Making Games Better for the Deaf and Hard of Hearing | Designing for Disability

Making Games Better for the Deaf and Hard of Hearing | Designing for Disability


Video games are for everyone. But there’s one group who have, historically,
been treated as a bit of an afterthought: disabled people. Many millions of people live with hearing
loss or vision problems, colourblindness or epilepsy, amputations or muscular dystrophy,
and hundreds of other conditions that can affect their visual, auditory, motor, or cognitive
functions. But this doesn’t mean they can’t play
games. Because when developers offer certain options
or make certain design choices, disabled people can suddenly find themselves able to enjoy
a game that would be otherwise impossible to play. Which means these often cheap and simple choices
can open a game up to an entirely new audience of players. And so in this series of videos, I’m going
to be looking at some key ways that game developers can make their titles more inclusive to disabled
people. Starting off with auditory options, for players
who are deaf or hard of hearing. Part 1: Subtitles – Subtitles are one of most popular accessibility
options in games. In fact, Ubisoft says that a whopping 60 percent
of all Assassin’s Creed Origins players had them on while playing that title. But if they’re so popular, it begs the question:
Why Are Video Game Subtitles So Terrible? Because while TV and movies have an almost
universal standard for subtitles, with big text and clear fonts and easy-to-digest lines
– video game developers seem to just make it up as they go along, leading to crappy
subtitles in tiny text and illegible fonts and ridiculous dimensions. Just look at a game like Borderlands 2. The text is tiny, the font isn’t very clear,
the white text blends into the background, the player has to read across the whole width
of the screen, and there’s no indication of who’s talking. And this is just when you’re standing still
and listening to Claptrap: imagine trying to read this stuff in the middle of a heated
combat encounter. And that’s the thing about video game subtitles:
its more important than any other medium that they’re easy to read, because you’re trying
to divide your attention between the subtitles… and everything else you need to think about. So, in an effort to get game developers on
the same page, here are the golden rules of good subtitles. Subtitles should be large. Tiny subtitles are probably the most common
mistake that developers make in this area. Perhaps they don’t want to break the immersion
of the game world; but those who really need subtitles don’t care about that: they care
about being able to read the dialogue quickly. So look to a game like Life is Strange: Before
the Storm or Assassin’s Creed Origins, and boost your font size until you can easily
see it from across a room. Or, better yet, just let players choose a
font size that suits them. Subtitles should use a simple font. A nice, clean, sans serif font should be used
to make reading as effortless as possible. Compare the easy-to-read text in Detroit:
Become Human, to this horrible scribbly font in Metal Gear Solid V. This is not the time to keep up your brand
identity, this is the time for clarity. Subtitles should contrast against different
backgrounds. Try and read this subtitle. Pretty tough, right? Well it’s not surprising, considering that
the pale text and outline is practically camouflaged when placed against certain backgrounds. Subtitle text should typically be white, with
either a thick black border, or a dark black shadow, or – best of all – a semi-transparent
black box, like in Prey. That will work against any background, and
stop readers needing to strain their eyes to keep up. Subtitles should be short. If you look at movies, you’ll see that subtitles
only contain a few words at a time. Guidelines for places like the BBC and Netflix
state that each line contains about 37 to 42 characters, and only two lines are shown
on the screen at once. In games, though? Well, anything goes, with some titles showing
entire paragraphs of dialogue at once. So, instead, look at something like Hitman
which largely sticks to short stabs of dialogue across a couple lines. This keeps everything in the centre of the
screen and easy to read. And it stops silly things like this: in Batman:
Arkham Asylum, the player reads “Who called the elevator!?” seconds before Batman actually
hears the elevator. Detroit: Become Human is better, with shorter
