Wednesday, June 24, 2020

Let's talk about accessibility.

Hey all. It's been awhile, hasn't it? First off, I haven't been ignoring here. Far from it, actually. I have been hard at work on my Hellblade/Silent Hill essay, and it's taking a tole for sure. I normally am open about mental health issues in video games and even with myself, but talking about it and digging super intensely can sometimes be taxing. So I take small breaks here and there. But right now, I've been using that time to play some-wait for it- video games! But at the moment, i'm focusing strictly on the biggest title right now, The Last of Us Part II. As a fan of the first game, I am enjoying the extended gameplay and character development-so far. At the moment, I am only around six to nine hours into the game, and due to my terrible video game OCD and need to collect everything, i'm taking my sweet time. 

But right now, I'm not going to talk about the game (even though I very much want to) but of something else related to the game; the options. Now, it's a weird thing to talk about when a lot of people, when hearing the word 'options', only think of things like subtitles and brightness features. And while The Last of Us has those, it also has something very different, but one of the most welcoming options menus I have ever seen in games-and one that can help shape the future of AAA titles for all big name consoles.

The Last of Us Part II: Accessibility features detailed ...
((image; playstation.blog.com))

When you start up The Last of Us Part II, you hear the ambient sounds of a boat strapped on the water in the background as the game throws it's first accessibility menu at you. On this screen, you are given the blanket options to change some parts of the game, with a 'more accessibility features in the option menu.' on that same screen. When you decide what blanketed accessibility changes, you get set in the main menu and continue your way to the options, and then the accessibility menu. And with that, the changes and options blow up.

You are able to change everything from holding down a button instead of rapid click for quick time events, to pinging for items in your nearest vicinity, to even shutting off puzzles and making it where, when prone, you are completely invisible to enemies. From changing controls to adding audio queues for everything from being on ledges, to an enemy spotting you, the abilities to change The Last of Us is practically endless. 

As a personal example, playing tense and white-knuckle action/stealth games like this have always been hard for me. Due to my own anxiety, my hand shakes and fire fights become hard and honestly aggravating. It makes me not want to play a game, or as i'm doing in this title, collecting everything. I get annoyed I missed an item or items used to help upgrade my character or weapons. Not with this one. I have tweaked the accessibility options and the normal ones to make a game that I am having a blast playing, and one where I feel like I have actually edited the game to make it seem like it was tailor made for me. And I can one hundred percent give credit to the options for allowing me to do that. 

The Last of Us 2 How to Turn off Text to Speech Voice- Attack of ...
((image; attack of the fanboy))

Now, I will be the first to say that these options were not made for me, far from it. Games, for the longest time, have talked up and down about how they are made for everyone to get into. But a lot of the time, that doesn't lean towards players with physical disabilities. People with vision problems, cognitive disabilities and even movement issues. The game handles anything from remapping controller support and even changing colors of characters, enemies, etc. Naughty Dog took their time to support those gamers who have roadblocks, even when the gaming industry claims their titles are for everyone. 

But with options such as these made for everyone, why doesn't every game do this? It's a question that, honestly, we shouldn't be asking. We should be doing. As the industry says, games are for everyone. And if that means taking time out of game development to work in those options to make them playable for everyone, then go for it! I can't begin to talk about how long it took Naughty Dog (Full disclosure, I do not work there nor do I know anyone who does) to add these options, but the fact they did it is something to respect them for. With everything going around about the company, that's one thing we can all have the same general consensus on; all games need accessibility options the same way The Last of Us Part II has and it is a step ahead when it comes to making games for accessible for everyone, just as they were intended for.

Hey guys! Thank you for being patient as I write this huuuuuuuge essay about Hellblade and Silent Hill. I have been taking a break as it's been a lot so far, but the essay is going great and almost in the editing phase! But, in between that, I wanted to write a short essay on what I've loved so far in The Last of Us Part II. I am absolutely loving the game so far and I have so much I want to talk about, but i'm refraining myself until I'm done! But for now, I'm so excited to talk about these options that ND made to push the industry forward in the right way. If you wish to help support the accessibility of games for everybody, I highly suggest checking out https://ablegamers.org/ and reading up! Thanks again guys!