Hey, game devs, put your accessibility options front and center like this
As much as I dear games and gaming in general, big publishers often seem intent on sucking the life out of my favorite hobby with aggressive monetization, unreasonable deadlines leading to rushed releases, and well, Fortnite (I'k kidding ̶n̶o̶t̶ ̶r̶e̶a̶l̶l̶y̶). However, there is at least ONE positive tendency hit more than and more games that I think literally all of us tin get behind. And that is one of improved accessibility.
Put your options front and heart, game devs
I noticed while reviewing Zombie Army iv recently that Rebellion had handily placed its accessibility options forepart and middle in the game's menu, attainable with an instant tap of the X push. Other games have started doing it as well, such every bit Bleeding Edge, which is hitting its closed beta very soon.
It'south a simple gesture, and fifty-fifty if the accessibility options afforded per title aren't equally deep as they could be (or should be), if every programmer started doing this as standard, simply having accessibility in mind at the outset from the main menu could lead to a wave of change that could benefit millions of gamers.
I was lucky enough to piece of work with a friend on the Xbox Adaptive Controller, and see for myself how a bit of investment from developers tin lead to a huge heave in usability and comfort for those with disabilities and other ergonomic challenges. Even something equally basic every bit being able to alter the text size in games is something far also few games offering (thanks, Zombie Ground forces four!)
I appreciate that smaller developers might non accept the resources or dev hours to invest in building an entire suite of accessibility features into their games. Thankfully, Microsoft offers a lot of tools for Xbox games at a system level for configuring accessibility features.
For bigger publishers, though, the excuses are running thin. Warcraft Iii: Reforged launched without something as basic as the ability to change keybindings, which is often needed for users who take bespoke peripherals and keyboard setups.
Windows thankfully has a lot of third-party options (and some first-party options) to circumvent these kinds of oversights. Still, console games don't have the same access to external software, so much of the heavy lifting has to come up from developers.
A positive wave of change
Having accessibility options is one of the most positive waves of change striking the industry. Every bit more and more developers invest more heavily in these sorts of features, showcasing them front and center will only assist to bring more attending to those with additional needs.
Microsoft's motto for Xbox in recent years has been, "When everybody plays, we all win," and zilch sums upwards the button for inability inclusion more succinctly. Information technology's great to see more developers get with the program, even if there's still a lot more than piece of work to exercise.
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Source: https://www.windowscentral.com/hey-game-devs-put-your-accessibility-options-front-and-center
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