Even people with temporary disabilities (broken arm/shoulder/hand, temporary muscle strain injury, temporary illness, etc) can benefit from disability-accommodating design. As I heard from an city planner once: when you design for people with disabilities, you design better for everyone.
@Indomitus_X
5 жыл бұрын
Thanks for sharing that!
@praisethelordtachanka8299
5 жыл бұрын
I actually broke my right hand a year ago, so I remapped the most important dark souls remastered controls to the left controller half and actually managed to beat it(again)
@liesdamnlies3372
4 жыл бұрын
This is so true. Many of the things he talks about in this series I’ve used myself (I have no disabilities), or known others who used them who weren’t disabled either. Things like toggling ADS can be nice just to reduce RSIs. Sensitivity adjustments are just an all-around great customization to have. HUD scaling? Yes please. I don’t have any major vision problems but it sure is nice when I find it’s just too small for my taste. Your anecdote from a city planner applies to anything in design, I think.
@dbgr9875
3 жыл бұрын
Can relate I can't use my left thumb at the moment so glad smash has button remapping
@sergel02
3 жыл бұрын
Was that from City Beautiful? He has a lot of good content.
@connor___
5 жыл бұрын
My one friend has muscular dystrophy and has always been a huge Nintendo fan. Unfortunately because Nintendo has been trying to add motion controls to so many of their games he can now only play about half of their catalog
@unblorbosyourshows9635
5 жыл бұрын
I stopped buying Nintendo consoles and games because of that.
@legion999
5 жыл бұрын
TheSonicTurtles Same here, I had to skip a lot of awesome nintendo games due to this mandatory motion control shit
@vitalik38815
5 жыл бұрын
I'd like to hear some examples
@DRakeTRofKBam
5 жыл бұрын
Some are mentioned in the video
@LocalContentShow
5 жыл бұрын
Lots of shrines in Breath of the Wild force you to use fiddly motion controls to solve them and it feels awful even as someone without disabilities. One in particular I remember needing you to flip the console almost upside-down and perform precise movements to roll a ball through a maze, except with the screen facing the floor you can't see what you're doing so you have to get into the most awkward, uncomfortable position for quite a long time (3-5 mins IIRC), or just stop playing until you can get home and complete it in docked mode, which is what I ended up doing. That was really frustrating and would've been even more so if I was disabled and had otherwise had no problems playing the game for 40hrs only to hit a brick wall for the sake of a dumb gimmick puzzle. Plus I bet I looked like a tit waving my Switch around in public, motion controls should never be mandatory on portable consoles.
@baconlabs
5 жыл бұрын
I'm starting to see a common theme among these videos: give players options! More options! As many options as possible! It's amazing how much these simple switches and variables can enhance the gaming experience.
@liamcristello2591
5 жыл бұрын
I'd never even considered the Mario Kart auto-accelerate feature as disability-related, that's actually a really nice touch. I love these kinds of videos because I love learning about how games go about accessibility in creative ways.
@laggalot1012
5 жыл бұрын
I have no disability myself, but I still love the auto-accelerate feature, taking strain off my right hand while playing. It's a huge help.
@hkr667
5 жыл бұрын
IIRC the feature was directed mostly at kids, so they could fully concentrate on the steering, but it sure helps others as well.
@Siverix
5 жыл бұрын
Just because somethings intended to help the disabled doesn't mean it can't be appreciated by the able. I personally despise QTE's any game that has an easy mode exclusively for them is a better game in my book(albeit no qte's is still better).
@giantnoah
5 жыл бұрын
That's the power of the curb cut effect. Design features made to help the disabled often lead to improvements for everybody.
@abdullahahmad4239
5 жыл бұрын
That was kids though...
@newmono7341
5 жыл бұрын
I like this series because it looks at an aspect of game design that's often overlooked or completely forgotten about. Awsome work!
@atahanpiskin
5 жыл бұрын
Newmono Exactly, his channel is something special. This must be my favorite series.
@Facelessify1
5 жыл бұрын
And there are several aspect which are small and simple to implement, like color blind modes, controller remapping, subtitle configuration beyond just ON/OFF etc. Things that almost feel like they should be the norm rather than something rare. There are areas which, as Mark stated, are more difficult to figure out, but even in those cases there's clever ways to design for disabilites.
@atahanpiskin
5 жыл бұрын
Facelessify1 Agree. Even though people with disabilities are a small percentage overall, I mean how costly could implementing these things be? At least these options are getting popular, look into older games. Best they have is remapping.
@Jian13
5 жыл бұрын
It's not always just because they didn't think about it, but also their limit in resources. Unfortunately it just isn't cost effective to design a game for a minority of gamers when you can make it better for the majority. Though there are also a lot of things that can be done to improve the experience for both. The visual impairment episode has so much stuff games just should have, and I think having subtitles from the hearing episode should be a requirement. I have issues understanding what is said sometimes so having those subtitles there helps me follow along.
@ArtFreak17
5 жыл бұрын
Grave Knight - this made me think of something called the "curb cut effect". (Looks like many folks have brought that up in the comments here, already!) Where an accessibility measure winds up helping otherwise abled people as well as those it was intended to help. Those cuts/ramps in the sidewalk curbs are super helpful for folks who use wheelchairs and scooters. But also people biking/skateboarding/skating. People rolling a dolly of packages. People who have strollers. People with shopping carts. And so forth. That effect can make those expenditures in resources well worth it, in game development. It can be pretty surprising how broadly beneficial to quality of life the kinds of things this series has proposed. (Subtitles are are certainly one of those things!) This is a pretty good article about that concept, if anyone is curious about it: medium.com/@mosaicofminds/the-curb-cut-effect-how-making-public-spaces-accessible-to-people-with-disabilities-helps-everyone-d69f24c58785
@Dittachu
5 жыл бұрын
I love this series. I don't have any disabilities myself, so I find this really interesting, and if I was a game designer would absolutely impliment measures to help as many people play the game as possible.
@blackbonsai
5 жыл бұрын
u know you make great videos when someone that is neither part of the community of whom the channel is about nor the community the video is about and still loves the vid.
@Scerttle
5 жыл бұрын
Agreed. I’m in the same boat. But honestly, I would probably make use of these features (and in the case of remapping, I do). I played Dragon Quest 11 recently and found that I was playing the game one handed a lot of the time because it was nice to just chill that way. So something that might be a critical feature for someone to enjoy a game at all could be a nice quality of life feature for others. So there’s really no excuse to not include them.
@SaberToothPortilla
5 жыл бұрын
@@Scerttle There's a saying, something to the effect of... Accessibility lets differently abled people in, and it helps typical people through. Pretty much any accessibility feature for an impaired person is going to have utility for an able person at some point or another, either out of circumstance, convenience or preference. I know more able-bodied people who use virtual keyboards, mouse buttons, and shortcut navigation panels than impaired people, myself included. Sometimes, if I'm laying down or something. It'd be nice to play a PC game that I can't use a controller for with just my mouse, and, in games that are one-hand conscious, you can. That's probably the biggest motor accessibility feature you can have honestly. If you're capable of controlling something with only one hand, you've probably got enough flexibility for any kind of control scheme that someone would prefer. The craziest part is, that's very doable for most kinds of games, the biggest exceptions being competitive games (at least as they are now), like fighters, fps, and sports games. But that might not always be the case, with just 8 or so mouse buttons, you could translate almost any games basic controls, you just run into problems with extra or rarely used features and things like that.
@Crispman_777
5 жыл бұрын
Scerttle Yeah I don't know why they don't realise that.
@santiagoacostapereira7778
5 жыл бұрын
I was a sub even before this series, but I found the sight disabilities by accident and it felt nice to have some recognition. I'm colourblind (which I don't see as a correct word for the condition) and I find myself with trouble a lot of the times in games where I have to actually see enemies who are hidden and stuff like that
@BaleonRosen6547
5 жыл бұрын
That section about Dark Souls and pausing reminds me of something "Nioh" did that could easily be implemented in other games like it. When you open the menus, the game doesn't pause. However, by pressing a certain button while the menu was open, the game completely paused and covered the screen. This allowed you to pause the game if needed, but doesn't allow the player to use the menus to change equipment, use items, swap combos, etc. This lets the player pause if they need to, but also keeps the original idea of menus having to be navigated in real time to add to the tension, or forcing a player to prepare in advance. The pause feature was simply disabled if you were connected to another player's game, meaning it didn't impact multiplayer. And it was also entirely optional and could be completely ignored if you didn't like the idea or didn't want to use it. Everyone wins. It shows that accessibility (or even just quality of life features) needn't always interfere with the design of the game. I'm really liking these videos by the way. I think it's a very important thing to discuss. Keep up the great work!
@ghostbirdofprey
5 жыл бұрын
I've seen many games like that where, if you pause the game, you can't interact with anything, so I don't understand why they couldn't do that with Dark Souls.
@jacksonpercy8044
5 жыл бұрын
Hell, even the first Zelda game had that. You pressed select to pause and start to open the menu.
@DemPop
5 жыл бұрын
Please keep in mind that pausing, especially mid boss fight, can seriously kill tension and give you a moment of unintended respite. You may disagree with the dev's intentions, but I and many others agree with them. It doesn't mean they're right or wrong, they are what they are. Your original idea is fine for some games, but would definitely not be a win/win. I'm honestly sorry it bothers you, but you can't win em all.
@DemPop
5 жыл бұрын
You say it's not about right or wrong, but are basically calling my preferences wrong. The games you mentioned are hard, in fact harder than Souls, but they don't aim for the same experience. Souls is closer to horror than those games are, and immersion was always a key factor. At the end of the day, it doesn't matter if you understand it or not, some people find this stuff important, and the fact is the devs recognize that, which is why they've kept it around for 5 games now. You're telling me to stop telling people to adjust, as if we're talking about some widespread mechanic, but I can literally name all the games that have this feature at the palm of one hand. Games like Souls that are willing to drop widely accepted conveniences and design philosophies in order to give us an unique experience are really rare nowadays, I'm having huge trouble finding them. Yet you say that even these few games should change to fit your needs. What I'd like to tell you is - Stop telling devs to adjust their games until they fit your notion of "efficient design", and please try to understand how some mechanics and decisions may seem irrelevant or even harmful to you, but may mean a lot to someone else. One of the reasons I think games are still not recognized as art is because unlike other mediums, we won't let devs do what they want, forcing them to focus on "efficient design", fairness and accessibility. None of these things are bad by themselves, but devs have the right to prioritize their vision over those things.
