When creating something, it’s quite difficult to have depth in story without leaving someone out. This can make it difficult to create a story that means something, because the more emphasis on the story the more people you will likely offend. After reading a blog post by the SAE Creative Institute, I was made aware of many methods used to try to deliver a good experience to all of your audience. What interested me the most was what they said about accommodating the visually and hearing impaired. While I personally am not visually impaired, I always enjoy spotting a colourblind mode in video games. It’s a nice feeling seeing a game accomodate for them. I also enjoy seeing lots of subtitle and closed caption option. I personally enjoy playing story games with subtitles so I can interpret dialogue better and in turn enjoy the story more. Most Valve games have closed captions so that they can be experienced by a wider range of people, you can read about how they do it here.
Moving back to vision, after a short search I have discovered a surprisingly large amount of audio games for blind people. You can find some here. Here’s a post on polygon that gives details in the new world of blind games. I also discovered the need for game control diversity after reading Sae’s blog post. I was not aware of the importance of sensitivity sliders and control remapping. After reading I don’t know why I couldn’t see it, the need for customization always seemed like a personal preference rather than a need to me. But I was not considering those who had limits on their mobility into account. There are many games that let you remap your controls on the PC however, console gamers are often limited to a few option, if any at all. Lastly, field of vision is important as to player experience and maintaining a wider audience in the games industry as well. Many player can experience motion sickness when forced to play a game with a locked field of vision and can force them to stop playing for a time if not all together. A post by PC invasion explains the importance of FOV options and the effects FOV has when it cannot be customised.
And this is just a few thing that games have been doing to accommodate more people. This isn’t even dipping into the world of race, sexuality and gender. There is many more amazing things that have been done to accommodate and accept everyone in not just games but cinema and web design and beyond. The world is becoming more accepting, but still has a lot further to go.