.98,Default,,0000,0000,0000,,Odyssey’s assist mode draws blue arrows\Non the floor, which point you towards the Dialogue: 0,0:05:24.98,0:05:26.72,Default,,0000,0000,0000,,next part of the game. Dialogue: 0,0:05:26.72,0:05:29.79,Default,,0000,0000,0000,,Tutorials and practice Dialogue: 0,0:05:29.79,0:05:33.90,Default,,0000,0000,0000,,Tutorials are important to help all players\Nget up to speed with how things work. But Dialogue: 0,0:05:33.90,0:05:37.96,Default,,0000,0000,0000,,you can boost their effectiveness for players\Nwith cognitive disabilities by letting them Dialogue: 0,0:05:37.96,0:05:41.73,Default,,0000,0000,0000,,replay these tutorials at any time. Or at least access helpful Dialogue: 0,0:05:41.73,0:05:43.65,Default,,0000,0000,0000,,instructions from the menu. Dialogue: 0,0:05:43.65,0:05:49.29,Default,,0000,0000,0000,,In interface-heavy games like Cities: Skylines,\Noptional tool-tips and help windows can remind Dialogue: 0,0:05:49.29,0:05:55.02,Default,,0000,0000,0000,,players what various parts of the game do\N- even if they’ve already finished the tutorial. Dialogue: 0,0:05:55.02,0:05:59.38,Default,,0000,0000,0000,,Practice modes are great, too. Many competitive\Ngames offer modes where you can train with Dialogue: 0,0:05:59.38,0:06:04.52,Default,,0000,0000,0000,,a customisable character, or play offline\Nagainst bots. This allows people to practice Dialogue: 0,0:06:04.52,0:06:07.87,Default,,0000,0000,0000,,their abilities in a stress-free environment. Dialogue: 0,0:06:07.87,0:06:12.16,Default,,0000,0000,0000,,This works in single-player games, too, of\Ncourse. Hub worlds, like the castle in Super Dialogue: 0,0:06:12.16,0:06:17.94,Default,,0000,0000,0000,,Mario 64 give players a chance to learn the\Ncontrols and practice at the game in a safe, Dialogue: 0,0:06:17.94,0:06:21.86,Default,,0000,0000,0000,,challenge-free area. And the practice menu\Non Bayonetta’s loading screen gives you Dialogue: 0,0:06:21.86,0:06:25.38,Default,,0000,0000,0000,,time to figure out the controls before going\Ninto battle. Dialogue: 0,0:06:25.38,0:06:28.03,Default,,0000,0000,0000,,Pause, and game speed Dialogue: 0,0:06:28.03,0:06:32.61,Default,,0000,0000,0000,,Another consideration is pausing, which gives\Nplayers a moment to take a breath, and consider Dialogue: 0,0:06:32.61,0:06:37.47,Default,,0000,0000,0000,,what to do next. This pause screen can contain\Nhelpful information, like the current objective. Dialogue: 0,0:06:37.47,0:06:42.20,Default,,0000,0000,0000,,Or it can show a static image of the game,\Nso players can take a moment to assess the Dialogue: 0,0:06:42.20,0:06:45.68,Default,,0000,0000,0000,,environment without worrying about baddies\Nand hazards. Dialogue: 0,0:06:45.68,0:06:50.05,Default,,0000,0000,0000,,Some games build pausing into the experience,\Nlike in the The Sims where you can choose Dialogue: 0,0:06:50.05,0:06:55.31,Default,,0000,0000,0000,,to stop time in the simulation while you look\Naround. Or in Fallout, where the VATS mode Dialogue: 0,0:06:55.31,0:06:59.40,Default,,0000,0000,0000,,turns a frantic shooter into a more considered,\Ntactical game. Dialogue: 0,0:06:59.40,0:07:04.64,Default,,0000,0000,0000,,A number of games are also starting to let\Nplayers simply slow down the pace of the entire Dialogue: 0,0:07:04.64,0:07:09.55,Default,,0000,0000,0000,,game. Tricky platformer Celeste allows you\Nto change the speed of the game, as part of Dialogue: 0,0:07:09.55,0:07:14.21,Default,,0000,0000,0000,,its assist mode, to make those precise jumps\Neasier. Dialogue: 0,0:07:14.21,0:07:18.15,Default,,0000,0000,0000,,Manual saving Dialogue: 0,0:07:18.15,0:07:23.14,Default,,0000,0000,0000,,Manual save slots let players have more control\Nover the