scraps of dialogue for each individual thought or clause. When using multiple lines, subtitle writers
should also aim to have text break at a natural point in the dialogue. Here’s some guidelines from Netflix, on
when they do and do not break a subtitle into two lines. Subtitles should stay on screen long enough. Players will obviously need time to read the
subtitle in question. While it’s usually fine for the subtitle
to stay on screen for as long as the character is speaking, you might need to extend their
stay for fast-talking characters. The BBC says subtitles should stay on screen
for about 0.3 seconds for every word that must be read. Oh, and don’t forget to create a visual
gap between subtitles. On Netflix, there’s a few frames of nothingness
whenever the subtitles change. This barely-noticeable flash will catch the
viewers eye and tell them that there’s a new line of dialogue to read. If you don’t do this, like in Borderlands
2, then players might miss that there’s a new line. Subtitles should indicate the speaker When you have lots of characters on screen,
and you can’t hear the dialogue to distinguish a voice, it can be tough to know who is actually
saying the line in the subtitle. This is why video games should indicate who
is currently speaking. God of War puts the speaker’s name at the
beginning of every line. And that’s very clear, but it does increases
the size of the subtitles and makes for some very redundant reading. A better solution can be found in Rise of
the Tomb Raider, where characters are named when they first speak, but their dialogue
is also given a unique colour. From now on, the name can be dropped because
the colour tells you who is speaking. Terrific! Subtitles should cover all dialogue Games have a nasty habit of giving you subtitles
for cutscenes and major characters, but absolutely nothing for background chatter and ambient
discussions. In Mirror’s Edge, for example, these cops
have lines: but they don’t have any subtitles. This is especially important when that insignificant
dialogue ends up being, actually, quite significant. Like in Hitman, where guards will tell you
whether or not you can enter certain areas in your current disguise. GUARD: I can’t let any patients through this way.
Rules are rules. For whatever reason, those lines are not subtitled
at all. Which actually brings us neatly onto the next
topic. Part 2: Audio Cues – Because, accurately conveying spoken language
for cutscenes and dialogue is one thing – but games are unique in that they often use audio
cues to convey important, gameplay-critical information. In Overwatch, for example, every character
has a unique voice line to indicate that they’re about to unleash their ultimate attack. So if you hear “justice rains from above”
or “it’s high noon”, you know it’s time to duck for cover. Even if you can’t see Pharah or McCree on
screen. Unless, that is, you’re deaf, hard of hearing,
or have the sound off – in which case you won’t know anything is about to happen because
those sound effects have no subtitles or related visual cues. Without sound, you’re completely screwed. A game like Half Life 2 is much better in
this regard. This game, and most other Valve titles, offers
full closed captions that don’t just cover spoken dialogue, but also gunshots, enemy
chatter, explosions, and more. That’s cool, because Half Life 2 has a really
vivid soundscape of iconic noises, which abled players can use to understand what’s happening
– even outside of their visual range. But these closed captions help bring that
experience to the hard of hearing. Unfortunately, it doesn’t tell you where
the sounds are coming from. But we’re now starting to see games that
don’t just describe the sounds – but also help explain their location. Minecraft’s audio cue subtitles, for example,
use left and right arrows to help you orient noises like plopping items and moving animals. And Final Fantasy XIV lets you turn on an
overlay that visualises sounds, and helps show where they’re coming from – even if
they’re behind you. But perhaps the best version of this I’ve
seen so far comes from Fortnite… on mobile devices. Here, critical sound effects like gunfire
and footsteps are displayed as icons in a ring around your character. This quickly lets you understand what sounds
are happening, and where they’re coming from. Epic has since added this option to the console
and PC versions of the game, but strangely decided to make it so that you have to turn
