Accessibility: Difference between revisions
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Tale glider (talk | contribs) expanding, trying to cover most of the VN-relevant stuff suggested in the game accessibility guidelines, also +link to the xbox accessibility guidelines |
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==Common Accessibility Concerns== | ==Common Accessibility Concerns== | ||
===Vision=== | ===Vision=== | ||
Stuff that can help players with low vision, color-blindness or no sight at all enjoy the games. Some of these might also apply to the game page. | |||
* Color should not be the only way that essential information is communicated. | * Color should not be the only way that essential information is communicated. | ||
* Create a strong contrast between text and the background. Including on things like character names and clickable links. | * Create a strong contrast between text and the background. Including on things like character names and clickable links. | ||
* Use a readable and accessible font and font size by default. | * Use a readable and accessible font and font size by default. | ||
* Provide customization features like allowing the player to change the font, color scheme and font size. | |||
** People with low vision might prefer higher contrast, but some types of dyslexia and sometimes autism might make lower contrast more readable for some people. So letting players choose should be better than forcing one option or the other on everyone. | |||
** When the user changes the font size, it might make sense to adjust the size of the [[textbox]], but probably have maximum and minimum sizes for it. Button sizes could also be made to change with the font size. | |||
** If a piece of dialogue doesn't fit in the textbox, it might be useful to add a scrollbar. But if the text is very close to fitting (like one or two pixels) it might make more sense to just temporarily let the text go a tiny bit into the margins so that you don't get a scrollbar that will only go up or down a tiny fraction of a character's height. | |||
* Leave enough space between [[Graphical User Interface|<abbr title="Graphical User Interface">GUI</abbr>]] that it's easy to see where one ends and another begins. | * Leave enough space between [[Graphical User Interface|<abbr title="Graphical User Interface">GUI</abbr>]] that it's easy to see where one ends and another begins. | ||
* | * Make it reasonably easy to tell which visual elements are interactable. For buttons that might mean giving them a different border when hovered and a hover sound. | ||
* Provide full voice acting or <abbr title="Text to Speech">TTS</abbr> voicing of text so that those who find reading difficult can listen instead. Both for dialogue, button text and things like the credits screen. Preferably also | * When adding UI sounds, consider making different sounds for different buttons so that players can tell them apart by their sounds. | ||
* Provide full voice acting or <abbr title="Text to Speech">TTS</abbr> voicing of text so that those who find reading difficult can listen instead. Both for dialogue, button text and things like the credits screen. Preferably also support [[wikipedia:Screen reader|screenreaders]]. | |||
===Movement=== | ===Movement=== | ||
* Allow users the option to toggle flashing images or effects on or off in the settings. | * Allow users the option to toggle flashing images or effects on or off in the settings. | ||
* Allow users to adjust the intensity or turn off camera shakes. | * Allow users to adjust the intensity or turn off camera shakes. | ||
* Making sure that moving images or videos do not flash more than three times a second. | * Making sure that moving images or videos do not flash more than three times a second. | ||
* If the game has a lot of looping animations going on, that might make it hard for some players to concentrate on the text they're trying to read, so they might want an option to turn off animation. | |||
===Mobility and Reaction Time=== | ===Mobility and Reaction Time=== | ||
* Allow users a way to continue through the game without playing minigames. | * Allow users a way to continue through the game without playing minigames. | ||
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* Make <abbr title="Graphical User Interface">GUI</abbr> elements big enough to be clicked or tapped on, or make it so that interactions with one element don't accidentally get picked up by another one. For example, although clicking or tapping on the background might trigger a "continue" action, doing it right outside a button probably shouldn't do that, since it's unclear if the user was trying to interact with the button or with the background. | * Make <abbr title="Graphical User Interface">GUI</abbr> elements big enough to be clicked or tapped on, or make it so that interactions with one element don't accidentally get picked up by another one. For example, although clicking or tapping on the background might trigger a "continue" action, doing it right outside a button probably shouldn't do that, since it's unclear if the user was trying to interact with the button or with the background. | ||
