“Ratchet and Clank: Rift” improves accessibility

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“Instead, the team approached it from a gameplay perspective to see which situations or controls would benefit from shortcuts,” Zorrilla said. “Some situations can be solved by providing a switch (such as turning on the weapon wheel or aiming), but continuous pressing (such as jumping and slamming your weapon or holding like gliding) is a good choice for a single press.”

In addition to implementation challenges Switch relatively maintain In terms of specific actions, developers are faced with the task of meeting the specific needs of each disabled person. Although more and more studios are adopting accessibility practices, the features and settings can only accommodate so much. Each disability is unique, and people with the same disability may differ greatly in strength, vision, or hearing.As a result, insomnia games Designed a new feature Specific to Ratchets and jingles This may help relieve physical and cognitive fatigue.

“We initially discussed how to deal with each individual situation, which eventually became a global game speed option that can be used in any situation, and shortcuts seem to be the best way to allow players to control speed and time,” Zorrilla said. “This brings new challenges because adding three different game speeds means they all have to be tested, and our development support team and PlayStation Studios QA have played an important role in achieving this goal.”

These accessibility measures are not unique to PlayStation. Both Microsoft and Nintendo have hardware, software, or documentation to help foster the inclusiveness of their internal studios.For example, in 2020, Xbox launched Xbox Accessibility Guide (XAG) Encourage consistency across all platforms. Although not necessarily a strict checklist that must be strictly followed, the checklist allows developers to keep track of the accessibility performance of the game at each stage of development to ensure that their game does not lack key features. For PlayStation, both studios and developers have their own iterative versions of the guide, the first version was created in 2015. SIE’s lead user researcher Mark Friend admits that guidelines such as these not only increase awareness, but also allow for consistent accessibility.

“Original documentation is an important moment because it helps to put accessibility in front of people. At that time it was a less common topic in game development. It provides a great opportunity for developers who want to learn more. Good resource theme,” said my friend. “It is also important for us to work with the developers of PlayStation Studios to inform the updated iteration of the accessibility guidelines to ensure that the content we outlined is achievable.”

versus Ratchets and jingles As evidence, despite coming from the same studio, the accessibility feature can be very unique for a particular game.

“Accessibility in game development is more than just following recommended guidelines,” Friend said. “Although there are common best practices between games, every game released by PlayStation Studios is different, so our goal is always to ensure that our support is tailored to our studio and its games. We recommend The guide provides a good knowledge base, but we also want to ensure that our studio is free to explore new and innovative ways to make their games more accessible.”

Adding accessibility to the game does not require an AAA studio with hundreds of employees. Regardless of the scale of the development, it is best to address accessibility issues at the beginning of the project. Friend also recommends that developers use disabled players as testers to ensure that these features and options are suitable for them.

In addition to the logical aspects of designing the game, the inclusion of accessibility features and options comes from the promise of letting everyone play. No one should be excluded because of their abilities. As Sam Thompson said, hearing directly from people with disabilities how beneficial and important accessibility is, is not only beneficial, but also a guarantee for developers.

“Empathy is the most powerful tool in your arsenal. With it, you can accomplish more than you think. When members of the A11Y community come to the studio to share their views and inspire your team to When looking at things in a different way, its effectiveness and motivation are absolutely amazing. You will be surprised how much impact this will have on your team.”


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