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Making Games Better for Players with Cognitive Disabilities | Designing for Disability

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    Video games are for everyone. And they can
    even be enjoyed by those who live with disabilities
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    if game developers make certain design decisions,
    or introduce special options.
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    In this series of videos, I’ve been looking
    at how to make games better for those with
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    auditory, visual, and motor disabilities.
    We’ve looked at colourblind modes and controller
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    remapping and subtitle standards.
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    And for this final episode in the series,
    I’m looking at one more category: cognitive
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    disabilities. This covers everything from
    epilepsy to dyslexia to learning difficulties.
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    And while it might seem like a challenging
    topic to approach, there’s plenty of smart
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    stuff designers can do to improve their games
    for those living with these disabilities.
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    Part 1 - Simulation Sickness
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    Simulation sickness is, to put it simply,
    your eyes telling you that movement is happening,
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    while your inner ear tells you that you’re
    actually just sat still.
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    That mismatch can cause your body to react in a pretty uncomfortable way.
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    You’re going to see it the most in 3D games - especially first and third person ones.
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    There’s no one-size-fits-all solution, so
    giving players plenty of options will allow
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    them to hopefully find a set-up that works
    for them.
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    So let players turn off features that affect
    the movement of the camera, like weapon bob,
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    head bob, screen shake, and motion blur. Giving
    players control over the game’s field of
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    view angle is also good - as are sensitivity
    controls, as these reduce large swinging movements.
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    And for first person games, you might want
    to let players turn on a crosshairs of sorts
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    - even in games without guns, like The Witness.
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    As a designer, it’s good to be mindful of
    big, unexpected camera movements - try to
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    use smooth transitions, instead of quick snaps
    and fast zooms.
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    This is obviously a massive deal for virtual
    reality games, but that’s a whole topic
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    in of itself. For now, I’ve put links to
    a GDC talk and a Gamasutra post on VR simulation
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    sickness in the description for this video.
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    Part 2 – Sensory Load
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    A related area is people being overwhelmed
    by the level of visual activity on the screen
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    such as bright lights, constant flashes, and
    lots of things going off at once. This can
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    affect a wide range of sensory processing
    issues from autism to migraines and, even
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    at the far end of the scale, photosensitive
    epilepsy.
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    Sensory overload in games is generally based
    on two things: quick flashes and regular moving
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    patterns. So identify things that may cause
    a player to be overwhelmed, and let them disable
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    those features. Just Shapes & Beats has a
    mode to turn off flashes. And Stardew Valley
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    lets you change the falling snow effect, which
    is a pattern that can trigger sensory overload.
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    You may want to use the tool that Ubisoft
    and the other big publishers use, called the
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    Harding flash & pattern analyser. They have
    a service where you can upload a piece of
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    recorded gameplay and have it analysed to
    see if there’s anything that doesn’t pass
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    its criteria.
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    Part 3 - Dyslexia
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    Dyslexia is an umbrella term covering people
    whose reading ability doesn’t match up with
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    their general developmental level. In video
    games, it can cause players to struggle to
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    take in written information and dialogue text.
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    To combat this, try to make text as clear
    and easy to read as possible. Just like I
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    said in the subtitles episode - go for a clean,
    sans serif font, in mixed case rather than
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    all caps. Go for 1.5x line spacing, and avoid
    more than 70 characters in a line. And make
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    sure your text is on a solid background so
    there’s nothing interfering with the letter
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    shapes.
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    But there are also fonts that are specially
    designed to be easier to read, like the free-to-use
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    Open Dyslexic, or the premium FS-ME. The developers
    of the pixelated horror game The Last Door
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    offered Open Dyslexic as an option and the
    creators said that 14% of people who finished
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    the game used this typeface.
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    Also, try to avoid text that advances automatically.
    Some players need a bit more time than others
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    to read and comprehend the text on screen.
    Maybe let it stay on screen until the player
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    hits a button and moves on to the next line.
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    Part 4 – Executive function
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    Executive function describes the way we receive,
    process, and then act on information. For
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    those with learning difficulties, it can take
    longer to work through these steps. So here
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    are some key ways to make it easier.
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    Simplified information
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    Telling players what to do in clear, simple
    language is a good start. In a game like Assassin’s
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    Creed Odyssey, characters will explain your
    next objective in a cutscene - but then the
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    game will also explicitly tell you what to
    do in a few simple sentences, where key words
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    are highlighted. This text will stay on screen
    for the duration of the mission, so players