@DemPop
5 жыл бұрын
@@erikgreen9899 I've come to think we actually agree on the overall accessible vs inaccessible argument. I also think that something being accessible or even streamlined is a good thing by itself, and that developers/artists should only make something inaccessible if it makes sense for their work. I think you and I simply disagree on whether or not the lack of pause makes logical sense in Souls. Was its removal worth the negative impact or not. You think it wasn't while I think it was. It's a bit difficult for me to explain why, it's not just the tension, there's also the "immersive factor" and the fact the world in those games has a sense of "continuity", which is also helped my a small amount of cutscenes, the fact you still keep control when talking to NPCs, etc. I know this all sounds abstract, and if this was some semi-obscute indie title, I'd be inclined to agree this is just some mechanic that I personally like, but is mostly harmful to the general fanbase. However, considering they've made 5 games in that series featuring thag mechanic, the fact most of the people I know appreciate it, and a large number of players worldwide seem to enjoy that small (lack of) feature, I'd say the mechanic was successful and a lot of people share my feelings. I still do strongly agree that any way of making a game more accessible without compromising the author's vision, and in some cases even with compromising it, is a good thing that the industry should strive towards. I do appreciate this video series after all.
@Daemonworks
5 жыл бұрын
Also worth noting that most of these things are pure win. None of them will make a game worse, but they can easily make a game better for a lot of people. What helps folks who are trying to play around a physical limitation also helps people who just have some preferences. I can do QTEs, and rumble doesn't hurt me: I just /hate/ them with a flaming passion to the point that requires them is never going to get my money, no matter how much I may otherwise approve of the game. Also, in regards to difficulty modes: don't be wolfenstein and have lower difficulty modes make fun of the player. If you have to play at a lower difficulty mode because of some physical limit, being called a baby or whatever over it is kinda kicking you when you're down.
@dusaprukiyathan1613
5 жыл бұрын
1: you can do italics with underscores, _like this_ 2: I totally agree with the difficulty thing, in fact this guy has another video about Celeste's Assist Mode, which pretty much says the same thing.
@PointyGorman
5 жыл бұрын
"None of them will make a game worse" Do you not understand how having aim assist, skipping inputs, removing manual dexterity and skill, or just turning on easy mode, can negatively impact a game? Altering gameplay alters the game. Imagine you do something incredibly hard, and you are proud of your achievement. Now imagine someone else does it too, but they had no struggle, they skipped every skill check and mechanics, and say the game is easy. Hell, they did it in 1/10th of the time it took you. Now how about if you have to play against someone using assist modes. Can you honestly say that's fair? Games fundamentally require people to take them seriously. If you let people modify gameplay, you undermine your own game.
@davecarsley8773
5 жыл бұрын
@@PointyGorman NOBODY is talking about implementing these "easy modes" in multiplayer games. And if you have a problem with someone being able to do something easier in a single player game even though you did it on a harder mode, you *literally* have something wrong mentally - - like, truly. Nothing could possibly make you look like more of a petulant child.
@CurtisJensenGames
5 жыл бұрын
It is true, however, one thing that needs to be weighed against is whether these features outweigh other features for their business or other goals for the game. I think they're all great, but when weighed against another piece of content like a gun or against refining another piece of content, the choice can be a bit more tricky. That is likely what's holding back most of these developers from being more accessible.
@evasmiljanic3529
5 жыл бұрын
@@PointyGorman That sounds like a you problem lol. If the only way you can enjoy a game or be proud of finishing it is by making a lot of people unable to play it, that's on you.
@nashywill
5 жыл бұрын
For some reason, watching your incredible Designing for Disability series makes me feel strangely emotional, and I'm not sure why. I have no disabilities myself, only deuteranomaly colour blindness, and it was really interesting to hear you discuss it last time. Your videos are, frankly, an inspiration to all.
@ianhamilton_
5 жыл бұрын
Disability is something you experience rather than something you have, a mismatch between you and the thing you are trying to use. That's the point of the videos, to avoid disabling situations... Such as using red and green for team colours :)
@Narusasu98
5 жыл бұрын
It must be empathy and it's a good thing.
@cheesecakelasagna
5 жыл бұрын
Yeah, he's so good at intros, especially that spidey one here.
@alexgeorge3068
5 жыл бұрын
As someone with arthritis I immediately noticed Spider-Man's options to turn QTEs into holding the button down or to turn them off completely. Unfortunately for me, my arthritis affects my legs only. Still I was happy they added those features.
@ianhamilton_
5 жыл бұрын
Well, there's also roomscale VR gaming that requires walking and crouching...
@DeidaraAmped
5 жыл бұрын
You wanted you arthrithis to affect more than your legs?
@mjc0961
5 жыл бұрын
"Unfortunately for me, my arthritis affects my legs only." I don't think that came out the way you intended. It sounds like you wish you had arthritis in more than just your legs. 😅
@ZeldagigafanMatthew
4 жыл бұрын
I honestly thought we had come to an agreement that QTE's required for the game's progression were bullshit. Clearly some developers think they're still a good idea. Things like mandated QTE's and analog input on face buttons are such bullshit moments for me and really detract from my ability to enjoy the game. Required QTE's because they put such a stressor on the player, and the analog input on face buttons because it's something we subconsiously never really thing to do, especially with the short travel. Stuff like "press X lightly to grab an enemy, firmly to kill" from Snake Eater on PS2/3 annoys the hell out of me. If it has to be on a single button, I'd want that on one of the triggers solely for the longer travel distance. This is why I will always prefer driving games on a controller with analog input. I don't have to completely step off the throttle to make a turn easier, instead I can just lighten up on it.
@98JSB
5 жыл бұрын
"Don't be like 'Detroit: Become Human'" is pretty solid game design advice in general.
@dwm721
5 жыл бұрын
Whhatttt?
@sayyiddaffam6822
5 жыл бұрын
*TRIGGERED*
@NoNameAtAll2
5 жыл бұрын
Calm down boys, he said design of gameplay, not the story
@jackcarr6686
5 жыл бұрын
Have you ever heard of Asuras Wrath?
@federicomachado811
5 жыл бұрын
@NoName No, the story is also fucking trash.
@dondashall
5 жыл бұрын
Not being to turn off rumble is one of the biggest no-no's for me. I can't even play the thing. , I don'thave injuries, but sensitive sense of touch from SPD (Sensory Processing Disorder).
@Cyfrik
5 жыл бұрын
I have aspbergers, which (among many other things) makes me extra sensitive to certain forms of sensory input, and makes me find certain sensory stimuli very uncomfortable. Rumble in game controllers is one such thing. I can tolerate it if there's absolutely no other option, but if games let me turn the rumbling off, I always disable it immediately, with only very few exceptions.
@dondashall
5 жыл бұрын
@@Cyfrik Yes, I am autistic as well. SPD is the formal name for our sensory difficulties. Unlike you I really can't stand it at all though, it is a total no-no if it happens with any kind of regularity. A tip if you play on PC. There's a thing you can download if you play via steam, might work on GOG too no idea (google and you should find a link) that allows you to hardwire turning off the rumble for most games even if they don't have an option for it - the operative word is MOST however and you have to repeat the process for each game which is annoying.
@Mr.Sparks.173
5 жыл бұрын
I just have a messed up hand because my past self thought it would be a wonderful idea to get our hand crushed. But whatever the reason a player may have for turning rumble off, from it causes them physical pain, to they find it annoying, to making the battery in the controller last longet, turning things like rumble off should be an option in all games.
@Cyfrik
5 жыл бұрын
@Johan Agstam When I'm on PC, I prefer to use keyboard and mouse, which are incapable of rumbling anyway. (That's not the reason for why I prefer keyboard and mouse, but it's a bonus.) It's only on console, where I'm forced to use controllers, that it becomes an issue.
@flowerpower2381
5 жыл бұрын
Johan Agstam I also have Sensory processing disoarder, but it doesn’t seem to effect me. although many other things do such as heat preasure etc
@ringodoom2559
5 жыл бұрын
I didnt enjoy Nier Automata at all but their accessibility options surprised me. When you turn everything on the game basically plays itself. No matter how bad your disability, there is a way to finish the game and see all parts of the story. No one will need miss out on anything. I think thats really great.
@M33f3r
5 жыл бұрын
Cool! I had avoided buying it because of disabilities but this will give reason to give it another look. Do you know if they have any way to reduce rapid flashing or blinking that is so common in shooter games?
@ringodoom2559
5 жыл бұрын
oof, no idea. I dont have the game anymore to check it. But there is a lot of flashing.
@wheelsncheeze1
5 жыл бұрын
As somebody with muscular dystrophy this episode was needed. A few other thoughts to add may be things I cannot do. A big issue is pressing the sticks because I lack the thumb strength. I was so excited to play Horizon Zero Dawn but I couldnt play it for this reason. No button mapping and too many actions required different buttons. I should be able to map things to the touchpad on ps4. Its always a tradeoff when remapping. Do I sacrifice crouch for melee or running? Some games have auto running.
@Mezurashii5
5 жыл бұрын
Not sure how the game works, but if crouching is only situational like it is in DOOM 2016 for example, there's always the option of remapping for the rare occasions you actually need to perform the action bound to pressing in the stick. Another thing is custom controllers. There's almost no way around it sadly, regular controllers are designed for the "most people", who don't have very big or very small hands, don't have injuries or disabilities. Extra buttons should be your new standard if you have any special needs or preferences, because the included minimum is as barebones as they can manage. Good luck with figuring these things out to suit your own needs.
@rachael4345
5 жыл бұрын
Out of curiosity, are games that have a single button mapped to crouch/walk/run (so 1-2 button presses are needed to be in the right position) easier for you? Obviously with the remapping, I'm mostly curious on that mechanic.
@scrantonisity
5 жыл бұрын
This is so helpful. Just got my son the adaptive controller but I didn't even think to check in the game menu's themselves for accessibility options. Glad to see some devs are tackling this.