the sound off entirely and play in silence, if you want to show the visual indicator ring. Not great for those who are hard of hearing,
and just need a bit of extra info. So I think developers should always try to
avoid having critical information be conveyed exclusively through sound. Like in Metal Gear Solid V, where enemies
will simply shout that they’re throwing a grenade ENEMY: GRENADA! – a line which has no subtitles. Be more like Call of Duty, where grenades
are indicated by both an audible bark, and a clear visual cue. I mean, you can have this stuff as an option if you
like. Though when it comes to multiplayer games
it’s important to consider whether a visual indicator would give players an unfair advantage. In which case it perhaps should be, just like
in Fortnite Mobile, mandatory, or turned on by default. Part 3: Sound puzzles – Now. Imagine this. You’re deaf, and you’re happily enjoying
the enigmatic, line-doodling puzzle game The Witness. You don’t need sound to enjoy the game,
and all of the audio diaries are conveyed through subtitles. Great. And then, you suddenly hit a puzzle that requires
you to listen out for sounds in the environment. Damn. There are some games that are completely built
around sound, rhythm, or music. And that’s fair enough. But when games that aren’t about music suddenly
introduce a puzzle that is based on notes or tune, it can be a complete game-ending
roadblock for someone who is deaf or hard of hearing. This happened to players in Undertale, where
there’s a puzzle where you need to listen to a tune in one room – and play it back on
a piano in another room. Thankfully, creator Toby Fox later patched
the game to have the answer simply appear on screen if you wait near the statue. Giving players an alternative way to finish
these puzzles, or using some kind of visual element, or making them completely optional
– which, they kind of are in The Witness, I guess – would stop sound puzzles from being
the end of the road for players who are hard of hearing. Part 4: Options – When it comes to accessibility, there really
isn’t a thing as having too many options. And in terms of audio, there are lots of things
you can let the player fiddle with. For subtitles, some games let you change the
size of the font. Assassin’s Creed Origins lets you decide
whether or not to show the speaker’s name, and whether or not to use a background. Another important option is the ability to
change the volume of different parts of the sound mix. Games like Mortal Kombat X let you change
the volume of the effects, announcer, dialogue, music, ambience, and cutscenes – allowing
players who are hard of hearing to drop, say, the background music in order to increase
the volume of the more important sound effects. And finally, players should be able to turn
on subtitles before a single word of dialogue is spoken. This can be achieved with an accessibility
menu before the game starts, like in Naughty Dog’s more recent games. Or a simple subtitles button in the first
cutscene, like inFAMOUS: First Light. Oh, and I almost forgot. Can game developers please all get together
and agree on one set place for the subtitles option? Some put it in gameplay, others in sound,
others in accessibility, others put it in language. Come on. It’s getting silly now. So, making a game more accessible to the deaf,
or hard of hearing, or just players who need to turn the sound down because a baby is sleeping
in the next room, is not too difficult or expensive. I mean, it would be wonderful to see more
games like Moss, where hero Quill can communicate to the player in American Sign Language. But for all other games, there are loads of
easy-to-follow guidelines for subtitles from the movie industry, to cover dialogue. And when considering audio cues and puzzles,
it’s just a case of thinking about how to communicate the same information without access
to audio. And while it would be awesome for more studios
to get disabled players in to test their games for auditory accessibility, indie developers
on a budget can check that their game is playable… by putting their TV on (mute). Hey, thanks for watching. I want to thank Susan, aka OneOddGamerGirl
of AbleGamers, who helped check this video for accuracy. And the Game Accessibility Guidelines website,
which is packed with good advice. This series will return in the future, with
a look at designing for visual, motor, and cognitive disabilities. For now though, please share any games that
do a particularly good or bad job of auditory accessibility in the comments below! GMTK is powered by Patreon.