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    are reminded what they need to do.
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    And then you might want to think about options
    for filtering that information. Things like
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    filters on map screens to only show the really
    important stuff. Or the hex grid in Civilization
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    V, which makes it easier to understand the
    world map.
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    Navigation aids
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    Knowing where to go can be a challenge for
    some players. So consider options to turn
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    on waypoints, mini-maps, objective markers,
    and even big floating arrows. Red Dead Redemption
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    2 lets you turn on a GPS to provide a red
    line towards your objective. And Super Mario
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    Odyssey’s assist mode draws blue arrows
    on the floor, which point you towards the
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    next part of the game.
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    Tutorials and practice
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    Tutorials are important to help all players
    get up to speed with how things work. But
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    you can boost their effectiveness for players
    with cognitive disabilities by letting them
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    replay these tutorials at any time. Or at least access helpful
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    instructions from the menu.
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    In interface-heavy games like Cities: Skylines,
    optional tool-tips and help windows can remind
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    players what various parts of the game do
    - even if they’ve already finished the tutorial.
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    Practice modes are great, too. Many competitive
    games offer modes where you can train with
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    a customisable character, or play offline
    against bots. This allows people to practice
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    their abilities in a stress-free environment.
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    This works in single-player games, too, of
    course. Hub worlds, like the castle in Super
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    Mario 64 give players a chance to learn the
    controls and practice at the game in a safe,
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    challenge-free area. And the practice menu
    on Bayonetta’s loading screen gives you
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    time to figure out the controls before going
    into battle.
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    Pause, and game speed
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    Another consideration is pausing, which gives
    players a moment to take a breath, and consider
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    what to do next. This pause screen can contain
    helpful information, like the current objective.
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    Or it can show a static image of the game,
    so players can take a moment to assess the
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    environment without worrying about baddies
    and hazards.
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    Some games build pausing into the experience,
    like in the The Sims where you can choose
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    to stop time in the simulation while you look
    around. Or in Fallout, where the VATS mode
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    turns a frantic shooter into a more considered,
    tactical game.
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    A number of games are also starting to let
    players simply slow down the pace of the entire
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    game. Tricky platformer Celeste allows you
    to change the speed of the game, as part of
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    its assist mode, to make those precise jumps
    easier.
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    Manual saving
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    Manual save slots let players have more control
    over the experience. They can save the game,
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    and then try out different strategies - safe
    in the knowledge that they can return to an
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    earlier save point if things go wrong. It’s
    best when these save files come with screenshots
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    - to help players remember at what point the
    game was saved.
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    Difficulty modes
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    Allowing the player to reduce the difficulty
    of the game can be a great inclusion. This
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    gives people more time to figure things out,
    and more opportunities to make mistakes before
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    getting a game over.
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    Most games simply offer up an array of options,
    like “easy”, “medium”, and “hard”,
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    which tweak things like the health of the
    player character and enemies, or the awareness
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    of guards in a stealth game, or the speed
    of other drivers in a racing game.
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    But other games let you change, or even turn
    off, individual mechanics and systems. Something
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    like Dishonored lets you tweak everything
    from enemy damage and attack frequency, to
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    the strength of potions and the bravery of
    guards. And Darkest Dungeon lets you turn
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    off stressful features like corpses that get
    in the way after monsters die.
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    And some titles go even further than that.
    Underwater horror game SOMA offers an option
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    to let you turn off enemies entirely. And
    Furi lets you become invincible, so you can
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    blitz through boss fights without the stress
    of dying.
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    So, making your game more accessible to those
    with cognitive disabilities isn’t the astronomical
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    task it might seem. But like all of these
    videos, the best way is to get your game in
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    front of players who live with these disabilities
    and work with them to provide options that
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    will improve their experience.
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    The more you can do, the closer the whole
    industry will get towards ensuring as many
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    people as possible can benefit from everything
    games have to offer.
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    And that’s a wrap on Designing for Disability
    - for now, at least. I’ve got some other
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    ideas for future videos on the same subject.
    Thanks for watching! And thanks to Ian from
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    Game Accessibility Guidelines for his help,
    once again. You can find the full series on
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    accessibility by clicking on the playlist
    button that’s on screen right now.
Title:
Making Games Better for Players with Cognitive Disabilities | Designing for Disability
Description:

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Video Language:
English
Duration:
09:21

English subtitles

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