Includification [3]
Includification is a term I was introducted to by the non-profit organization AbleGamers.
To me, the word refers to the act of making something inclusive–which brings the idea that
the object, activity, or space had previously not been inclusive or had some sort of barrier
of access from the start. I really like this new term to define the mission to move towards accessibility
and the specific guide I learned it from.[3]
"There should be no barriers to fun," is written in small script at the bottom of the contents of the
well put together resource for game developers. It's this belief that everyone deserves to have fun, including
disabled people, that these guidelines, laws, and checklists exist. They aren't there to make projects run longer
or create more production costs, but rather to be able to give more entry to play to the 33 million disabled gamers
only in the USA. 33 million is the statistic AbleGamers shared in 2018 and I've bet that number has grown
in the past 6 years after the pandemic introduced more people to the potential gaming has in creating
community and being a tool for further social interaction that is accessible remotely.
On the right, I've made a list of the checklist and various levels of accesibility that disabled
gamers with different abilities have agreed upon that would made a big positive impact in their gaming experience.
Although the list seems long, and some features might be more difficult to program or design around, that's the reason why
they are split off in different levels and disabilities characteristics. Level 1 is distinguished as "good" meaning the options
game that falls under this level would be at decent accesibility standing. However, the game could definitely improve and be
better, so that's why level 2 exists with more options but might be a bit more tricky to implement.
Level 3 is refered to as as the "best" because overall if a video game is designed with all the options in level 1, 2, and 3
that makes it a really great inclusive game. However, the options in level 3 are considered to be expensive.
But don't freak out! As AbleGamers said, by adding the first two levels from the start and early developemtn, these
accessibility options should be cheap and take minimal time to implement. If accesibility is considered as an afterthought
or towards the end of the product, then it becomes much harder to work around or add in. Therefore, they describe these
suggested tiers like so:
Level 1 describes the bare minimum level of accessibility that you should have in your game--you
will find that many of these things are already being included as standard-practice.
Level 2 outlines the best compromise between the need for greater accesibility and the ease of implementation.
Level 3 demonstrates what accesibility would be like in an ideal world where the barriers in the gaming space are
almost all but gone.
Having gaming options is key. Being able to find games that one can play is important, no matter the disability. Thus, two truths can
exist at the same time; 1) The gaming space can acknowlge that 100% inclusion is not feasible. 2) Access to entertainment and creating more
accessible alternatives is possible.
"Developers simply need to be aware that adding accesibility is the right thing to do, even though it won't bring a large profit boost."
Some facts to consider:
- 50% of the aging gaming population has or will have vision problems in their lifetime.
- 10% of the men demographic in gaming is color blind.
- Quote from a disabled gamer: "Let me play."
Accessibility Guidelines for PC and Console Games
Visual
- Level 1 (Good)
- Changeable Text Colors
- Changeable Font Sizes
- Color-blind Options
- High-contrast Target Reticle
- Enemy Marking
- Level 2 (Better)
- Customizable Fonts
- Customized HUDS
- Map Recoloring Options / Alternative Views
- Level 3 (Best)
- Speed Settings
- Text-to-Speech Input
Hearing
- Level 1 (Good)
- Closed Captioning
- Level 2 (Better)
- Changeable Fonts
- Changeable Text Colors
- Level 3 (Best)
- Options to Include Ambient Noise as Text Output
- Alternative Reactionary Input
Mobility
- Level 1 (Good)
- Remappable Keys
- Alternative Configuration
- Camera Controls
- Level 2 (Better)
- Third Party Access (No Game Guard)
- Movable/Resizable UI
- Macroability: Let me Make My Own Stuff
- Difficulty Settings and Fail Safes: Not Just A Mobility Issue
- Save Points
- Sensitivity Sliders
- Click-to-Move / Mouse-to-Move
- Assists
- Level 3 (Best)
- Input devices
- Speed settings
Cognitive
- Level 1 (Good)
- Tutorial
- Sandbox Modes
- Difficulty Levels
- Level 2 (Better)
- Training Levels
- Intuitive Menus
- Level 3 (Best)
- Enemy Marking
- Speed Settings
- Auto-pass
- Perspective
- Reward System Balance
| PARAMETERS | Yes (2 Points) | Sometimes (1 Point) | No (0 Points) | TOTAL |
|---|---|---|---|---|
| Shortcuts and Direct Access | - | - | - | - |
| The most important functions of the game are accesssible with just one button | - | - | - | - |
| Avoid the multiple combinations of keys for shortcuts or direct access | - | - | - | - |
| Tutorials | - | - | - | - |
| Game Management | - | - | - | - |
| Avoid the use of multiple simultaneos buttons or keys to play/manage the game | - | - | - | - |
| Allow to control the speed of the game | - | - | - | - |
| The game does not exclusively depend on the color to distinguish objects/information, it usues other variables like shape or size | - | - | - | - |
| Customization | - | - | - | - |
| Allows the customization of color contrast, brightness, and color of the game | - | - | - | - |
| Allows the complete customization of controls of the game. Allows elimination of certain controls | - | - | - | - |
| Allows to adjust the sensibility of the controls | - | - | - | - |
| Allows to activate or deactivate subtitles | - | - | - | - |
| Allows to configure the velocity of the subtitles. Allows to configure the sound effects, vibration, ect. | - | - | - | - |
| Allows to increase the font and graphics size | - | - | - | - |
| Allows to adjust the details in the graphics | - | - | - | - |
| Allows to adjust the sounds, talking and sound effects seperately. Allows to adjust the velocity of the narration or voice when off. | - | - | - | - |
| Contents | - | - | - | - |
| Use simple and clear language, with instructions easy to understand | - | - | - | - |
| Incorporate clear subtitles and that are easy to read | - | - | - | - |
| Always support the visual actions with sounds or vibrations with references | - | - | - | - |
| Describe in a clear and consice mode the visual actions that occur in the game (audio descriptions or narration) | - | - | - | - |
| TOTAL | - | - | - | - |