100 thoughts on “Making Games Better for the Deaf and Hard of Hearing | Designing for Disability

  1. Xers and Boomers are getting older; us Millenials are next. This series is timely and important for all gamers and all creators and consumers of entertainment. 🙂

  2. I think you may have overestimated how good TV subtitles are – they're often terrible. If you follow deaf Twitter users, you'll see a lot of examples!
    I can't emphasise enough how important it is that sound effects are included in subtitles. Some people (including me) struggle to hear particularly high-pitched or low-pitched sounds. This means we can hear speech, but not necessarily explosions or screaming in the background. It can ruin the experience of a game or film.

  3. I really hate when a game decides to start rolling without even getting to the menu. For Honor was really bad with this; it throws you into the tutorial as soon as it boots.
    It's not an accessibility issue for me, though. I play a lot of games on Steam, and a lot of them don't completely set up until I boot them up, which makes it impossible for me to adjust the graphics or sound settings to my liking before I play. Depending on the defaults vs. what my computer can handle, it can sour the initial experience, just a bit.
    I can only imagine how frustrating such games must be for someone with a disability.

  4. I'm mad at this video…………

    Because I'm only able to give it one like (and I missed seeing this video 2 months ago). Also: props to having my disability mentioned in the opening. 😀 😀 excellent video Mark, I've loved this video series!

  5. I'm hearing impaired. I almost always turn subtitles on. (Crypt of the Necrodancer being a rare exception.)
    Every now and then I play a game or watch a movie that (like HL2 mentioned here) has full CCs, and usually I get somewhat annoyed by it, since I can HEAR that a gun just went off to my left… I just have difficulty hearing voices. And in those cases, I would like to have the option to turn full CC off and opt for only voices being subbed.
    Alas… most of the time that isn't an option.

    Also, on a related note; I had a discussion a few days ago about a character in Netflix' "The Dragon Prince" who was deaf and used (I assume american) sign language, with an interpreter nearby. Whenever the interpreter spoke, it was subbed, but in the two or three scenes where he didn't, no subtitles were given.
    I argued that even those should be subbed. Someone else said "It's SIGN language you [expletive]". We went back and forth a bit until someone came in who apparently knows sign language, and they said that the animation framerate is SO choppy that he could barely understand the character, so it should be subbed.

    … make of that what you will.

  6. As someone who has motor(don’t know if I spelled it right)and cognitive disabilities. Options like in spider-man and god of war to skip puzzles if I want to. Or have it be automatically done with a click of a button. Are very helpful. I don’t enjoy competitive games like call of duty because I have a bit of a slow reaction speed.

  7. There even is an anti-dyslectic font. It makes sure all the letters are easy to tell apart and thus prevent dyslexia symptoms, or so is the idea, I don't know how effective it is.

  8. I LOVE the content of this video. I'm studying signs language in spanish and my teacher is deep deaf so he cannot hear a thing. But he has played CS:GO for 2k hours! So knowing more about this is really interesting for me

  9. I always put on subtitles because some games still have a problem mixing their audio, and sometimes even adjusting audio settings still doesn't help.

  10. I love that mouse in the thumbnail is making the letter “U” with his fingers in ASL. So the words literally read, “designing for you.”

  11. Long rant, tldr: Include the option to have mono audio or choose which channel sound comes out of thank you xoxo
    Great video, just one thing I wanted to add on to about sound location. I'm half deaf, as in completely deaf in my left ear but full hearing in my right. So while I can hear sound, I have absolutely no sense of where it's coming from. For instance if someone calls out to me from across the street, I have to look in every direction to find where they are, I can't just hear them and look straight at them.
    Relating to video games, sound based puzzles can be a nightmare for me. For me specifically it's bad game design when I'm physically unable to complete a puzzle because I can't tell which direction sound is coming from. But beyond puzzles, the general experience of a game can be ruined by this. Say (in a game) I'm standing in the street with an npc talking in front of me. While they're talking I'm looking around with the camera taking in the environment. At the same time, the sound of the dialogue is fading in and out as I move the camera, breaking my immersion. Having the option to have mono audio or choose which channel sound comes from IS THE MOST BASIC SOLUTION that'd solve my problem yet so many games don't even consider this option. It might be breaking the immersive 3D soundscape but for me that 3D sound doesn't exist in the first place, and I'd much rather have all the audio going to my right ear than some butchered fade in fade out audio.
    I know this is a long rant but game designers out for the love of me please consider what I've written.

  12. My native language isn't English, and one of the things that helped me learn the language the most was reading video game text. I remember when I was a kid and got Simpsons Hit & Run, it really annoyed me how the game had no subtitles for the dialogue, because I couldn't understand spoken English, and depended on text to have any idea of what was going on.

  13. Sympathetic as I am to including disability options in games, the plain truth is that not all video games are for everyone. Metal Gear can't be played by the blind, for instance. And if it were designed to be, it would have been a very different game. This stuff is important to think about, and you should absolutely work to include as many people as you can into your game concept, but you shouldn't ever change the concept of the game you're making in an effort to lower entry barriers.

