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submitted 1 year ago* (last edited 1 year ago) by TeaHands@lemmy.world to c/gamedev@lemmy.blahaj.zone

cross-posted from: https://lemmy.world/post/1915905

OP posted their unpopular opinion that game devs shouldn't be using their development time on making games accessible for people with disabilities.

But check out the top comments, which have turned into basically a handy checklist of all the simple accessibility features we can easily add to our games!

Thanks, OP 😄

Sorry in advance

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[-] tetrahedron@mastodon.social 5 points 1 year ago

@TeaHands One underestimated accessibility issue imho would be reduction of motion sickness. hard to tackle beside the conventional 'just put a toggle for a dot in the middle" in FPS. Yet the issue is far from that. I had once suggested to make shaders that take this into account (lesser combo of dark/brownish enviro'ment look and feel which actually makes people sick, especially in shooting games). My research topic got rejected because of "lack of literature" which is sadly true

[-] TeaHands@lemmy.world 3 points 1 year ago

Completely agree, it's actually something I suffer with myself. The trouble of course is once you start feeling sick, there's nothing to be done for it other than stop playing.

Unfortunately for me, while I can play most first-person games (even in VR!) as long as they give decent camera options, unexpected camera movements - cutscenes, celebrations, excessive screen shake, anything that takes away control of the camera from me - are the real killer so this is something I'm extra aware to avoid in my own games.

I'd definitely be interested to hear (or read, if you wrote about this anywhere) more about the dark/brown environments issue, hadn't heard that one before!

[-] nothacking@discuss.tchncs.de 4 points 1 year ago

I guess the Minecraft nausea effect works a bit too well.

[-] princessnorah@lemmy.blahaj.zone 3 points 1 year ago

The only screen effect that doesn’t make me feel sick is the ink in Mario Kart.

[-] TeaHands@lemmy.blahaj.zone 1 points 1 year ago

Interestingly, that effect has a lot in common with some anti-motion-sickness settings like reducing field of view (in a lot of first person VR games they will literally shutter off your peripheral vision). So that makes a lot of sense!

[-] tetrahedron@mastodon.social 1 points 1 year ago

@TeaHands I haven't as my research topic changed...to VR xD ironic, I know, but doing well on that front since I m handling liquid sim here and pretty stable motion wise.
One example I can tell is it can even happen in 3D because of that color combo shade issue: I was playing Shin megami Tensei V last year and In the early area where there is a broken platform near train rails, the area is too brownish/grayish. I started ventilating and had to stop. Other areas were fine cuz colors.

this post was submitted on 21 Jul 2023
29 points (100.0% liked)

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