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Think about your favorite video game. If you lost your sight tomorrow,

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would you still be able to play it? What about your hearing? Or the dexterity in your hands?

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Anyone can be a gamer, at least in theory, but historically, very few games were designed

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to be played by everyone. These days, developers are using some cool tricks

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to bridge the divide. And we're not just talking about closed captioning,

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but also settings that change the actual gameplay.

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But to appreciate these, it helps to understand what gaming was like

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in the olden times. Due to the limitations of early gaming technology,

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designs were simple and rather inflexible. Games like Pac-Man and Space Invaders

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had high contrast visuals, straightforward gameplay, no dialogue,

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and a minimal number of possible inputs, which meant they happened to be somewhat accessible.

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Games like these were fine for people with moderate low vision, developmental delays,

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or learning disabilities, even if that wasn't at the front of the developer's minds.

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There's not a lot of tactical complexity to a game like Pong.

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You move the paddle up, then down, then up again, if you're feeling cheeky.

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Compared to a modern controller, the big buttons of an arcade cabinet

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don't demand a ton of precision. And you can see some common design themes

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between old arcade controls and specialized peripherals,

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like the Xbox Adaptive Controller, and its assorted plug-in accessories.

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But some of those old games were also highly visual,

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fast-paced, and they had no real easy mode.

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A problem for people who are nearly or completely blind, and for people with more profound, fine motor challenges.

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Even something as common as arthritis can seriously impact a player's ability

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to engage with genres like first-person shooters and rhythm games.

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As gaming matured, we started to see gamers getting more options for how they'd interact with their games,

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things like adjustable difficulty settings, simultaneous text and audio dialogue,

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and lightweight ergonomic controllers. But these weren't true accessibility options,

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as much as they were basic quality of life measures that improved the gaming experience

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for a much larger population than just disabled gamers.

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For example, assistive settings like tutorials and story-only modes were designed

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to help new and inexperienced players, but they also help gamers

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with physical and cognitive disabilities. While these helpful options have been with us

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for a long time, they've often been implemented haphazardly, or as an afterthought,

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because it was left up to individual developers to decide whether or how to include them.

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Unsurprisingly, those developers rarely got it right the first time.

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A good example is the original Assassin's Creed, which has a score of 3.3 out of 10 on CanIPlayThat.com

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because it has no option for subtitles, despite being released in 2007.

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Subtitles had been invented. Only two years later, the second Assassin's Creed

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had both subtitles and fully voiced lines in five different languages.

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Many. Now, many, many, many games later into the same franchise,

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the accessibility options for Assassin's Creed are extensive, albeit imperfect,

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and players can separately control the difficulty level for different aspects of the game,

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like combat, exploration, and stealth, taking into account cognitive, motor, vision,

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and hearing challenges. And Ubisoft has been far from the cutting edge

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when it comes to accessibility. Compare Naughty Dog, for example, who released The Last of Us in 2013

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with visual cues for important sounds, highlights for small, hard to notice pickups,

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and the option to change handwritten notes to more readable, plain text.

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2020's The Last of Us Part II was especially ambitious,

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including text to speech, fully remappable controls,

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a high contrast mode, labeled subtitles, indicating who is saying what,

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a glossary of game-important audio cues, screen magnification, auto-aim, and navigation assistance.

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In fact, Naughty Dog promised that blind players could play through the entire game without sighted assistance.

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Which many did? Naughty Dog, more like well-behaved dog,

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if you don't count the crunch. But Naughty Dog and Ubisoft are large, established game developers.

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How are small, independent studios supposed to provide the same level of accessibility?

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And how are studios small and large, implementing features specifically designed

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for disabled players? The truth is that a lot of the push for accessibility in games

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came from, naturally, disabled gamers themselves.

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A lot of experimentation in both software and hardware

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came from independent programmers and hardware developers

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looking to serve a niche community, often because they or someone they knew

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wanted to play video games, but couldn't. It's hard for an able-bodied developer

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to imagine in a vacuum all the barriers disabled gamers might run into.