  14. the undertale music puzzle was a pain in regards to both hearing and memory. I've got short term memory loss and so I ended up having to write down each arrow by the piano, translate those into notes, and then translate the tune as I heard it into those arrows before I could actually enter the answer to the puzzle. this was before the visual patch I suppose. it'd be good to be able to just skip minigames that require memory aspects

  15. Great topic! I always thought I wasn't impaired in playing games in any way until I wanted to play the witcher 2 which has non-rebindable keys. I'm a lefty. I can't use WASD, everything is mirrored for me so I use IJKL. Unfortunately I is for inventory and the devs for some reason don't let you change it…. stupid.

  16. I'm not hearing impaired, but I still use subtitles in every single game I play or movie I watch. I never really noticed that they were bad cause I can still hear what's being said and use them as something that just helps me grasp what's happening easier. It might have to do with the fact that English is not my first language. Anyway, what I would like to see is sepperate settings for usual subtitles and those with sounds displayed in text. Those can sometimes distract people like me, lead to confusion or just have me struggling to keep up with the subtitles that display every single sound.

  17. I have auditory processing disorder. Without proper subtitles, sometimes words and whole sentences sound like garbled nonsense, or a sentence will slip through my head without me getting any information from it. Subtitles, especially subtitles that are large and easy to read, can be the deciding factor in buying a dialogue-heavy game for me. Being able to turn down ambient noises and turn up dialogue and sound cues helps so much too

  18. It isn’t just the acahally disabled it’s also some people may not a have microphones of a mouse (laptop) for example I prefer subtitles so I can watch YouTube vids on the side

  19. I could've sworn enemies yelling grenade in Metal Gear V do have subtitles. I think you have to get an interpreter for their language in game to see them pop up though, which is kindof weird but kindof makes sense?

  20. An interesting and important video series. But, if you'd permit me one minor complaint: the playlist for these videos is ordered backwards, so if you choose the playlist it plays them in the opposite order to they are ordered in the videos. You're not the only YouTuber who I've seen get this wrong, so I'm guessing their UI is borked.

  21. The reason I do not have subtitles when I throw a grenade in Metal Gear Solid 5 is because the main character does not learn a foreign language. Subtitles will only appear if you get a foreign language. It's not a good way to think about people with disabilities.

  22. Or maybe they made longer subtitles so the players can read it ahead and then immerse the rest of the scene? Just an opinion…

  23. as an autistic ADHD person, this topic is Very Important to me – my auditory processing abilities are below average, so in the case of videos i often need subtitles if the person (or people) speaking doesnt have a clear enough voice, which is a bit of a problem when no captions are available. this sometimes bleeds into games – in some games i play, ive found that a Lot of auditory information can be thrown at the player at once, which can be very confusing and disorienting for people with developmental disorders that might relate to auditory processing. making captions for dialogue and other audio cues more widespread would make some games a bit less hellish for myself and many other disabled people regardless of their specific issues

    tl;dr I Am Autism And I Support This Message, Thanks For Caring About Disabled Players

  24. i think the reason asso creedo has that amount of subtitles active cause of let's players, streamers, and a few that actuallyplay the game casually.
    i use subtitles in general on games. for those select few characters that can be hard to understand.

  25. The funny thing about the fornite mobile accessibility option is that it probably wasn't even for people with hearing problems (at least not mainly). It was probably for people not wearing headphones which i know alot of mobile players don't.

  26. For the first time I disagree with you. I like the way subtitles look now. %60 of the AC Origins players are not using subtitles because of disability, we use them because its not our main language. Sometimes miss words, I should use subtitles for understanding dialogues. I hate easy to read subtitles. Borderlands subtitles are perfect. They don't kill immersion of the game, they look like UI element and not in your face style. I hate big fonts, I miss so much on screen because of them. Totally wrong video, everyone can read them easily, you talking about hearing disability not vision.

