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AAA Gaming While Blind

What the talk teaches

  1. Blind players were already playing, through commentary, 3D sound, engine pitch, and rumble. They struggled at the points with no audio or haptic cue: Madden's kick meter, UFC's ground game, NHL's puck drop.
  2. Click per menu step, a sound when a hit lands. Feedback on every action tells a player where they are and what happened.
  3. Menu wrapping. A list that jumps from the last item back to the first, with nothing to say so, loses a blind player. Two fixes: do not wrap, or signal the wrap, with sound or rumble.
  4. Deterministic menus. Ads and promotions that show up only sometimes change a menu's size and where things are.
  5. Rumble patterns carry information. In Madden NFL 18, at the snap a short single rumble means a pass, a long one a run, a double one the kick meter, which then has rumble zones for power and accuracy; the ball leaving a hand (snap, pass) rumbles too. Players no longer need to memorise the long play-calling menus.
  6. Two motors, two messages. A UFC developer made the right motor mean a high strike and the left a low one, with intensity for how close the opponent is. Rumble needs no audio file, no loading and no performance cost.
  7. Per player. The extra haptics follow the profile signed in on that controller, so the person beside you can have them off; sound comes out of the shared TV. Deaf players turned the haptics on too.
  8. Fail forward. Longshot's quick-time events that a blind player cannot do let the story go on after a few failures in a row.
  9. Never regress. Accessibility that exists must be kept; anything touched must get better.
  10. Text-only guides. Key-by-key instructions ("right four times, then down two"), no tables (screen readers mangle them), tested with Narrator or VoiceOver. Ask the audience (audiogames.net) and stay in problem space.

What the kit took

Measured

What it did not take, and why