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Never mind how to address those barriers. That's also why the PC,

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with its plethora of specialized peripherals and open standard connectors like USB,

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has been the machine of choice for many disabled gamers.

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The Adroit Adroit Switchblade Controller,

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which allowed gamers with limited mobility to play on the Xbox 360,

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was originally developed by Abel Gamers, a non-profit organization dedicated

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to accessible video games. Abel Gamers was founded by Mark Bartlett,

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whose best friend was slowly losing her ability to play EverQuest due to multiple sclerosis.

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It was only after the launch of the Adroit Switchblade that Microsoft took notice and tapped Abel Gamers

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to help make the Xbox Adaptive Controller.

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But the good news is that the push for solutions has already led to some useful features

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like screen magnification for low vision, altered color schemes for different kinds of color blindness,

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and haptic feedback as a replacement for audible signals.

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Any new feature a developer implements is going to take time and effort,

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but open, well-documented developer resources

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can shave down that workload and make it more realistic for small teams

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to implement some of these solutions. Some of the past reluctance

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to fully implement certain kinds of accessibility options

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like adjustable difficulty settings, aim assist, automatic navigation,

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and glowing visual guides comes from concerns about cheating,

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as well as a certain stigma common to the mainstream AAA sector,

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a get good gatekeeping mentality that wants to preserve the perceived exclusivity

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of especially challenging games.

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Dark Souls, from software. Some games don't even allow the player

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to finish the game on easy mode. For an extreme example of this,

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Twisted Metal 2 from 1996 has an easy mode

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that ends after the first boss, telling players no losers allowed beyond this point.

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You must switch to medium or hard to continue. Because how dare you try to have fun?

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Another concern is that, well, certain changes to a game

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might turn it into a wholly different experience. The accessible version of The Last of Us Part 2

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is still a poignant and brutal narrative experience

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thanks to the thoughtful work of its developers. However, if you took a game like Getting Over It,

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an experience that is fundamentally about accepting the frustration

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that comes with having to start over from zero, and you made it impossible to fail,

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well, then you haven't made a game accessible, you've made a completely different game.

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Instead, Getting Over It has options for using a mouse, a joystick, or a touchscreen,

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allowing flexibility, but still retaining the spirit of the experience.

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A big part of what makes games fun is the catharsis of overcoming a significant challenge,

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especially a challenge that is difficult or impossible for less dedicated players.

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But being unable to participate in a game because you are physically unable to play

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is a fundamentally different challenge than the one that was intended.

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And there are a lot of accessibility options that do not necessarily eliminate challenge

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for their intended users. For example, the Quadstick is a controller

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specifically designed to allow tetraplegic players to game using their mouth.

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And honestly, if you can't get a kill streak and cod with just your lips, are you even a real gamer?

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The fact that gaming is a more participatory experience than watching a movie or listening to music

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complicates the goal of a universally accessible experience.

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But it also means that games can provide experiences that might otherwise be out of reach

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for people with disabilities. For example, it's often much harder

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for wheelchair users to leave the house, which can be extremely socially isolating.

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Online video games can be a great option for shared social experiences,

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despite those physical barriers. There are still financial barriers, however,

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as adaptive controllers can be prohibitively expensive.

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And it's not all about adapting existing games to suit disabled gamers.

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Audio games are entirely blind accessible by default,

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using just audio and haptic feedback to communicate with the player.

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A recent popular example is The Vale, a story about a blind adventurer

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where the player has to navigate and even fight and dodge enemies using only auditory cues.

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These kinds of games often use binaural audio recording, which uses two microphones specifically positioned

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to give a sense of 3D space. So the player can tell whether a sound comes from the left

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or right, front or back. If you're wondering what the game looks like,

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well, we would show you some gameplay footage, but well. In the end, we're probably never going to live in a world

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with perfectly accessible games, but there's a lot of low hanging fruit

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and great new ideas when it comes to making gaming a hobby for everyone.

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And my thanks to everyone who watched this whole video.

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Like the video if you liked it, dislike it if you disliked. To check out our other videos, we got lots.

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