@MajorThird
5 жыл бұрын
This is the episode I was hoping for! A good friend of mine in college is legally blind but can see bright lights well enough, so most games didn't work for him but he LOVED Fallout 3 and New Vegas because of VATS and bright menus where you could change the font color. VATS let him point in the direction of an NPC and enemies. And switching the font to white was basically a built in high contrast mode.
@titanspirit7238
5 жыл бұрын
I have a disability which will progressively get worse and I'm very passionate about gaming. I love that you cover this topic on your channel as it will make people think! Excellent content as always, thank you.
@TheFireHawkDelta
5 жыл бұрын
I've dropped a lot of games in the past due to impassable button prompts exactly like the Spiderman one. I was surprised that you openned the video with it!
@Shindai
5 жыл бұрын
I'm thinking of quitting gaming because I can't keep up anymore, my eyes aren't what they were, or my nerves, or my hands. It feels like I'm too old and too slow anymore to play these days. Pretty cool to see how developers are working on things to make it more accessible :) The best difficulty options I've seen are from, of all things, Soldier of Fortune, where if I remember right, you can choose number of enemies, how much damage they do, how much damage they can take, how accurate they are, that sort of stuff. I used to set it to max enemies but low damage just for the catharsis and had a great time. I'd love if more games did that. Shooters would be a lot better if I could set the damage to high but enemy accuracy to low so I could still have a challenge but i wouldn't be killed before I knew who was shooting at me. A friend had to make a mod for Insurgency for me where the goodies were green silhouettes and the baddies were red because my eyes couldn't differentiate between them fast enough, and for that I've been accused of cheating :( It's so good to see games taking such things into account more.
@Aklipse47
5 жыл бұрын
That's a really nice friend
@amit212543
5 жыл бұрын
Maybe you should play some turn based games if you have interest in those. XCOM is really great.
@jellewijckmans4836
5 жыл бұрын
A lot of competitive games actually end having most of their pros playing on color blind mode simply because often time it is visually clearer. Considering how options for people with disabilities will actually impact a game especially anything competitive is way harder then people would think.
@prod.arcsyne2990
5 жыл бұрын
Daniel Gould play some turnbased and rpgs man
@JCorvinusVR
5 жыл бұрын
Wouldn't it be better to give people their abilities back than to change the games to make them easier for people without abilities? It seems like doing it the other way around is fundamentally approaching this problem from the wrong angle.
@thetastywhale
5 жыл бұрын
Greatly appreciate this series! I have just started playing God Of War (2018) and Spider-Man, and I turned on the "hold action button" instead of the normal rapid presses just because I find the rapid press QTE not enjoyable. However, both have limited subtitle/closed-caption font size options. Setting them at the largest helps, but is still too tiny! This is coming from someone without sight issues too. A good start, but they really need to playtest and allow larger fonts.
@Cheesecannon25
5 жыл бұрын
"without sight issues" are you sure? Or is your TV too low resolution.
@Adam-cq2yo
5 жыл бұрын
Have you played Final Fantasy XV? That game is the only game I've played on PS4 where I had trouble reading its tiny-ass fonts because MY TV DOESN'T HAVE THAT MANY FUCKING PIXELS, SQUARE ENIX!
@The_Jovian
5 жыл бұрын
@@Cheesecannon25 as someone with 20/20 vision, I can confirm there are a lot of games that make their font sizes ridiculously small.
@hyuutsuACE
5 жыл бұрын
Spider-Man only lets you change the size of the subtitles, but other texts are still ridiculously small. I have to pause the game and move closer to the TV just to see the optional objectives.
@ianhamilton_
5 жыл бұрын
@@Cheesecannon25 those games do have tiny text, there's a measure of what you should be able to read at what distances and they are quite far below it. You can check yourself, take a screenshot and make sure it is sized to 1080p (1920x1080), then measure to see if any text is smaller than 28px
@PavarottiAardvark
5 жыл бұрын
My 70yo dyslexic father loves his games (Assassins Creed, Tomb Raider, Dragon Age) and he plays on PC. He really benefits from being able to plug in a usb controller rather than relying on keyboard/mouse. If a game company supports remapping to a controller, then he'll happily drop $60 to play a game. If not, then no money for you! Accessibility makes good business sense!
@Mezurashii5
5 жыл бұрын
It doesn't make sense in terms of business. It's strictly about morals and company image.
@ianhamilton_
5 жыл бұрын
@@Mezurashii5 it makes sense in terms of business. The one handed options in uncharted 4 were a relatively quick last minute addition, and were used by a third of their players. Assassin's creed odyssey's subtitles were used by 60% of their players. Into the dead's alt control schemes used by 75% of their players. Even at the way niche end, blind accessibility work that is used only by blind gamers - the developer of mudrammer spent 1 day making it blind accessible, as a result 14% of his players were blind, retailed for $5 so made instant profit on the accessibility work. The Devs of solara spent 10 dev days making it blind accessible, and the resulting blind gamers were their highest value players, playing for way longer and spending way more money on microtransactions.
@coastersplus
5 жыл бұрын
Mezurashii5 - besides, it's like the so-called curb cut effect, where those slopes down at the ends of sidewalks that are required because of people in wheelchairs also help cyclists or parents pushing strollers. Some of these small accessibility things just make the game better for everyone, and that is absolutely good for business.
@DRakeTRofKBam
5 жыл бұрын
I don't necessarily agree on the morals of the buisnesses, but no, I don't think it does make good buisness sense unless your target demographic is aimed at dissableds, etc. . I assume that people that require accesibility are a small minority in percentage so a company sinking that much money wouldn't really benefit from extra sales. Games do benefit in another way, which is the Curb Cut Effect. EC made a video on this: kzitem.info/news/bejne/sYClx6xnk2OpZ44
@PavarottiAardvark
5 жыл бұрын
"aimed at dissableds" Might want to talk a look at different terminology. Anyway.... Someone who was in college during the Golden Age of Arcades would now be pushing 60. There's a huge demographic for older gamers out there. The idea that people with arthritis aren't becoming a demographic of notable size is myopic.
@Casey_Jones
5 жыл бұрын
The big thing with these suggestions in this Designing for Disability series that you touch on is that adding these accessibility options aren't just beneficial (and sometimes essential) for people with disabilities, but have a trickle-down effect for everyone. Like me who doesn't have a lot of time to play games these days, I appreciate turning down the difficulty so I can see more of the game with my limited time. Great series!
@JoViljarHaugstulen
5 жыл бұрын
More options are almost always a good thing and even if the options menu or such gets a bit cluttered it probably doesn't matter for the majority of players (who just play it as is and don't bother changing anything) while for those who need or want the options it is great having them even if things get a bit cluttered (though it shouldn't be a problem with a good UI)
@youtubeuniversity3638
5 жыл бұрын
There's an actual term for that! Curb Cut Effect!
@softpiglet
5 жыл бұрын
Yup!! I remember seeing a thread on the Nintendo switch subreddit about how Mario Kart 8's assist mode is awesome for parents who want to play with their kids. It also means better accessibility for casual gamers who don't have years of video game experience, or others who are still learning the controls. I have a friend who loves all of the Dark Souls lore, but she's terrible at the gameplay part because she's never really been a gamer. She should have a chance to experience that too.
@abdullahahmad4239
5 жыл бұрын
@@softpiglet There's a difference between options for accessibility and options that you want. There's absolutely no reason for you to NOT add an option to change the red indicator for enemies to yellow for colour blind people.Having red indicators really doesn't effect your game.Theres no reason to not make your text larger for people visibility issues But they don't have to bend over backwards for people like your friends. She can't play the game.Its OK. Making the game easy literally goes against their vision for the game.They know that this reduces sales and accepted that.
@ZeldagigafanMatthew
4 жыл бұрын
@@abdullahahmad4239 "But they don't have to bend over backwards for people like your friends. She can't play the game.Its OK. Making the game easy literally goes against their vision for the game.They know that this reduces sales and accepted that." Then make it clear that these accessibility oriented features are not the intended way to play the game and do not insult the player for needing these. Just because your vision of the game is one that's incredibly hard doesn't mean you should exclude others.
@nivolord
5 жыл бұрын
Detroid become human should have had a synchronisation option: A series of quick time events testing your motor skills, so the difficulty could be fine-tuned to balance your success/failure ratio. Could also be nice for people very good at quick time events, making them naturally fail and get the alternate stories associated to them.
@The_Jovian
5 жыл бұрын
That is a really cool idea. Are there any games that have this feature?
@ianhamilton_
5 жыл бұрын
Nice idea but it isn't always about that, for example you may be able to very precisely and quickly perform a QTE, but doing so causes you pain, or doing 5 in a row makes your thumb dislocate, etc. But it could be combined with a manual override that lets you choose yourself how demanding you want QTEs to be
@angolin9352
5 жыл бұрын
Or they could just not use QTEs in general. Seriously, when did we collectively decide these are okay? They were so hated for so long. I want to watch the pretty cutscene but I have to hammer a button 15 times a second or else I die and either have to replay the level, replay the last boss, or have my entire score for the level impacted. Fuck QTEs. I don't have a disability I just fucking hate them.
@IkBenBenG
5 жыл бұрын
@Ian Hamilton I've seen some games which suggest a difficulty level after you finish the tutorial. The Witcher 2 is one of which I can remember the title. It also did let you change it manually afterwards. The main problem with this is that the tutorial may be a bit unclear to some preople (especially when the game isn't translated in their native language). Some players are also much faster learners than other players. It's very hard to reliably test the player's abilities. I think to make it work it should constantly analize the player's success rate and adjust the dificulty based on that. However, that probably works best if it's still configurable, both the difficulty itself and how the "automatic difficulty" should be calibrated. Some players like it when the game constantly forces them to improve, while others prefer a pleasant stroll trough the game world to enjoy the story.
@ianhamilton_
5 жыл бұрын
@@IkBenBenG yeah exactly, so with things like pain and fatigue as well as preference..
@lindseydrew9812
5 жыл бұрын
As someone with cerebral palsy, I really appreciate this video. People with disabilities often feel left out of the gaming community, due to the inaccessible nature of a lot of game designs. I’m so excited to see strides like these being made! Rethinking game design won’t make games “easier”, but it will level the playing field. And if we want more people to play video games, then that’s a damn good idea.