* Avoid placing buttons too close to the edges of the window, since someone reaching for them could accidentally click outside the game window. Accidentally clicking outside is mostly an issue for small buttons, but large buttons can have the same problem in reverse: users might end up interacting with them when trying to resize the window. This also applies on mobile, where the OS might put its own UI right outside the game window. | * Avoid placing buttons too close to the edges of the window, since someone reaching for them could accidentally click outside the game window. Accidentally clicking outside is mostly an issue for small buttons, but large buttons can have the same problem in reverse: users might end up interacting with them when trying to resize the window. This also applies on mobile, where the OS might put its own UI right outside the game window. | ||
* Include an option to add cooldowns to button presses so that players who struggle pressing buttons exactly once could press a button more than once and have it counted as a single press. This also applies to other types of input, such as scrolling, as some scroll wheels, or virtual ones such as on touchscreens, might scroll more than one step in response to a single movement. | |||
* Consider making minigames optional or providing an easy mode where they're less challenging. | |||
===Hearing=== | ===Hearing=== | ||
* Provide subtitles or visual representations of sound effects and music changes. | * Provide subtitles or visual representations of sound effects and music changes. | ||
* Allow users to change the volume of different components (such as music, sound effects, and voice acting) independently of each other. | * Allow users to change the volume of different components (such as music, sound effects, and voice acting) independently of each other. | ||
* When voice acting conveys a character's mood in other ways than just through words, make the same information understandable from visual cues, such as expression changes. | * When voice acting conveys a character's mood in other ways than just through words, make the same information understandable from visual cues, such as expression changes. | ||
=== | * If the game uses sound effects in stereo, it might be useful to provide an option to play them in mono so that players who hear better with one ear than the other can still hear them even if they were meant to sound like they were coming from the other ear's side. | ||
===Cognitive=== | |||
* Provide [[history]] and/or [[rollback]] options. This might help people who accidentally advance the dialogue before they meant to. | * Provide [[history]] and/or [[rollback]] options. This might help people who accidentally advance the dialogue before they meant to. | ||
** In long <abbr title="Visual Novels">VNs</abbr>, it might make sense to also provide a history-like feature that provides summaries of sections of the game. This can be helpful to people who struggle remembering things or for people who return to a game after a long time without playing it and want to refresh their memories before continuing. | |||
* Put icons on buttons so that people with dyslexia can see what they are without having to read them or rely on audio to tell them apart. | * Put icons on buttons so that people with dyslexia can see what they are without having to read them or rely on audio to tell them apart. | ||
* Use side images or highlight the speaking character: when there's several characters on screen and the only thing telling you who's speaking is a name, people might not know which name is which character. Mouth animations can also help with this. | * Use side images or highlight the speaking character: when there's several characters on screen and the only thing telling you who's speaking is a name, people might not know which name is which character. Mouth animations can also help with this. | ||
* Voice acting can also help with telling characters apart by giving them different voices. Even if it's just barks. But in some engines, where dialogue can automatically be read aloud by a <abbr title="Text to Speech">TTS</abbr> voice, barks might cause some text to not get read aloud. A solution can be to play them as sound effects instead of as voice lines. | * Voice acting can also help with telling characters apart by giving them different voices. Even if it's just barks. But in some engines, where dialogue can automatically be read aloud by a <abbr title="Text to Speech">TTS</abbr> voice, barks might cause some text to not get read aloud. A solution can be to play them as sound effects instead of as voice lines. | ||
* While not knowing a particular language well isn't as such as disability, adding more languages to play can enable more people to play the game. And it's also possible to add variants of the same language, such as having a normal English version and an easier-to-read English version with simpler words and grammar. | * While not knowing a particular language well isn't as such as disability, adding more languages to play can enable more people to play the game. And it's also possible to add variants of the same language, such as having a normal English version and an easier-to-read English version with simpler words and grammar. | ||
* The ability to [[Saving and loading|save and load]] might be useful for people who could need to take a break in the middle of the game, including those without disabilities, especially in longer games. | |||
