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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.