@subprogram32
5 жыл бұрын
Another great episode about this! And I didn't know you had RSI either. Motor disorders suuuuuuck.
@senosanjeev
5 жыл бұрын
19 hours ago?
@moritzkockritz5710
5 жыл бұрын
@@senosanjeev patreons donors get early access to the videos
@Chelsea_2001
5 жыл бұрын
Yeah you should really be able to disable that.
@grahamwalker2168
5 жыл бұрын
raspi excellent choice of words
@rhythm0708
5 жыл бұрын
umm what’s rsi?
@kmlkmljkl
5 жыл бұрын
putting music from life is strange in the video is just cruel :(
@svtkzeppelin814
5 жыл бұрын
Why
@notSoAverageGuineaPigEnjoyer
5 жыл бұрын
Why?
@Ylurple
5 жыл бұрын
@@svtkzeppelin814 Oh.... because there's a point in the game where (spoilers) someone becomes severely disabled and ends up in a wheelchair. Although it's from a choice the player can make, so perhaps not everyone saw that ending.
@svtkzeppelin814
5 жыл бұрын
@@Ylurple Thank you
@Drefanify
5 жыл бұрын
Pause should be pause in every single player game ever. As a grown adult where doorbells and phones may ring, emergencies may occur, and general life may be prone to having to do something other than fight that random Dark Souls boss for a second. Nothing is more irritating and ridiculous than having to make something wait until you can reach a "safe space" in a video game or else lose progress. I hate this "immersive" inability to pause in recent titles so very much.
@Aklipse47
5 жыл бұрын
i agree a hundred
@MrL0LiTube
5 жыл бұрын
@UCSiy1WS_CXajTQ_1e2kQJyg the person didn't critisied the save system but that the game is still running when you are in the menu
@MrL0LiTube
5 жыл бұрын
@HettGutt that is exactly the reason she critisied it because you can't pause life it is a pain in the ass if you can't pause a videogame . . .
@tomhowell8398
5 жыл бұрын
Pause isn't nearly enough, IMO. I get incredibly frustrated by things like cut scenes not pausing, levels beginning as soon as they're loaded, and situations where the pause button is re-mapped to skip something or exit a menu. I find it astonishing that these features aren't universal yet.
@amit212543
5 жыл бұрын
Yeah there should be an offline pause mode where you can't go into your inventory. The old monster hunters did this (probably in World too but not sure)
@skefsongames
5 жыл бұрын
I love this series so much. It makes me think about something I think many of us will not think about, how people with disabilities could be unable to play games makes me sad. The thought of not being able to fully partake in my hobby would be awful, designing so these people can still enjoy their hobby no matter what is a noble idea and I would love to see this implemented into more games.
@lifehacksf-t-w6921
5 жыл бұрын
I find alot of these are changes that should just be made anyways to improve user experience, for example the whole button mash to do something I always find stupid. because they're either extremely easy, so what was the point in the first place, or they're made so that its hard and you feel like you're gonna break your controller, which I find pointless too. Or the button mapping, I find because of the controls of some of the first games I played when I was younger I reflexively use things like square to dodge, whereas it may, in the worst case be mapped to something like a trigger, which I would prefer to remap, anyways.
@angolin9352
5 жыл бұрын
QTEs are awful game design. Everyone hated them when they first appeared, but now nobody cares. What the fuck changed and why am I the only person who hates them?
@rompevuevitos222
5 жыл бұрын
Also just part of the boring quick time events, there's no point in adding them. It only makes it easy for the devs to add a fancy animation wich no one cares about. If i wanted stuff like that i would play osu!
@MrCmon113
4 жыл бұрын
I think it's ok when it makes sense in the normal control scheme, but QTEs are obnoxious. If I wanted to be told what buttons to press, I'd be playing a rythm game.
@MrCmon113
4 жыл бұрын
@@angolin9352 Ikr? Suddenly a game can be packed with QTEs and still be universally popular. I like the new Tomb Raider and MGR Revengeance, but the use of QTEs is a huge downside.
@rezagolnezhad9915
5 жыл бұрын
As someone who wants to be a videogame dev these videos are amazing and very educational Thank you for makeing me aware of these problems and giving their solution
@Kohdok
5 жыл бұрын
I actually read an article somewhere about somebody who was sad that they couldn't play Pokemon Let's Go because of how it copies Pokemon Go's capture system and that is just incompatible with their abilities.
@laggalot1012
5 жыл бұрын
I thought you don't actually need motion controls. You can't turn them off, but nevertheless, catching doesn't require it, last I heard.
@jakeirako
5 жыл бұрын
I know motion controls are not required in Handheld mode, but no one ever reported on it being required when you are playing on your tv so I am not sure how it will be with tv mode sadly.
@phineas81707
5 жыл бұрын
You can flick a Joy-Con like you're playing softball, or you can use Gyro aiming. As a gamer who always turns the latter off in Zelda games, *not a good compromise.*
@jakeirako
5 жыл бұрын
I read an article saying you can just use the left joy con to aim and then press A or whatever to throw the ball. But of course motion controls can't be turned off so if you got an itch and want to scratch it and you move the controller the aim will move as well, but then you can just use the left joy con again to put it right back where you want it.
@phineas81707
5 жыл бұрын
You need to have it on a flat surface. I don't even *have* one of those in my gaming space.
@ByBy001
5 жыл бұрын
Every episode of this series always make me cry a little, because I am disabled and I spent so many years feeling like I was not good enough for game designers. I was not enough for video game culture. It was SO hard to play the games I wanted to play and I could not control my depressive episodes, since playing video games helped me in that regard in the past, when I wasn't disabled. Seeing people taking care to make their games accessible, and not judging people for using an easy mode, have me so emotive. Thank you a lot for those videos. I did not know about a lot of the options you pointed out.
@superanimenerd13
5 жыл бұрын
I have cerebral palsy so this video really hit home for me! Granted it's a mild form of it but it's still rather noticeable when I play games and/or do stuff that requires real fine motor skills. I often find myself needing more gracious aim assist options in shooters (especially if I'm using a controller!) and I get frustrated rather easily when I play a twitchy platformer so I absolutely love accessibility options in games! I seriously wish more games had more robust options because often times when a game is too difficult for me and there's no options to make it easier for me to play I end up cheating and even though there's part of me that likes doing that, I wish I didn't have to!
@rachelgreene3879
5 жыл бұрын
Thank you for this series! As someone who has disabilities in my hand I am glad you touched on Mario Kart- thanks to auto acceleration I am finally able to play, and it is one of my favorite games! Also, difficulty settings are so great because my quick motor movements are slower than average, I can play games on easy that I normally couldn't because the enemies are less aggressive. This gives me more time to react and defeat the game. Love this series, and thank you for putting these concerns in the spotlight!
@philmysterious7176
5 жыл бұрын
These videos on making games more accessible for people with disabilities are some of the best things being done on KZitem. Thank you for your amazing work.
@GermaphobeMusic
5 жыл бұрын
This is such an interesting series. There's so many aspects about game development that I would never even consider.
@raylolpez6651
5 жыл бұрын
I’m so grateful for this series. I’m developing a game now, and as a person without any notable disabilities, I feel so ignorant having never even considered all these things you’ve talked about... but now that I’ve seen these videos I’m gonna implement as many of these changes as possible 😁 YOU’RE DOING AWESOME WORK PLEASE KEEP IT UP \m/
@CouchFerretmakesGames
5 жыл бұрын
This is just such a genuine thing to be aware of. I'll definitely pay attention to it in my games, and from now on I will think about the players with disabilities when doing it instead of thinking, for example, remapping as a boring and difficult feature. Thanks for pointing it out!
@Lukz243
5 жыл бұрын
Mark, every time I watch a video of yours, it reminds me of why I want to make games, of never giving up on that, no matter how bad I'm at programming or understanding UX and UI stuff (and so much to learn on art and animation). Thank you :D
@kylesneed5033
5 жыл бұрын
I can’t tell you how important these videos are to me. As someone who fairly recently injured my spinal cord, gaming has completely changed for me. I don’t have much hand function so I use an arcade fight stick to play games instead of a normal controller. It works surprisingly well for most titles, but anything that uses the right stick for precise aiming is almost impossible for me to play. The fact that the new uncharted game has aids for that is amazing and I never knew that. Even just simple things like customizable controls go a long way towards making games more accessible. Anyway, I just wanted to say thanks again for bringing attention to a topic that nobody really talks about.
@MikoDesuKa
5 жыл бұрын
What an excellent series. Thank you for all of your hard work, Mark! :) Awareness is the first step to changing any problem, and to that end these videos will do a lot to change lives. Disabilities shouldn't remove anyone from experiences they can share - I hope more developers continue to realize that and use it to push their medium forward.
@mikkelsvendsen7755
5 жыл бұрын
Thank you so much for making these videos! As a person with a disability, it's nice seeing other people spreading awareness!
@Bizargh
5 жыл бұрын
Many of these often benefit anybody & everybody, able-bodied or not. Being able to fully rebind Cuphead's controls on Xbox One allowed me to play the game with a friend for hours, whereas I was concerned the default control scheme could have my hand ache within minutes as button-mashing in Castle Crashers tends to do these days. Being able to configure mouse 'n' keyboard and choose my controller not only allows me to swap Space-key mashing for Left-Mouse mashing in games like Dead by Daylight, but remap more important functions relating to mobility for Mirror's Edge to mouse, make weapon keys easier to reach in nu-DOOM, or even play games like Grand Theft Auto V with controller & mouse entirely at the same time. And having multiple input devices ensures not only a wide-range of people can enjoy your game with their most preferred input device, but can even end up potentially future-proof the games for future systems (Star Fox Zero is an example that immediately comes to mind, but certainly not the only one out there and not just from Nintendo neither), maybe even for multiple inputs for them too. Or of course, good old cheat codes can not only soften things up for those having a tricky time, but even transform the experience in a creative way almost to the extend common PC tweaks/mods can achieve (Older Grand Theft Auto titles a good example), but Celeste's Assist Mode is a very good modern idea of this in a day & age where cheeky cheat codes are something of a relic. 'Accessibility' seems to have become some sort of "Oh crap, they dumbed the game down for the normies" alarm bell for some, when it really is just about suiting as many needs as your game can offer, from screen & viewmodel FOV to suit multiple screen set-ups or personal comfort perspectives (I generally find 90°-100° my sweet spot for most first-person games, but even 90° felt too low for Mirror's Edge or Battleborn & Destiny 2's generous screen-FOV feels irrelevant with it's obstructive viewmodel placement), as much key/button remapping as you can offer as even that by itself can allow people to play Counter Strike: Global Offensive entirely on a mouse, or of course allowing and/or accounting for multiple input devices ensures many different players can still comfortably play your game, even if you consider one of them the optimal choice (Such as a controller for platformers, mouse 'n' keyboard for shooters, joysticks for flight games, steering wheels for driving games, etc.) In short; making your game less challenging by design doesn't make it "Accessible", but giving your players as many options to choose and configure their input as well as potentially their challenge as you can give them does.
