• Division 2 shows off more accessibility options for the disabled.
    18 replies, posted
https://www.dualshockers.com/division-2-accessibility-options-private-beta/ Thanks to DualShockers community member djluke_1993 for the tip! The Setup menu allows you to change the appearance of your subtitles for the game. You’re able to choose if you want full captions or just for speakers, you can choose the size of the subtitles, the language, and if you want speaker highlights. you can choose to make the fonts in The Divison 2 large. You can enable a high contrast UI if needed, and there’s also color blind modes available for you to choose from. Furthermore, you’ll be able to set it so message alerts notify you of a message, and there’s also a menu narration feature. This will guide you through the menu and has its own volume slider so you can have it overpowering the game audio or not.
At the very least subtitle size should be a setting in all games. Good on Ubisoft for doing this.
I saw a video of one of my favorite blind players praising the options as well, it's pretty heartwarming and awesome how games accommodate for people with disabilities so they can also enjoy and play them comfortably. https://www.youtube.com/watch?v=1q5iiK5ebu8 Whilst setting up The Division 2's private beta, I found an option called "enable menu narration". Turning this on allowed me to get through the rest of the setup process without sighted assistance, something that was a very pleasant surprise. What I really didn't expect though was what you see in this video, namely being able to read the vast majority of the available menus and alter the options without sighted assistance as well. Such a level of control hasn't been seen in a console title up to now and this was in a beta. I'm very interested to see what options are available in the final game for accessibility as a gamer without sight.
This is good I hope everone has the opportunity to enjoy games
Colour blind modes is something more games needs, at least for UI and stuff. Turning the protan options on in Witcher 3 for instance made a world of difference as one of the key UI elements in the game (witcher sense clue highlight) was now blue instead of red which I had problems with noticing.
God this stuff is long overdue, good on Ubisoft for still having something resembling a spine.
A spine? Who are they standing up to? Is there an anti-accessibility mob I'm not aware of? I'm genuinely confused. But yeah, the best captions are ones where you can choose the position on the screen. Sometimes they're way too low down and easy to miss. If they have that as an option, then they're golden.
I'll probably turn on menu narration just to hear the funny microsoft sam voice
Everyone should be using the high contrast mode for chat, too. Shit is fucking impossible to read without it
I noticed this yesterday and meant to bring it up in a related thread but the amount of accessibility options are amazing. The level of customization PC users have in general is great, would love to see more games support it.
You'd be surprised, people will find the most inane things to bitch about. I've seen folks complain about standard captions being on in games.
there is actually, its not a super strong crowd or anything but people bitch about everything I lost the twitter post but someone was saying something like 'wow they really make these games for cripple retards now' in response to an article about this
This is great, and goes to show how arsebad the subtitles in Battlefield 5 were
This is what accessibility in gaming should mean!
It's a shame there aren't more open standards for accessibility options. Many indie devs would love to provide as many accessibility options as possible but don't have the manpower to actually make that happen.
Sucks they made it English only though.
I just have to ask, how do you play if you're blind? I suppose you could be too blind to read texts and stuff but still make out enough in terms of shapes and colour to be able to play.
You can be legally blind and still see well enough to play games on a screen right in front of you
This guy specifically relies a lot on sounds, it's actually impressive and even gave me a newfound appreciation in sound design in games. Granted he relies on a lot of things like auto-aim/aim assist in things like shooters, but he is surprisingly skilled in many games. He excels and specializes mostly in fighting games due to their nature, and he uses distinct sound cues from them to determine his next move. Here's a good video from him that explains his playstyle. https://www.youtube.com/watch?v=THbVXGulDUE Here's one with him explaining how he plays a shooter with Gears of War 4 https://www.youtube.com/watch?v=Dgm-PSQzOkk This is from SightlessKombat's site What's this site all about? The gaming scene with no vision Many games are renowned for their graphical quality, open worlds and cinematic visuals. Graphics though aren't really of much use, especially when you have no sight. Whilst you can sometimes appreciate their value, for example by having special edition skins that other players might recognise or compliment you on in Killer Instinct, they have very little impact on, for example, whether you buy a game or not. Certain sectors of the videogame industry seem to be under a misconception that "the graphics make the game". However, I am of the opinion that sound and game mechanics can, when combined correctly, create a gameplay experience that everyone can enjoy, regardless of any disabilities. That's not to say that if a game has graphics, you shouldn't try playing it as a gamer without sight. Take Killer Instinct. This particular game, thanks to community feedback and input, has incorporated features to allow those with no vision to better understand and interface with the game, other than in the case of Shadow Lords mode where text and menu navigation create their own accessibility issues. These adjustments allow players with no sight to compete on a similar level to those with full vision, even if some clear disadvantages are encountered along the way. So, how do you actually play these games if you can't see? I've been asked that question so many times it doesn't really bear thinking about. However, I will attempt to answer it as best I can, whilst also using a practical example. The simple and short answer is that gamers without sight use the sounds that represent the characters movements, special moves or actions (such as taunts in games like Batman: Arkham City's fights with thugs) to orient themselves and act accordingly. To clarify, let's say I was playing Killer Instinct, with Jago fighting Fulgore. If I am playing as Jago, and I hear the sound of Fulgore's teleport, I attempt to anticipate where he will appear on the screen and perform a move that will hopefully connect with him as he reappears (such as the forward roundhouse). If successfull, I'll either hear Jago hit him once or twice as he comes out of his teleport and can then carry on hitting my opponent. If the match is the reverse, however, I will be on the lookout for Jago's fireballs (listening for the shouts of "endokuken!"). When I hear that shout, I will attempt, situation allowing, to block or punish the attack whether it's with a move that can go through projectiles or a move that can get to my opponent before the fireball's even hit me. Here's a different guy who I follow too explaining how he plays Call of Duty blind https://www.youtube.com/watch?v=TEbri7LIMDU
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