Games are getting better at including accessibility options, but she pointed out that often these options are tucked away in inaccessible menus. ("I happen to be deaf, so that one's near and dear to my heart," Stevens added.) They have an accessibility problem."īut accessibility does also include more commonly recognized situations, she said, such as if a deaf person needs captions to follow a TV show, that's also an accessibility issue. This includes things like if a tall person can't fit in an airplane seat. "I consider accessibility the mismatch between a person and their environment," Stevens said. an in-game keyboard that's accessible without holding down multiple buttons), customizable canned chat (pre-determined phrases that can be accessed easily-also ideally without holding down multiple buttons), and narrated emotes. She also encouraged menu narration, text chat (i.e. "If nobody can read your text, it may as well not exist," Stevens said. However, she said that having that option should not be a free pass to make default text size tiny and illegible. Speaking of options, Stevens also recommended that games include the option to resize fonts. You might not be able to imagine your game plastered in the more legible comic sans, but she said it's possible to have it as an option. "Keep in mind that font is so important in so many places that the defense industry, a lot of places insist on using that font for all business documents simply because it's easy to read," she said. "Comic sans tends to get a bad reputation but really it's a very, very good font, particularly for dyslexia," she said. Stevens also gave a bit of credit to the often maligned comic sans font. In short, game text is often way too small to be truly accessible. She gave recommended legible font size guidelines (below) and said by comparison, the TV industry standard is 80 pixels tall vs. Karen Stevens, accessibility lead at EA Sports said in a pre-recorded talk at this week's GDC Summer, "Legible font is one of the biggest issues we have for accessibility in the game industry at this time."
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