@Mr.Sparks.173
5 жыл бұрын
I flat out dont understand the people that think accessibility options dumb down the game. Even with something as drastic as an assist mode. How is the options to allow me to turn on subtitles, slow game speed, and remap the controls because I'm half deaf and missing part of my right hand effect your ability to play the game at default settings? Surely they dont hinge all thier self esteem and pride on being able to play a video game on default or difficult settings, because if that's all they can be proud of... well...that's kinda sad...
@Bizargh
5 жыл бұрын
Could be a holdover from the seventh-generation when a number of it's trends (The wide-spread misuse of regenerating health & the whole chest high-wall phase, much of it bathed in ludicrously high bloom & de-saturated colours) were making people think that the attempts to make games more "accessible" to audiences was making them less challenging in the hopes of making them less frustrating (Wish I could name some examples of when people felt this was blatantly happening, but Ace Combat: Assault Horizon certainly comes to mind as one such example), thus more inviting to the much more growing audiences and probably why Dark Souls seemed this incredible breath of fresh air when people suddenly noticed "Oh, looks like this lot's not afraid to offer us a challenge". It wasn't helping that a lot of multi-platform games were going "console-first" and a fair number weren't adequately suiting themselves to the PC platform either, nor that there were & still are "games journalism" articles that crop up banging on about some challenging games like Cuphead for example and proposing such things as "Skip the boss/section, like skipping book chapters or film scenes" or having all game levels available off-the-bat that just seem to come off as either missing the point or the source of the issue if not just plain sounding like they don't even know what they're even talking about.
@Gruumpf
5 жыл бұрын
This is so dope thanks for doing a series on this. As someone who is developing a game for kids with autism and has a brother with CP this sorta stuff is exactly what I need to learn more about and I love that you are bringing attention to this.
@angolin9352
5 жыл бұрын
Be careful that you're not designing too hard for disability. I have yet to see a single video in this series where a suggestion that Mark spoke of as though it was absolutely mission-critical to put in your game doesn't make the game much, much easier for people who aren't disabled. Yeah, the normal players could just not use that feature, but that's like saying that your game is totally balanced if you don't use x, y, and z item/ability/move that each break the game in half by themselves. If it's in the game, expect players to use it. If game balance is fucked, that's the designers' fault, even if it was fucked on purpose.
@Maggotbone
5 жыл бұрын
+Angolin Have you watched Mark's video on Celeste's assist mode? The most important thing to do is to clarify to the player what is the purpose of the accessibility features, why they exist and who they are for. They are not much of a balance concern. And even then, if a player wants to make the game easier for themselves, what of it? Let them have their fun.
@angolin9352
5 жыл бұрын
+Chokes Except that some of these features definitely cause balance concerns. Celeste has a built-in TAS mode for fuck's sake. Are you going to tell me that TASing a game is the same as playing it at normal speed? If a player has the option to completely remove all challenge from the game, or to make the game so easy that there basically are no more challenges, it cheapens the success of players who went through the game without turning that on because at any time they could just make the game stupid-easy by turning on certain accessibility settings.
@Maggotbone
5 жыл бұрын
+Angolin it definitely does not "cheapen" or diminish the players who didn't do it. Because, y'know, *they went through the game without doing it.* And that shows that they are apt or capable enough to not need to use the accessibility options. The purpose of those options is to make the game accessible, not to tweak its balance, and that's what needs to be clarified and communicated to the player. Additionally, just because two different people manage to beat the same game in different ways does not mean that one way was worth more than another. Going through the game on an easier difficulty level *may* require less effort (this is also dependant on whether the player is abled enough to go through the game at all), but it does not mean that their experience was worth less than that of a player who chose maximum difficulty.
@brettd2308
5 жыл бұрын
And here with Angolin, we see the worst advice you could possibly get.
@ragsy769
5 жыл бұрын
Half-coordinated's run of nier automata got me to play it, he's so awesome! Thank you for making this video, this is a subject more people need to think about in design in general, for games and everything else
@FungusTrooper
5 жыл бұрын
Half-coordinated is fantastic. His GDQ runs are always super fun to watch.
@NobleEinherjar0
5 жыл бұрын
I find this sort of thing hugely important. Ever since I read a story about how somebody couldn't finish Uncharted 2 because of a button-mashing sequence, that sort of thing has been on my mind. And even as somebody who doesn't have any sort of disability, I appreciate some of these options myself. Especially being able to hold down buttons instead of button-mash. I just don't enjoy it. I couldn't believe it when Nier: Automata let me remap the entire controller. At the bare minimum, that's something I wish every game had.
@grahamwalker2168
5 жыл бұрын
Hi Mark. I’m an occupational therapist working in mental health. I’ve found your videos in accessibility so great that I’m presenting a poster to the Royal College of Psychiatrists Eastern Division about the importance of accessibility in gaming. Thanks for the great videos and know that they help inspire and educate others beyond your own- albeit already substantial- reach.
@Stefan-xt5sk
5 жыл бұрын
Even for people without physical disabilities these options can be great. When I recently played Mad Max, I got really annoyed at the controls because almost every action is bound to holding A on the controller. I don't mind if the action takes a while to execute, but even then a short tap should be enough to initiate it.
@anders_x3
5 жыл бұрын
i would personally add always have a decimal setting for aim-sensitivity. im finding many games dont let you get low enough or have too little options in very low sensitivity.
@Vgamer311
5 жыл бұрын
anders unfortunately for many games, being able to simply bring the sensitivity very low without changing any other aspect of gameplay can make them just about impossible.
@unknown000001000
5 жыл бұрын
The rapid button pressing has been a bane for gamers and controllers since the old days regardless of whether you have a disability or not. It's about time they started fixing that. I remember playing Mischief Makers and finding it to be literally impossible to beat without a turbo controller. X(
@wwklnd
5 жыл бұрын
I really appreciate seeing this stuff. A while back, I was talking to a friend of a friend on facebook, and learned that they have hemiparesis just like halfcoordinated does. They like games, but hadn't played a lot due to that disability, and were really inspired when I showed them some videos of halfcoordinated doing speedruns. A lot of people with disabilities who would like to play more games often have bad experiences with games that have poor accessibility settings, and showing games that have good ones as well as teaching developers good ways to account for accessibility will hopefully lead to fewer people being discouraged from playing games in the future.
@623pieman
5 жыл бұрын
I’ve been thinking a lot about this recently, I know it’s not a motor disorder but I have a broken wrist and was trying to kill time playing the GTAV campaign when I hit a brick wall at the yoga mission. I was amazed at how difficult it was to get through, eventually it said I could skip it but by that point I had already found a different way to grip the controller that allowed me to pass the mission. But every game required a slightly different grip, so for BloodBorne I had this weird claw grip with my right hand that let me keep playing one of my favorite games of all time. I have so much respect for anyone who has an actual disability and figures out how to make things work on a daily basis in a world that isn’t designed for their needs
@JairusC
5 жыл бұрын
This series is great. You have such a fantastic reach in your audience that covers both gamers and game developers (and many more). These remind us all that there are all sorts of gamers out there and designing games with that in mind allows for all gamers to game. Cheers!
@diegog1853
5 жыл бұрын
Another good option for the difficutly topic would be allowing players to save states, its a feature in almost all of emulation and its sometimes why people prefer it over console. The ability to completely cancel mistakes that you may make due to a disability is extremely useful. I realised this after watching a guy on youtube beating zelda ocarina of time without any help while being completely blind. With save states he could brute force his way through the campaign and have a lot of fun. Besides if save states are implemented even officially in virtual console, whats the difference with implenting it in modern games? It was actually the standard for a lot of early pc games and even console games like star wars jedi academy and republic commando
@rompevuevitos222
5 жыл бұрын
it's pretty cheaty tho, it would be nice to put it as a secret and stuff but since games don't even put cheatcodes nowadays i don't see it happening sadly :(
@diegog1853
5 жыл бұрын
@@rompevuevitos222 but putting multiple dificulties is already kind of cheaty. And i would say that those baby modes that give you infinite flight and invincibility, like in modern 2D mario or yoshi games, is even more cheaty. At least with save states you have to do the challenges without dying even if you have infinite lives to try it. I think that putting a good disclaimer that is not the intended way to play would make players ignore it. I mean the snes classic and every emulator ever have it and i hardly ever use it. But its nice to have the option
@ketrub
5 жыл бұрын
Savestates are basically quicksaves - and I think quicksaves benefit everyone, especially if they are just a toggleable option in the menu. People with disabilities, people who don't have a lot of time to play (and can pick up games right where they left them, and not from a checkpoint), kids, or even people practicing for things like speedruns (as a beginner, it would be really nice to have an option to practice very tricky strats without restarting the whole level/game). It's another one of those things that will benefit everyone, thanks to that option being there.
@diegog1853
5 жыл бұрын
Burtlomiej yes i agree. And as i said, they were a staple of pc gaming and even home console for a while. Don't know why they got out of fashion in recent years. Without quick saves or save states as a kid i wouldn't have beaten half the things i did beat.
@gasternecross
4 жыл бұрын
@@rompevuevitos222 some games use cheat codes
@TheStarfreak911
5 жыл бұрын
I just want to say on behalf of all budding game designers and everyone who will end up playing their games - thank you. These videos are brilliant for making sure anyone can play any game they want. I'm planning on getting into game design proper and have so many of your videos as well as recommended resources/examples bookmarked and will make sure to re-watch them multiple times in the future. Keep up the great work.
