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Captain Forever

Features for disabled players

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I think it's great whenever devs include options so that everyone can enjoy the game, and I would love to see support for disabled gamers in the Double Fine adventure.

I'm no expert in the field when it comes to how features should be designed around to make them accessible, but I've seen games in the past like Terry Cavanagh's VVVVVV include options to slow down the game or even just make the player invincible just so they are able to explore the game world.

Adventure games are already an attractive idea to a disabled gamer as they don't require quick reflexes (usually). If the game is able to be played at any pace then I imagine it should be fine. Making the game able to be played entirely with a mouse is also a plus if possible. Of course the game will have subtitles as has been stated - an audio descriptive feature where sound effects are displayed in text on the screen as they occur would also be helpful. I'd imagine being able to alter the size or colour subtitle text might also assist people with eyesight issues.

Again, I am no expert in the field and have most definitely not brought up everything that makes a game accessible and I am just bringing this up in the hope that DF keep accessibility in mind during development.

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I don't think it will be an issue for this game, but it never hurts to have a colorblind mode. I know Bioshock 2 had a mini game that was almost impossible for some color blind buyers.

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I know that interactive fiction has an auto read mode, which allows the visually impaired to enjoy. It did make me consider a game concept I called 'Where'. An adventure game in which you'd wake up unable to see, you could pick up and manipulate objects and move about while you to try to discover where you are, why you can't see, and what happened to you, but everything would be relayed through text and through disquieted narration.

I do wonder though, could an adventure game be friendly for the blind? You'd need an option to trigger automatic speech of mouseover text, and a way to travel between interaction hotspots via keypress. I think it could be done, though unless and until an engine existed to implement these features and others, it could be quite expensive.

As for those with physical impairments that affect gaming such as missing hands or inability to use them properly, voice recognition is an option. Everything from 'shoot 1.6.4' for more basic actions to Dragon Naturally Speaking for a more robust solution, but in the case of severe spasticity the motor impairment is often coupled with speech impediment that makes training the recognition software to their voice a challenge. Still, as an option, ensuring compatibility with major voice recognition software could be helpful. I'm really not sure, beyond that. As technology grows, however, I hope that our ability to make that technology compatible to the disabled will grow in tandem.

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ever since i got berated by Andrew for my all green level loading screens (he's colourblind) I have tried to get the studios i work for to instigate a colourblind filter for the development builds.

This, when toggled, would force the entire screen to simulate the restricted pallets of the colourblind. Then when coders and artists are working they can flip through the colour blind modes (yes there is more than one flavor of colour blindness. http://www.colourblindawareness.org/colour-blindness/) to check that the scene still reads clear.

previously this was a tricky propasition but today with tone mapping it should be a doddle.

those of us who can a fuller spectrum really just dont get it and I am just as guilty as anyone (just ask Andrew)

check this site out, esspecially the trivial pursuit example.... http://wearecolorblind.com/

I strongy urge DF to make DFA colourblind friendly..

\Aalso alsong with subtitles for the hearing impared you should also concider a strong Audio descriptive option for the vision impaired.

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I know that interactive fiction has an auto read mode, which allows the visually impaired to enjoy. It did make me consider a game concept I called 'Where'. An adventure game in which you'd wake up unable to see, you could pick up and manipulate objects and move about while you to try to discover where you are, why you can't see, and what happened to you, but everything would be relayed through text and through disquieted narration.

...

er... isnt that a 'text adventure'?

:P

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er... isnt that a 'text adventure'?

:P

If you mean Interactive Fiction, yes IF works are text adventures! There's even a natural language design engine called inform that's quite accessible. If you mean my old the game concept, that was inspired by blindness, but it wasn't intended to be for the blind as there were graphical elements. I.E. Things that you touch and manipulate form outlines to shape the world. Sounds cause a spot of light to appear as a visual cue of the direction the sound came from. It is true though, the closer you get to gameplay involving blindness, just as the closer you get to gameplay for the blind, the closer you're likely to get to a parser interface and non-graphical medium! Still, even that is not a certain thing I suppose. :)

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