On Thursday 24th May SightlessKombat Website, Twitter, YouTube came to Splash Damage HQ to spend a day with the developers; talking to specific projects, various disciplines and the company at large about accessibility in games.
For those that don't know, SightlessKombat is a gamer-without-sight, and an incredibly adept gamer at that! In between educating our staff, he made time to beat some of our most ardent fighting fans at Killer Instinct, one of the games that helped him rise to prominence.
Throughout the day we learned a whole lot of things, some specific to projects that we can't talk about, but here's a handful of things we learned about accessibility in games generally:
Accessibility Is Better For Everyone
There are a massive number of things that make games accessible, things that we often take for granted.
Subtitles, something designed for those who are hard of hearing, is used by a huge number of gamers. Haptic feedback (which covers things like the rumble of a control which we've all grown to love) is particularly useful for gamers without sight, especially if it's well-designed! Slamming into cover in Gears of War 4 feels good, but is also a great way for gamers without sight to simply know that they're in cover.