@Cornhorn
3 жыл бұрын
This video is so good and covers such an important topic. My brother is disabled and it's sad how many games he can't play for simple reasons. He calls me all the time asking me to help him with something as simple as pressing a button fast. I remember him play the first god of war game and he couldn't beat the tutorial due to action prompts that either he could not physically perform or were to fast for his brain. The common thing in the gaming community is to just say games aren't for them and it's So sad. Games truly are for everyone. Imagine playing the last of us and right about half way through something happens in your life and you lose hearing. You are in thralled with this story but can't finish it cause it has no subtitles. I know the game does but image how awful it would be if it didn't.
@Jigglysaint
5 жыл бұрын
I am looking forward to the episode on cognitive disabilities. I have a lot of friends(by that I mean at least 30+) who have different types of intellectual disabilties. Of course not all of them are gamers, but I am really interested on how developers can take a game and address certain types of issues to perhaps the most difficult of the disabilities to consider.
@pauldecker4630
5 жыл бұрын
Small thing, but both the New Xcom games have buttons in the bottom and top left respectively that you can click for camra rotation, solider switching and ending your turn. Its' not as obvious as the buttons for solider actions but as far as I know you can control the whole of both the games with the mouse or keyboard.(I don't mean this to be a know-it-all comment, just something to let people know about it; I may still be wrong about this please let me know if I am.)
@olivermisbach2454
5 жыл бұрын
Every time you release one of these. I can't help thinking how great it is that you're getting the discussion going about this topic.
@Srewtheshadow
5 жыл бұрын
This is such an important series, thank you, Mark. Making these issues more widely known is nothing but a positive for everyone and I'm so glad you're covering it. I hope these videos get spread far and wide.
@alexbethke8665
5 жыл бұрын
I don't normally watch videos of this kind, preferring to get info from text and generally using GameAcessibilityGuidelines.com as my resource but a colleague at work sent me this video and I was impressed with how well you presented the related issues, possible solutions, and your use of example games for both good and bad examples. Great video! I was particularly surprised to see Celeste had a "game speed slider" as that was a feature we built into our own Indie game three years ago (Fate Tectonics) and I haven't seen anyone else do that. Very cool!
@ianhamilton_
5 жыл бұрын
Shoot1up is another nice example :) sports games often do, though to a smaller extent
@ilikeceral3
5 жыл бұрын
The site isn’t loading for me.
@alexbethke8665
5 жыл бұрын
My bad, typo in the URL. gameaccessibilityguidelines.com/
@jameswork-grierson8923
5 жыл бұрын
I believe The Elder Scrolls: Daggerfall allowed one to customize the game speed whilst in the character creator. Ancient example, but it's what I thought of.
@alexbethke8665
5 жыл бұрын
@@jameswork-grierson8923 To be clear, it only was available during the character creator and not during the main game?
@Nova-sama420
5 жыл бұрын
This video applies to every gamer, it's beyond frustrating when you don't have the option to turn off/on/modify the value of something.
@Xenagos
5 жыл бұрын
I gotta say, I think this is my favourite series you've created. Super informative, super interesting, super important!
@sirius3171
4 жыл бұрын
It's great to see someone who care about the people with disability. I think it's the first time I see someone pointing at the problems on video game for a lot of people who are ignored most of the time. Thank you.
@honeyham6788
5 жыл бұрын
I'm a bit confused by you saying you can't play xcom with the mouse alone. I swear that's how I played xcom
@wiktorjordeczka9927
5 жыл бұрын
I think he wanted to say you can't play it with keyboard alone.
@legion999
5 жыл бұрын
Isnt the end turn button keyboard only or something?
@mattfry6769
5 жыл бұрын
I'm fairly sure you can play with either, but the controls do get really finicky anyway, so I don't think it's a perfect model for accessibility.
@kirito1267
5 жыл бұрын
if youve done every action doable with all soldiers out, it auto ends your turn as you cant do anything else.
@TheFirstObserver
5 жыл бұрын
End Turn button is on the Top Right. Pretty sure he said it backward, as you can play with mouse alone, but not with Keyboard alone.
@niespeludo
5 жыл бұрын
Tell this to any pro Devil May Cry player around... They all have RSI. Great episode Mark.
@JayFlamby
5 жыл бұрын
You're definitely the best video maker about video games on KZitem and you're proving it again with this wonderful series. Thanks for your work!
@rodrigoportalesoliva897
5 жыл бұрын
While watching this video, I couldn't help but to get a bit sad, because of how many times I've seen people say that all of these things are unnecessary, a waste of time, even "insulting," because "games are a test of your mechanical skill, if you can't keep up, don't try in the first place." Like, they say that kind of thing without the slightest hint of empathy. They care more about feeling validated they overcame a challenge, than about having fun in general, and that's just a sad way to live. This video was so nice, and something to keep in mind, because having more options just makes things more fun in general, in my opinion!
@Only2LifesLeft
5 жыл бұрын
Thanks for spreading awareness, Mark. By making this series you're helping game devs all over the world make their games more accessible to the wider public!
@JustAnotherPassenger
5 жыл бұрын
Just get rid of QTE's altogether. They're an unnecessary, irritating mechanic.
@Weirduniverse2
5 жыл бұрын
i know right - i was really surprised in 2018 that spider-man went so much in that direction.
@FraserSouris
5 жыл бұрын
I disagree. QTEs have their place. They can involve the player in gameplay even when the context limits it. Take Uncharted. Often during its setpieces, you'll have to repeatdly jump from place to place. On a mechaical level, it's no different than pressing x in a QTE, but the context of it makes it cool. If the game removed QTEs, Uncharted basically becomes a cutscene during those parts. And Set Pieces define Uncharted Secondly, they an heighten the narritive. Batman Arkham Origin's last fight with the Joker is cool because the QTEs allow an interesting confrontation between the 2 characters that the player can direct that wouldn't happen if the game resulted to a cutscene of Batman's regular Combat System. Other examples include Metal Gear Solid 3 and 4's Boss Fight and Microwave hall are maginfied because the player is implicit in it
@NitroIndigo
5 жыл бұрын
Monster Hunter Stories uses quick time events in battles a LOT, and there's one I can't do because my 3DS' R button is busted.
@yvesgomes
5 жыл бұрын
If Gof of War could get rid of QTEs, then almost every IP should be able to.
@Caitlin_TheGreat
5 жыл бұрын
Yep. QTEs were an experiment that was sort of interesting at first, but ultimately went nowhere. They should be left out of games. Having the ability to turn them off entirely (or reduced to just holding a button down for a bit) is a fine compromise that I'm happy to have, but I think that proves how unnecessary they are. QTEs were a half measure between keeping interactivity and having a finely controlled narrative sequence... but the two have never mixed particularly well.
@Respectable_Username
7 ай бұрын
It's also amazing to see the curb-cut effect from these changes too. Eg always having the option to pause is good for parents who might need to put down the remote at a moment's notice to go make sure their kid is ok, or (actual example from me) if you've been playing one game for a really long time that maps the buttons a certain way and are finding it challenging to swap your thinking to the control scheme of a different game, can just remap the buttons to be where your brain already expects from the last game! Remember: Designing for accessibility isn't _just_ designing for a small section of your audience. It's giving _all_ players more options to better fit your game into their lives!
@Isaac-zh3re
5 жыл бұрын
The amount of youtube videos that have begged me to “trigger the bell to be notified” is staggering. This channel is such a great change of pace compared to the rest of youtube! This will be the first and only time I ring the bell. Much love to you Mark.
@JimKandol
5 жыл бұрын
Got two stories in response to this. First one is Breath of Fire 3. I don't know if this was a disability consideration or if it was just someone on the dev team being funny, but the whole game can be controlled using only the left side of the controller. L1 and L2 double as OK and Cancel and a Dpad, what more do you really need in an old school JRPG? Second is, I used to play CoD4 with this old guy, who was pretty bad at the game. Turns out he only had 2 and a half fingers and he was playing the whole game using a specialized mouse with multiple buttons. Just imagine playing a twitch shooter only using a mouse and buttons on it for everything.
@DeidaraAmped
5 жыл бұрын
I reckon the DS pokémon games do something similar, having an L = A mode so that you can play with one hand.
@ketrub
5 жыл бұрын
bayonetta also does this but i think it's definitely due to some jokester on the dev team
@maiwisdom9839
5 жыл бұрын
"Don't be like Detroit: Become Human" is good advice in general.
@Amanda-zt8et
5 жыл бұрын
I haven't played Detroit, could somebody explain?
@arroys8345
5 жыл бұрын
Mew the game is kinda trash in terms of mechanics and the story tries to seem clever and make you think but as soon as you think back at it it all falls apart
@isaacargesmith8217
5 жыл бұрын
@@Amanda-zt8et Its a David Cage game, thats all that needs explaining if you know about that man. Granted its probably one of his best games, but that's not exactly a very hard thing to be considering he made shit like indigo prophesy and OMIKRON.
@Amanda-zt8et
5 жыл бұрын
Oh right haha yeah thanks
@drankydrank1
5 жыл бұрын
I somewhat understand peoples' dislike for it. But I thought it was awesome, personally... Still do.
@mohapimatle7734
5 жыл бұрын
I feel like even after this series is over, Mark should still tackle topics like these. It expands my mind about I should go about making games.
@rwolff8495
5 жыл бұрын
I love this series off videos - it's great to see people address this problem in a thoughtful and honest way. I definitely agree with the need of controller remapping - it's very common for me to finish a long game and not be able to move my hands because of the stress of using the standard button set up. You should consider doing an episode on mental disabilities, like autism, ptsd, anxiety, or adhd. I'd love to see your thoughts on it, considering they're commonly overlooked or seen as not needing accessibility options in the gaming industry
@MisterZebra42
5 жыл бұрын
This is a great video and all, but the thumbnail made me think you were gonna talk about Sly Cooper and now I’m just sad
@0xEmmy
5 жыл бұрын
"for those who need to rest their hands or are having a flare up" ... or are likely to have an external emergency. E.X. doctors on-call at home, who like playing games on their downtime, and don't want to lose progress if they get called out. Or parents. Also, why do games just about never allow pauses during cutscenes? This always frustrates me! If a gamer needs to pause during a cutscene (E.X. a flareup), they often can't wait for the cutscene to end first, and often that means that the game resumes after the cutscene - leading to the game running AFK and possibly a game over. Also, I always use MK8D auto-accelerate. I'm not motor-disabled, and can play just fine without, but I find it a nice convenience. Same with hold-button quicktime events. And motion control alternatives (whenever the option is given). You should do a video about the cut-curb effect, I.E. how accessibility options can help non-disabled categories of gamers. Extra Credits did an episode about this, but since you're doing an entire series about accessibility, I'd love to see your take.