  27. Ohhh, the thing in MGS V where the enemy is yelling grenade in another language, it doesn't give you subtitles unless you have an interpreter for that language (in which case it gives you english subtitles). It would be nice if it still just gave you the subtitles in that language then, but i guess not

  28. As a completely able player, I refuse to play Dragon Age: Inquisition, as I can't read a damn thing.
    I'm glad your making this series. I've always worried about some day losing my ability to enjoy, really, one of the few things I do derive joy from: Video Games. It's great to see someone talking about it.

  29. Great video!
    But I have to correct you on what you said about MGSV at 8:48 of the video. The subtitle for “grenade” doesn’t appear because you haven’t recruited a soldier with a “translator” skill to you mother base, and therefore, you are supposed to be not able to precisely understand what the enemy is saying. Recruiting a translator to your mother base is an important side mission at the start of the game. Adding an “English” subtitle even if you haven’t recruited a “translator” will undermine the very point of an important side mission in the game…Therefore, I think the suggested solutionIn should have been something like “adding a Russian subtitle just to indicate the enemy is shouting something “, NOT “adding an English subtitle that will let players know exactly what the enemy is saying”.
    In addition, MGSV will show a “grenade icon” on the screen if you are close to the blast radius, just like Call of Duty.
    In the future, I hope you will actually play the game more thoroughly if you are going to use them as an example for covering such an important topic.

  30. The lack of subtitles in Myst is one of the things that makes it harder to play for my friend who has ADHD. I'm amazed that someone still hasn't implemented it in ScummVM.

  31. even I use subtitles and I don't even really need them, they just are nice when things get chaotic or in games with not the best sound design (or when neighbors are loud or I am in a VC where other noise can cover the game)

  32. About that Undertale music statue. I've played the game 3 times and have never even seen that part of the game, so I'm guessing it's optional?

  33. I struggle with auditory processing- it makes musicals completely impossible to watch for me, because when they start singing, I have no idea what's going on (and everyone hates subtitles, lol). I have subtitles on in games to aid with this, and theyre immensely helpful- but they are pretty crummy from certain games, like the Arkham games. Thanks for talking about these, its really important to cover how games have the ability to help those who are disabled but often just don't.

  34. whatever i playing overwatch , i can hear the sound effect when im deaf too , no problem to me , that good sound effect but there are the overwatch haven't subtitle when Q ult , and then i playing CSGO , i can hear enemies steep , and i took the radar enemies when shooting and die or disppear , nah the developer can take care the designing for disability , thank you for make the video , im like , oh yeah the Youtube has not much the subtitle like markiplier , jackseptieye , pewdiepie , there aren't believe for the deaf watching the video , maybe he like without CC subtitle , i hope you

  35. Such an important topic! I saw people freak out about a Final Fantasy game changing their iconic font for a mobile port I think it was, and all I could think of was how more easily I was able to read the new, "boring" font.

  36. I am perfectly healthy and yet I play pretty much every game with subtitles since I am not a native speaker. I could play in my native language but the voice acting and translation break my immersion.

  37. Bad subtitles is why I couldn't play NIER: Automata with the Japanese dub. It has white font and the environment is so bright. It makes it nearky impossible to read it during gameplay.

  38. One of the worst examples in my memory is Dead Rising, on both audio and visual fronts, the text in that game is offensively small. My sight is fairly sound, yet I can barely read a damn word in that game and i frequently have to play with low sound so I'm screwed trying to understand anything going on in that game.

  39. As a footnote on the history: it wasn't specifically an accessibility thing at the time, but using text color as a who's-talking indicator goes back at least to LucasArts adventure games in the late 80's, where it meant that, even if a character was off screen or a scene was happening in the dark, you could still recognize that this line was Guybrush, that line was LeChuck, and this other one was Elaine.

  40. This is SO important! Accessibility in general is important!
    I was thinking about this just yesterday. I noticed that there were no subtitles at all for the first AC game and I got pissed…
    Anyway, thank you so much for making videos about video games in general and bringing this subject to the forefront. I discovered your channel yesterday and I've been on a binge! Keep up the good work.