experience. They can save the game, Dialogue: 0,0:07:23.14,0:07:26.76,Default,,0000,0000,0000,,and then try out different strategies - safe\Nin the knowledge that they can return to an Dialogue: 0,0:07:26.76,0:07:31.30,Default,,0000,0000,0000,,earlier save point if things go wrong. It’s\Nbest when these save files come with screenshots Dialogue: 0,0:07:31.30,0:07:35.25,Default,,0000,0000,0000,,- to help players remember at what point the\Ngame was saved. Dialogue: 0,0:07:35.25,0:07:36.83,Default,,0000,0000,0000,,Difficulty modes Dialogue: 0,0:07:36.83,0:07:41.29,Default,,0000,0000,0000,,Allowing the player to reduce the difficulty\Nof the game can be a great inclusion. This Dialogue: 0,0:07:41.29,0:07:46.02,Default,,0000,0000,0000,,gives people more time to figure things out,\Nand more opportunities to make mistakes before Dialogue: 0,0:07:46.02,0:07:47.72,Default,,0000,0000,0000,,getting a game over. Dialogue: 0,0:07:47.72,0:07:52.48,Default,,0000,0000,0000,,Most games simply offer up an array of options,\Nlike “easy”, “medium”, and “hard”, Dialogue: 0,0:07:52.48,0:07:56.28,Default,,0000,0000,0000,,which tweak things like the health of the\Nplayer character and enemies, or the awareness Dialogue: 0,0:07:56.28,0:08:00.37,Default,,0000,0000,0000,,of guards in a stealth game, or the speed\Nof other drivers in a racing game. Dialogue: 0,0:08:00.37,0:08:05.93,Default,,0000,0000,0000,,But other games let you change, or even turn\Noff, individual mechanics and systems. Something Dialogue: 0,0:08:05.93,0:08:10.06,Default,,0000,0000,0000,,like Dishonored lets you tweak everything\Nfrom enemy damage and attack frequency, to Dialogue: 0,0:08:10.06,0:08:14.59,Default,,0000,0000,0000,,the strength of potions and the bravery of\Nguards. And Darkest Dungeon lets you turn Dialogue: 0,0:08:14.59,0:08:19.54,Default,,0000,0000,0000,,off stressful features like corpses that get\Nin the way after monsters die. Dialogue: 0,0:08:19.54,0:08:24.27,Default,,0000,0000,0000,,And some titles go even further than that.\NUnderwater horror game SOMA offers an option Dialogue: 0,0:08:24.27,0:08:29.06,Default,,0000,0000,0000,,to let you turn off enemies entirely. And\NFuri lets you become invincible, so you can Dialogue: 0,0:08:29.06,0:08:32.68,Default,,0000,0000,0000,,blitz through boss fights without the stress\Nof dying. Dialogue: 0,0:08:32.68,0:08:38.59,Default,,0000,0000,0000,,So, making your game more accessible to those\Nwith cognitive disabilities isn’t the astronomical Dialogue: 0,0:08:38.59,0:08:43.84,Default,,0000,0000,0000,,task it might seem. But like all of these\Nvideos, the best way is to get your game in Dialogue: 0,0:08:43.84,0:08:48.32,Default,,0000,0000,0000,,front of players who live with these disabilities\Nand work with them to provide options that Dialogue: 0,0:08:48.32,0:08:50.38,Default,,0000,0000,0000,,will improve their experience. Dialogue: 0,0:08:50.38,0:08:55.22,Default,,0000,0000,0000,,The more you can do, the closer the whole\Nindustry will get towards ensuring as many Dialogue: 0,0:08:55.22,0:09:00.54,Default,,0000,0000,0000,,people as possible can benefit from everything\Ngames have to offer. Dialogue: 0,0:09:00.54,0:09:04.43,Default,,0000,0000,0000,,And that’s a wrap on Designing for Disability\N- for now, at least. I’ve got some other Dialogue: 0,0:09:04.43,0:09:09.19,Default,,0000,0000,0000,,ideas for future videos on the same subject.\NThanks for watching! And thanks to Ian from Dialogue: 0,0:09:09.19,0:09:14.47,Default,,0000,0000,0000,,Game Accessibility Guidelines for his help,\Nonce again. You can find the full series on Dialogue: 0,0:09:14.47,0:09:18.34,Default,,0000,0000,0000,,accessibility by clicking on the playlist\Nbutton that’s on screen right now.