@Booksds
5 жыл бұрын
octet33 The worst is when you press the Start button expecting the cutscene to pause, but instead it’s entirely skipped without warning
@NitroIndigo
5 жыл бұрын
The Legend of Spyro lets you pause during cutscenes, which I always found odd.
@Alexis-dh1bn
5 жыл бұрын
on a console if you press the xbox/playstation button to bring up the home menu it usually will pause so you can use it to pause in cutsscnes or loading screens
@AdamBlade17
5 жыл бұрын
Or maybe you could stop being a fucking casual.
@Data3rror
5 жыл бұрын
On your point of "Can you make the game playable with just one analog stick instead of two?" (4:32), Bravely Default and its sequel give all the face buttons aliases on the left side of the console's controls, so outside of some very rare and not-time-sensitive exceptions, the game is playable entirely with just one's left hand. I don't think it's a choice specifically aimed at accessibility, but it's still an interesting option that I'm sure has benefited at least some players for reasons beyond convenience.
@gregspencer3225
5 жыл бұрын
As someone who suffers from Ehlers Danlos Syndrome, I really enjoyed this episode. Video games have always attracted me, because unlike most activities, they don't involve many movements, and thus, the general pain is kept down; quick-time events have always been a roadblock and something I do not enjoy, as mashing a button often causes even more pain in my hands for hours afterwards. Great video overall, keep up the good content :)
@jaydenyamada2916
5 жыл бұрын
This is why I've been disliking Nintendo for a while. I really love Mario Party, but some of those mini games are impossibly finicky. I don't have a motor disability, but I have a visual impairment, so those mini games still are harder than necessary. It kind of makes me sad that Nintendo has barely done anything in accessibility, at least at the system level. This article is also relevant www.ign.com/articles/2018/10/05/pokemon-lets-go-will-be-the-first-in-the-franchise-i-cant-play
@legion999
5 жыл бұрын
Interesting article, and one I fully agree with. And Masuda's attitude is bullshit even discounting the problems of disabled gamers.
@kriss8789
5 жыл бұрын
It's especially saddening because Nintendo generally always seems like the most inclusive company in the industry. I still like them a lot, but their stance on weird and inaccessible controls needs to change.
@KairuHakubi
5 жыл бұрын
mario party has always been impossible to win for me. i dont get why those are even supposed to be fun.
@geminia999
5 жыл бұрын
But it does kind of get to a point to ask when exactly are you holding back ideas for others to enjoy for accessibility for everyone. I mean, he basically suggests never have rumble be involved in anything, but incorporating rumble (especially with Nintendo's HD rumble) can lead to many interesting and unique experiences you won't get anywhere and can't really replicate otherwise. So are we just not supposed to implement those ideas because other's can't enjoy it (those other's being a fraction of the audience who actually plays)?
@TheSpidersider
5 жыл бұрын
+geminia999 Totally missing his point, he never said to remove rumble from games, he just said not to make it the only way to progress.
@Luuklin
5 жыл бұрын
How can a developer make a game more accessible for people with disabilities without giving people who use accessibility options a competitive advantage in multiplayer?
@ianhamilton_
5 жыл бұрын
1. Options that make no difference to competitive advantage, like button remapping 2. Options that make the game easier at the bottom end but actually make it harder at the top end, like aim assist 3. Matchmaking preferences
@Luuklin
5 жыл бұрын
1. I don't feel like being able to change button mappings would solve most problems for people with disabilities. 2. Professional Call of Duty players still use aim assist, it kinda benefits people at every level. 3. Having the option to not be matched up with disabled people is probably worse than not having anything at all.
@ianhamilton_
5 жыл бұрын
@@Luuklin 1. There is no feature that solves everything for everyone, but button remapping is indeed hugely beneficial, it means the difference between being able to play and not for lots of gamers. 2. Depends how you design your aim assist. The aim assist in Evolve was designed specifically to be a disadvantage to high end players, taking longer to aim and aiming less precisely than a proficient player aiming fully manually. Specifically to reduce barriers to entry without giving competitive advantage. 3. I know plenty of disabled gamers who would happily kick your ass at any game. And no, I don't means a "match me with other disabled gamers" tickbox. I mean standard matchmaking features already present in games, e.g. GTA5.
@Luuklin
5 жыл бұрын
What sort of matchmaking preference could help with this problem?
@lyingpancake95
5 жыл бұрын
I'm so glad you are making this series. I don't personally have major disabilities preventing me from playing games, but it is extremely important to recognize when accessibility optiona are done right so future titles may include them as well.
@B.O.G
3 жыл бұрын
I know that I’m late but I’m happy that I was told about this channel from one of my subscribers. As tough as it is for people with motor disabilities and hearing disabilities it’s magnified more for people who are totally blind like me. Especially when we’re talking about the rim of video games where out of all the hundreds of thousands of games that are available not even 1% are accessible enough for me to play let’s keep fighting to make accessibility even more main stream than it is and the gold standard instead of things that are added late in the projects where they are less effective. I just subscribed.
@ErdrickHero
5 жыл бұрын
The XBox accessibility controller looks like it would be a great start for a set of arcade controls. I wonder if there's Win7 drivers for it.
@ianhamilton_
5 жыл бұрын
Doesn't need any, it's just picked up as a regular Xbox controller
@ErdrickHero
5 жыл бұрын
@@ianhamilton_ Sweet, thanks. I'll need to invest in one of these someday.
@ErdrickHero
5 жыл бұрын
Just re-watched part of the video... "and PC"
@kirito1267
5 жыл бұрын
they are pretty expensive overall, $99 for it, and that just the unit and an usb-c cable
@kepler6873
5 жыл бұрын
Can you do an episode on designing for disability in competitive play? I’m curious how you would balance for disabled people and how you would deal with people who are not disabled, and are just using disability features to gain an advantage
@alhoon6173
5 жыл бұрын
I think this is a very important question that is sadly completely untouched by these otherwise well thought out and produced videos.
@Mr.Sparks.173
5 жыл бұрын
Well for the most part, you really dont need to. Giving visual alerts instead of audio ones doesnt give you an advantage, it just let's deaf or hard of hearing players become competitive, they have all the same information as the guy using sound, it's just presented visually rather tha audibly. Allowing remapped controls doesnt grant you new abilities, it just let's you select what buttons trigger them. Pretty much every accessibility option is to adjust how information is presented to the player, and how commands are given to the game. But if your talking about some more extreme examples, like say a game that might have an auto aim feature, then theres a fairly neat way to do that - make it so that your competitive with it on, but have a larger advantage with it off. How? Well you could have the auto aim option always go for body shots instead of headshots, or it tracks slow enough that if a player is strafing it would miss about 70 to 80% of the time, or a real wild one - give all players an ability or two that can compensate for bad aim like in overwatch. Overwatch character's almost always have one ability or another that can compensate for bad aim. Sometimes it's an ice mist cone that can slow players, sometimes it's a beam that locks onto a target and wont miss unless the target is too far away, or even just having a character with infinite ammo and no reload so aiming is more of a suggestion than an actual requirement. All of them have a trick or two that can make up for bad aim, no matter the reason.
@chocobofangirl
5 жыл бұрын
There's the fortnite mobile example from last episode: make the disability-friendly option the default (by showing both the visual cue and the audio, in that example). I mean c'mon, in smash games usually only one stage is legal, so levelling the playing field is already an accepted standard.
@piemaniac9410
5 жыл бұрын
@@Mr.Sparks.173 well i can see in comp games subtitles for ability uses or enemy callouts removing the competitive skill of listening for information in the battlefield and lowering the effectiveness of flash-bangs or deafening explosions like in insurgency or shoutouts in overwatch, pretty much allow in casual lobbies but competitive, pro level gameplay should have minimal assistance options or enforcement on who can use what settings during tournaments
@Mr.Sparks.173
5 жыл бұрын
@@piemaniac9410 or... you can have those flash-bangs and deafening explosions temporally disable the heads up notifications for the same length of time that they would interfere with the in game audio.
@xaosbob
5 жыл бұрын
Great series, and this one really hit home. I originally adopted PC gaming rather than consoles mainly because I was unable to hold a controller for more than a couple minutes (construction injury). All of your recommendations are excellent, and would serve to improve the experience of every player, not just those for whom these steps are implemented. How many times has anyone wished they could remap controls for any of a hundred reasons, including just convenience or preference? Has anyone ever complained about being able to easily see what's going on in their...y'know...video game? How about all those times when the dramatic score swells up and drowns out that person telling you something important--it's always nice to be able to adjust those sound sliders to something more balanced for you. You're not just giving good advice for designing for people with disability, you're giving good advice for game design in general. Can't wait for the next episode!
@DAToft
5 жыл бұрын
As a developer, these insights and tips are invaluable, and the further reading links are just wholesome. I'm gonna admit, I would have never thought of most of these tips myself, let alone be able to justify the hard work of implementing these options when I didn't know much about gaming with disability. Hopefully, these videos will push for more people to be able to enjoy games. You just gained another Patreon supporter.
@JakeMay
3 жыл бұрын
Love this series, however "disabled players" rather than "players with disabilities" is more inclusive language, according to the social model of disability.
@GMTK
3 жыл бұрын
Yep, this is something I fixed in all future episodes based on feedback!