  41. As someone who's mother tongue isn't English (and also kind of deaf on the left ear), I always misheard words everywhere so subtitles are great at making sure I got what they said not what I think I heard.

  42. I use closed caption subtitles pretty much every game I get the chance, mostly just by habit, and because I like reading the 'crowbar thwap' in Black Mesa.

  43. God Eater has the most in depth options for subtitles I've ever seen.

    Every possible type of dialogue has the option to turn subtitles on or off, as well as turn the sound on or off.

    Dunno about the second and third games.

  44. I'm not sure where a fit in… I'm deaf in one ear but ear near perfect on the other one, so i barely had any problems with gaming sounds, until black ops 4, blackout came along… you see, being an one ear deaf, i can't distinguish where the sound is coming from… i can perfectly ear gun shots, steps and window breaking, but can't tell from where its coming from… it used to come from my tv, but now, damn it I can't tell… everyone else know where I'm coming from a I don't know s##t.. it's like I'm Jon Snow… I've always played multiplayer shooters, and usually if a player shooted inside my mini map he would appear for seconds, or if double jumped with a jet pack, or something, you would know and in Black Ops you rely solely on the sound cues and that automatically puts me out of the race… they could either use what I mentioned above, that they already used to use on previous games or they could use that fortnite mobile thing… I think is more confusing than showing on the mini map.. but it would be a option… and you could choose which sound you wanted displayed either on the mini map or on that circle around…

  45. You should check out Doom 2017 subtitles for the Demonic Voice stories… it´s like 6 to 7 lines then one desapear and they all go up one line and you be like: why he is not reading the subtitles? and then you catch up on the last line after not reading or earing the rest of the story cuz you had no ideia what was going on…

  46. Some subtitles are just too much.. and should be optional, like that one that make every sound like: Explosion, Even bigger explosion and Meh Explosion. putting the names os subtitles also seems too much like that one – "Lady of the Wood: No" or "Boy who thinks is father is just a regullar dad that can carry a around a freaking tree: Yes"

  47. I like the Dragon Age subtitles. They were small, yes, but they included any side chatter by putting that side chatter directly above the source of it. The text was small, but it helped to see where it was coming from at least. That particular game had no real vocal sound cues (like when an enemy was casting a particular ability) and relied more heavily on visual cues (the enemy had a very noticeable cast animation). It's a tradeoff, easier for hard of hearing, tough for visual impaired, however I just wanted to pint out the subtitle text appears over the source, which is a neat idea.

  48. Subtitles are useful for everyone. I personally don’t have any hearing disabilities, but I may be in a loud area, have my volume off, or anything else.

  49. should also get the option to change to a dyslexic-friendly font, that option seems to be omitted often

  50. subtitles are so commonly used I was pretty shocked the other day playing Tiberium Dawn and not seeing it anywhere. Most dialogue during missions is automatically subtitled at least but for those deliciously cheesy FMVs, nothing.

  51. such a good way to solve the problem the Fortnite's option altough as you say they shouldn't make you mute the game

  52. A thing about the guards in Hitman: They perform one of two specific gestures as a visual indicator that they can't let you through as well as having the piece of dialogue. Tbh it doesn't always happen

  53. I think for the overwatch example you used in the audio cue section, something like splatoon would be good. It has a little icon on the side with the player’s character and special name. There aren’t really audio cues anyways, but it would work in other games, too.

  54. Accessibility is a huge thing for games now, it's useful for the whole playerbase it covers your game for people who have greater issues in certain areas of perception or sound and it makes the game a lot easier to follow.

    On top of all of that it gives the developers a clear script that they can work from and read through to check and see if certain parts of the game have enough stimulation/dialogue or if it even needs it at certain points.
    To some extent they're also writing a book when they do this which is good because it means you can check it over for mistakes or writing errors and take on general writing advice into the game creation.

  55. I'm a little bit confused here. Could you help me, please?
    The audio is in English, the title and description are in portugues… WHO did this video? I need the whole "series of videos" please!