** It's probably a good idea to both have autosaves and manual saves. So the player can save the game when they want, but if they close it without saving they shouldn't lose all progress since their last manual save. [[Skipping]] can also help here. | |||
* The ability to [[Saving and loading|save and load]] might be useful for people who could need to take a break in the middle of the game, | ** To make saves easier to tell apart, it might be useful to show screenshots on them. | ||
* Especially in games with branching, players may play it more times and want to speed up parts they've already seen in previous playthroughs. While saving and loading can help with that | ** Especially in games with branching, players may play it more times and want to speed up parts they've already seen in previous playthroughs. While saving and loading can help with that. Skipping would help with that too. | ||
* An option to highlight important words could be useful to make it easier for readers to see which information is more important. | |||
* Fonts and other formatting might also have an impact on how readable the text is to players with dyslexia. So customization might help them too. | |||
* If the game has a lot of looping animations going on, that might make it hard for some players to concentrate on the text they're trying to read, so they might want an option to turn off animation. (This is also mentioned in the [[#Movement|movement]] section above.) | |||
* Include [[content warnings]] on the game page, and in the game, if relevant. | |||
* If the game contains non-essential scenes that some players might want to avoid due to gore or similar reasons, add a toggle for players to get the game to skip those scenes. | |||
* If the game contains sudden sounds or flashes or other jumpscares, probably provide an option to turn them of, at least if jumpscares aren't the reason people would want to play the game. | |||
==External resources== | ==External resources== | ||
* [https://coolors.co/contrast-checker/000000-ffaaee Color contrast checker] | * [https://coolors.co/contrast-checker/000000-ffaaee Color contrast checker] | ||
* [https://gameaccessibilityguidelines.com/ Game Accessibility Guidelines] | * [https://gameaccessibilityguidelines.com/ Game Accessibility Guidelines] | ||
* [https://learn.microsoft.com/en-us/gaming/accessibility/guidelines Xbox Accessibility guidelines] | |||
{{development nav|section=Features}} | {{development nav|section=Features}} |
Revision as of 15:26, 18 December 2024
This article needs expansion with: strategies for meeting accessibility needs; linkouts to VN engine pages with accessibility features of each. You can help by adding to it. |
Making a game accessible means ensuring that it is playable and enjoyable by people with a variety of disabilities or control preferences. A great many guides and sets of standards exist online to help you with this process. One such guide is Game Accessibility Guidelines.
Some features might automatically be provided by the visual novel engine but those vary between engines, and can't account for everything the game might do.
Common Accessibility Concerns
Vision
Stuff that can help players with low vision, color-blindness or no sight at all enjoy the games. Some of these might also apply to the game page.
- Color should not be the only way that essential information is communicated.
- Create a strong contrast between text and the background. Including on things like character names and clickable links.
- Use a readable and accessible font and font size by default.
- Provide customization features like allowing the player to change the font, color scheme and font size.
- People with low vision might prefer higher contrast, but some types of dyslexia and sometimes autism might make lower contrast more readable for some people. So letting players choose should be better than forcing one option or the other on everyone.
- When the user changes the font size, it might make sense to adjust the size of the textbox, but probably have maximum and minimum sizes for it. Button sizes could also be made to change with the font size.
- If a piece of dialogue doesn't fit in the textbox, it might be useful to add a scrollbar. But if the text is very close to fitting (like one or two pixels) it might make more sense to just temporarily let the text go a tiny bit into the margins so that you don't get a scrollbar that will only go up or down a tiny fraction of a character's height.
- Leave enough space between GUI that it's easy to see where one ends and another begins.
- Make it reasonably easy to tell which visual elements are interactable. For buttons that might mean giving them a different border when hovered and a hover sound.
- When adding UI sounds, consider making different sounds for different buttons so that players can tell them apart by their sounds.
- Provide full voice acting or TTS voicing of text so that those who find reading difficult can listen instead. Both for dialogue, button text and things like the credits screen. Preferably also support screenreaders.
Movement
- Allow users the option to toggle flashing images or effects on or off in the settings.
- Allow users to adjust the intensity or turn off camera shakes.
- Making sure that moving images or videos do not flash more than three times a second.