@JakeMay
3 жыл бұрын
@@GMTK amazing, great work
@kitzibu
5 жыл бұрын
And another reason why Quick Time Events suck
@TinyPrinceGames
5 жыл бұрын
Thank you for writing about this, Mark. It's inspirational as someone who''s got disabilities and has been considering making a channel focused around how accessibility could be much better. I have a disability that severely affects my hands (though it's more than a motor disability) and auto-accelerate in MK8 is amazing for me. In previous titles I'd have a lot of trouble using items, accelerating, and drifting at the same time and now I'm able to do all 3 and play the game to my full potential. I really just wish Nintendo wasn't so hot and cold with their accessibility features, it can be really disheartening as someone who's grown up with their games. Most of the Wii had to be skipped by me (though I stubbornly found a way to play Mario Galaxy 1 and 2) and there's one Switch game in particular that I'd really like to pour time into I just can't because of a lack of control binding options. In Splatoon 2 it's very hard for me to quickly switch from kid to squid or even aim while moving because of how far the triggers feel to me. I actually really appreciate Sony's simple solution of allowing for console wide controller mapping because it's allowed me to play shooters at a level where I feel like I'm on at least more of a level playing field than those without my limitations. The system could be better though, like allowing for multiple control profiles to be saved or having a profile per game. I'm regularly having to swap settings around depending on the game. One huge milestone for accessibility in games, as someone who deals with it every day, would just be having the option to rebind controls in EVERY game regardless of platform. It's baffling to me that the majority of indie games will allow control mapping regardless of platform but multi million dollar projects don't even consider it outside of PC. Just being able to move around what buttons control what can make a massive difference for someone like me, so much so that it's tough to even quantify how big the change is.
@Helmic
5 жыл бұрын
We actually talk about this sort of stuff a lot on the Steam Controller discord, as a *lot* of the issues players with limited mobility have just so happen to be a royal pain in the ass for power users who want to create more efficient control schemes. One of the things that would _really_ revolutionize input in gaming would be console manufacturers enforcing usage of system-level input rebinding. By system-level input binding, I mean the OS of a device would have a control config screen for every game, where you bind the actions in a game to a particular button, similar to how Nier: Automata has you bind your controls. The game then polls the OS for input, using the correct button prompts for UI's that can either be skinned by the developer to fit the look of the game or they can just default to whatever the OS provides. By enforcing this as the *only* way to get controls to work on a game, all games will then have to support full and proper control remapping. Any features added as part of an OS update could be retroactively applied to older games, so if in an update the PS5 controller remapping screen allowed you to shake your controller to send an input, you could make it so you shake your controller to jump in a game that was released four years ago. If your controller doesn't resemble a stock PS5 controller at all, like if you were using a custom accessibility device, that controller could work in every PS5 game despite having a different number of buttons or sticks or triggers, and even have the correct prompts display on screen - if you use pedals, the right pedal glyph could show up on screen when the game wants you to jump. It means that people other than the developer themselves can create control schemes and share them with others, so if Able Gamers were to put out a suggested control scheme for a particular input device it could automatically be set as the default for that device by Sony, the developer, or whoever those two parties decide to trust. Players who want to share the most competitive control schemes could easily share them with a link, allowing everyone to use better controls. Players' preferences could even be carried over from one game to the other. Tired of Japanese games using the circle or B button as confirm and X or the A button as cancel? Set that as a preference at the OS level and all games will respect it. Do you have a particular sensitivity preference for shooters? Set it once in at the OS level and most games should feel just about right. Of course games could offer their own default suggested options, but players would always be able to override those defaults to use something familiar or accesible. Hell, it could be applied to other options besides controls - subtitles, motion blur, resolution, all of the common settings games let you toggle could be configured as an account-bound preference so that every game you launch already is set up just how you like it. Steam Input by Valve for their own Steam client has has a lot of trouble with adoption, primarly because it is optional and because Valve did a pretty terrible job documenting it and making it easy to incorporate. It's buggy and incomplete and even large developers like Capcom have given it an honest go and just given up. Having more proper support for such an input system on consoles would push it into more widespread adoption while reducing the strain on developers to include all these super fiddly options themselves.
@ianhamilton_
5 жыл бұрын
Not really, as that means interacting with each different platform's remapping system. And is limited, if the system is doing the remap you don't have contextual stuff like different mappings for driving/shooting or different character classes, or for gameplay Vs UI. I'm all in favour of mandatory remap through platform cert requirements, but at game level rather than platform level, and with the developer overhead taken care of by engines.
@Helmic
5 жыл бұрын
Contextual actions actually work just fine in Steam Input, as developers can simply define different gameplay modes that each have their own control schemes. Or the game can only accept, say, the "Interact" action when there's something nearby to interact. Imagine an a controller with arbitrarily many buttons, each one that does only one specific thing in your game - the game can simply choose not to do anything if the player hits it at the wrong time. And even if a developer is absolutely terrible at all this and just wants to stick to a traditional button layout with no configuration support, they can just name the "actions" as squard, triangle, circle, A, B, Y, right trigger et cetera and have the game work like that without giving the player any more granular control - the rebinding will be shit, sure, but at least the button prompts will match what the player has set up, and it's not much more difficult to separate that out into a menu and game layer which is the bare minimum for a game to have functional remapping support. It's very much not a problem at all. For a better dev-focused overview of the general philosophy of OS-level remapping, this video kzitem.info/news/bejne/mH9quZ13on2ipKA goes over the general concepts of the Steam Controller. If it's a thing a developer has to contend with day 1, it's actually not very difficult, and the same general concepts will apply from one platform to the next. The problem with having only individual games have the support is that the user experience will vary from one game to the next, which makes it harder for players to get used to one interface through which they're expected to make a game accessible for themselves, and it limits the ability for third parties and players to create and share configurations that would enable different kinds of people to play. It means that if it turns out players want some new configuration option or the PS6 controller looks totally different, the new functionality can't be ported back to the older games. It means your cool shooter that is still popular ten years from now won't ever be able to really take advantage of, say, rear grip or paddle buttons. At the game level it's not extremely technically difficult to implement this sort of configuration such that it would be able to interface with multiple platforms. The Steam Input API's issue is that there's absolutely terrible and outdated documentation for it and the implementation is very buggy, and due to how Steam's set up not many players are even aware that's an option. Ideas like action layers (a master action set from which many other action sets merely modify the controls) that would be great for allowing very granular per-character or per-weapon control in a game aren't take n advantage of because they only just came out relatively recently and again with no documentation. A console can always have its overlay activated and a game can simply poll the overlay to pop up straight into the configuration screen, which could even be skinned to look like it natively belongs to the game. It just requires effort on the part of Sony and Microsoft to make that happen and provide a robust rebinding tool.
@abhijithravikumar5300
5 жыл бұрын
This series really helped me realise how lucky I am to have none of these disabilities
@ianhamilton_
5 жыл бұрын
You will! Situationally, e.g. difficulty seeing due to sun on your screen. Temporary, e.g. broken arm. Or permanent, 50% of people over 65 have some kind of disability.
@mpaulson4285
5 жыл бұрын
Great vid but I think you are giving Nintendo a hard time. I have a friend that can no longer use one of his hands and for this reason, the Wii is his favorite console (since it's the only one he can use aside from PC). Motion controls opened a new branch of gaming where gamers with certain disadvantages can now play.
@kriss8789
5 жыл бұрын
Nintendo's problem (of late, especially) is that they almost never give people enough options when it comes to controls. Mario Odyssey is the perfect example: Sure, you don't actually *need* most of the motion stuff, but not being able to pull off certain moves makes it feel super exclusionary - not to mention the puzzles that rely on rumble that Mark mentioned.
@amandaschuller4546
5 жыл бұрын
I didn't think Mark's point was that motions controls are bad -- they aren't. He meant that there needs to be a non-motion control option. And I agree; I in fact can't use motion controls at all, and have been unable to play some games purely because they have mandatory motion controls.
@Maschinengoth
5 жыл бұрын
Playing Osyssey without the motion stuff is a big disadvantage. The hat is auto aiming if you shake the controllers to throw it. I didnt realize that for like 4 hours because I played in handheld mode, but once I played docked it made a huge difference
@AlexVoxel
5 жыл бұрын
It's really nice to hear about this type of design problem, it's not discussed very often
@sandwich1601
5 жыл бұрын
Had to stop the video so I could look for the song playing at 1:28. Thanks Mark for listing it in the description!
@christianol9999
5 жыл бұрын
I think that part of the reason not many console games allow button remapping is due to the certification process. If I understand correctly, if some button configuration fails to let the player advance/play then it hurts (or maybe fails completely) the certification process. So I would understand that some devs don't want to risk a certification for a multi-million dollar project due to that, especially if it is a random (but possible) configuration. I think it would be better if we ask hardware holders to be more lenient on disabilities configurations (which make possible to end up in really weird configuration for a non disabled person) while still keeping their standard certification process for "common" configurations. And we train the devs to not fear the certification process if they have disabilities configurations on their games. Edit: I was told this is a myth, so I correct my statement gameaccessibilityguidelines.com/allow-controls-to-be-remapped-reconfigured/
@ianhamilton_
5 жыл бұрын
No, this is false, a common myth. The platform holders already to try to tell devs to implement remapping at game level.
@christianol9999
5 жыл бұрын
@@ianhamilton_ :o I didn't know, thanks!
@ianhamilton_
5 жыл бұрын
@@christianol9999 glad to help!
@richardhillsdon7999
5 жыл бұрын
An even better reason to design for disabled gamers: People without that disability get to enjoy the added customization too!
@ShadowDx
9 ай бұрын
5:52 hundreds of hours I spent speedrunning Spelunky would not have been possible without the ability to toggle the run button. I’m so grateful for that option.
@Lugmillord
5 жыл бұрын
I absolutely love this series. So insightful! Thank you very much for the effort. As for personal disabilities: I used to be great at button mashing. At the peak 16--17 A button presses on the Gamecube in one second. And I played Guitar Hero on the highest difficulty, only the very hardest songs. And it felt awesome. But life often doesn't go the way you'd like. My mashing skills have gotten much worse and I just cannot keep up a steady strumming at certain speeds in Guitar Hero. For example, my favorite song in Guitar Hero: Warriors of Rock is Nemesis by Arch Enemy, but now, I just cannot play the first section. The strumming speed is exactly in that spot I just cannot play anymore and it is super frustrating. I stopped played Guitar Hero because it was no fun at all. So for me, these videos really have a lot of value.
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