  56. I know this video is old, but something I've recently been doing has inspired me to comment. Binding of Isaac on PS4 uses vibration amazingly

    I play the game muted, listening to videos like this or podcasts while I play. The vibrations let me know when something is wrong, and are all distinct. It's great!

  57. Not related to hearing, but some of us have speaking difficulties. Which can make multiplayer games difficult or impossible to play. Along with some games that feature gimmicks that require speaking. One example is 'Hey you, Pikachu' which requires you to speak lines into a microphone to play the game.

    If speaking isn't an essential part of the game, having options to skip it would be great. A good accessible option here is the phoenix wright games, which have an option for you to shout out "objection!" and "hold it!" and other iconic lines. However you can also just push the appropriate button if you don't want to or can't speak.

  58. Aw, yeah. Developers definitely need to pay attention to us deaf/hard-of-hearing folks. I grew up playing videogames and I missed out on a lot in the PS1/PS2 era when they started doing voice work. Most of the time they didn't have subtitles and I was left confused as to what was going on. I agree that at the very basic level, subtitles are ABSOLUTELY ESSENTIAL to any developer's kit, whether it's a console, mobile or PC game, or even if it's a movie. I don't think enough is being done to at least include them as an option you can turn on/off before starting. That being said, almost all major movies now have mandatory subtitles, which I'm very thankful for, but unfortunately many budget titles still get left without subtitles (I'm looking at you, Shout Factory!) and most movies/shows before 2012 are not guaranteed to retain subtitles when re-released. This is an excellent video and developers should definitely take note!

  59. Best game that is designed for the deaf.
    Phoenix Wright Ace Attorney 😀

    To be honest, I'm not really joking, as every necessary noise in those games tends to also have a symbol of whats making the noise and someone reacting to what they are hearing.

  60. game developers should put more efforts to subtitle not only disabled person, but also for NON ENGLISH SPEAKERS.
    In our country, reading and listening english fluently require great amount of time and effort.
    (thanks for ubisoft support multiple language subtitle about their entire games.)

    before learning english, I can't play call of duty game series after world at war. they didn't supply our language translation service after that.
    In that case, gamers in our country has two options. one is just waiting language patch from other players.
    Sometimes it takes several months or even years, and it only works in PC. and they have potential problems about copyrights.
    the other is learning english. but It spends many times and effort, and it is really HARD.
    so in that case, we need subtitle's help just to understand what your games said.

    So please developers, if you don't have much money to translate other language, just put some little effort to subtitles.
    our country's gamers really want to play your games. please.

  61. Another important option that needs to happen for subtitles: Accurate vs proper english. Like, some people might want all the fancy slang that comes with people subtitling accents, but other people LOATHE them because it makes it impossible to read, whether you're deaf and don't know that accent or english isn't your native language and you have to figure out what who'nd've means. Maybe proper english isnt the right word for it, im sure there are better ways of putting it, but basically just a way to differentiate people writing out accents and other things and people writing the dialog as clearly as possible

  62. 11:05 THANK YOU! It annoys me so much when I have to sit through the opening cutscene before I'm allowed to go into the options and turn subtitle on.

  63. The ability to toggle sound and turn on closed-caption subtitles can be important on the other end, too; for the ones who suffer from sound sensitivity, such as hyperacusis, or sensory overload issues in general, turning off certain sounds, such as repetitive background noises (or background noises at all) or rapid gunfire, can be the only way that allows you to play a game and thus, it is vital to have the critical information appear as a closed caption.
    Just my two cents from my own experience.
    Thank you for a great video to put a spotlight on this, Mark! Greatly, greatly appreciated! <3

  64. i know a game that honestly does a mediocre job at this.
    pocket mirror is a rpg maker game, that has many puzzle.
    as some puzzles are sound based, the devs did an option to get an alternative version.
    but, sometimes, there are sounds that are important gameplay-wise, as the trigger a cutscene where you have to do something, and there isn't text to show you what happened, or when somebody laughs, screams, cries etc.
    i'm also a dev so this video really helped me!

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