- If the game has a lot of looping animations going on, that might make it hard for some players to concentrate on the text they're trying to read, so they might want an option to turn off animation.
Mobility and Reaction Time
- Allow users a way to continue through the game without playing minigames.
- Allow remapping of controls.
- Allow all functions to be accessed using either mouse, keyboard or controller, to the extent possible.
- Provide alternatives for holding down buttons.
- Allow players to enable and disable autoplay, and to change its speed and delay.
- Make GUI elements big enough to be clicked or tapped on, or make it so that interactions with one element don't accidentally get picked up by another one. For example, although clicking or tapping on the background might trigger a "continue" action, doing it right outside a button probably shouldn't do that, since it's unclear if the user was trying to interact with the button or with the background.
- Avoid placing buttons too close to the edges of the window, since someone reaching for them could accidentally click outside the game window. Accidentally clicking outside is mostly an issue for small buttons, but large buttons can have the same problem in reverse: users might end up interacting with them when trying to resize the window. This also applies on mobile, where the OS might put its own UI right outside the game window.
- Include an option to add cooldowns to button presses so that players who struggle pressing buttons exactly once could press a button more than once and have it counted as a single press. This also applies to other types of input, such as scrolling, as some scroll wheels, or virtual ones such as on touchscreens, might scroll more than one step in response to a single movement.
- Consider making minigames optional or providing an easy mode where they're less challenging.
Hearing
- Provide subtitles or visual representations of sound effects and music changes.
- Allow users to change the volume of different components (such as music, sound effects, and voice acting) independently of each other.
- When voice acting conveys a character's mood in other ways than just through words, make the same information understandable from visual cues, such as expression changes.
- If the game uses sound effects in stereo, it might be useful to provide an option to play them in mono so that players who hear better with one ear than the other can still hear them even if they were meant to sound like they were coming from the other ear's side.
Cognitive
- Provide history and/or rollback options. This might help people who accidentally advance the dialogue before they meant to.
- In long VNs, it might make sense to also provide a history-like feature that provides summaries of sections of the game. This can be helpful to people who struggle remembering things or for people who return to a game after a long time without playing it and want to refresh their memories before continuing.
- Put icons on buttons so that people with dyslexia can see what they are without having to read them or rely on audio to tell them apart.
- Use side images or highlight the speaking character: when there's several characters on screen and the only thing telling you who's speaking is a name, people might not know which name is which character. Mouth animations can also help with this.
- Voice acting can also help with telling characters apart by giving them different voices. Even if it's just barks. But in some engines, where dialogue can automatically be read aloud by a TTS voice, barks might cause some text to not get read aloud. A solution can be to play them as sound effects instead of as voice lines.
- While not knowing a particular language well isn't as such as disability, adding more languages to play can enable more people to play the game. And it's also possible to add variants of the same language, such as having a normal English version and an easier-to-read English version with simpler words and grammar.
- The ability to save and load might be useful for people who could need to take a break in the middle of the game, including those without disabilities, especially in longer games.
- It's probably a good idea to both have autosaves and manual saves. So the player can save the game when they want, but if they close it without saving they shouldn't lose all progress since their last manual save. Skipping can also help here.
- To make saves easier to tell apart, it might be useful to show screenshots on them.
- Especially in games with branching, players may play it more times and want to speed up parts they've already seen in previous playthroughs. While saving and loading can help with that. Skipping would help with that too.
- An option to highlight important words could be useful to make it easier for readers to see which information is more important.
- Fonts and other formatting might also have an impact on how readable the text is to players with dyslexia. So customization might help them too.
- If the game has a lot of looping animations going on, that might make it hard for some players to concentrate on the text they're trying to read, so they might want an option to turn off animation. (This is also mentioned in the movement section above.)
- Include content warnings on the game page, and in the game, if relevant.
- If the game contains non-essential scenes that some players might want to avoid due to gore or similar reasons, add a toggle for players to get the game to skip those scenes.
- If the game contains sudden sounds or flashes or other jumpscares, probably provide an option to turn them of, at least if jumpscares aren't the reason people would want to play the game.
External resources
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