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Apple is now seeking damages from Epic Games over breach of contract

Apple isn’t sitting idly by as the legal battle between it and Epic Games continues to gain momentum. The iPhone maker has now filed counterclaims against Epic Games accusing the company of breach of contract and asking the court to award Apple damages due to that alleged transgression.

The exact size of those damages is unknown currently, likely due to the fact that Apple is asking the court to award it a slice of the money Fortnite brought in with Epic’s unsanctioned payment method on iOS. In addition to damages equal to what Apple categorizes as Epic’s ill-gotten gains, it is also seeking a permanent injunction that would block Epic Games’ payment processing service on iOS.

It’s a reaction that goes right to the source of the current dispute between Apple and Epic, a dispute Apple says in today’s legal documents took the form of a well orchestrated “sneak assault on the App Store.”

That alleged sneak attack took the form of a quiet Fortnite update that gave players the ability to bypass Apple’s official in-app payment methods, thus locking Apple out of its usual 30 percent revenue cut. Apple responded that same day by pulling Fortnite from the App Store for violating its App Store Guidelines causing Epic to rapidly file the lawsuit against Apple it had ready and waiting accusing the company of anti-competitive behavior. 

Epic maintains that Apple’s refusal to allow external storefronts or payment methods on iOS is anti-competitive behavior. Meanwhile, Apple moved to revoke Epic Games developer account over the violation, a move it says is standard but Epic saw as retaliation as it would impact its properties beyond just Fortnite. Currently, a temporary restraining order is preventing Apple from removing some aspects of Epic’s developer dealings (specifically the ones that relate to Unreal Engine) as the court begins to mull over Epic’s full injunction ask.

The entirely of this latest filing echoes much of what Apple’s said since the beginning of those whole affair: that Epic has benefited immensely from Apple’s App Store and technology and that its cries of anti-competitive behavior stem from its own desire to make money from Apple’s platforms.

“There is nothing anti-competitive about charging a commission for others to use one’s service,” argues Apple. “Many platforms—including Epic’s own app marketplace and Unreal Engine—do just that.” 

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Google distances itself from Epic versus Apple legal dispute

Google is trying to distance itself from the ongoing legal battle between Epic Games and Apple

As judges attempt to determine whether Epic’s dispute with Google is related to the Fortnite maker’s other dispute with Apple, Google has advised the two cases “should not be related.” 

The company claims the cases “lack the requisite ‘substantial’ parity in parties, transactions, and operative facts,” and notes that there are a number of key differences between the iOS marketplace and its own Google Play storefront. 

“Android and iOS compete to attract app developers and end users, but the conduct underlying their competition – and at issue in these two separate sets of lawsuits – is distinct,” reads the filing, uploaded to Scribd

“While Apple’s iOS allows the distribution of apps only through Apple’s proprietary app store, Android devices, in contrast, can have multiple app stores simultaneously pre-installed or downloaded and allow for end users to side load apps via the Internet. 

“That means Android app developers can distribute apps through multiple Android app stores, work directly with original equipment manufacturers (OEMs) or carriers to preload apps, and distribute apps to users directly from their own websites. 

“As a result, Apple and Google each have their own separate and unique negotiations and contracts with app developers and original equipment manufacturers. These fundamental differences in the way Apple and Google support app distribution create key distinctions in the claims and defenses in the iOS/Apple Cases and Android/Google Cases.” 

Essentially, Google is doing everything it can to differentiate its own policies and practices from Apple’s, and while the two platforms are undeniably different in their approach, Epic still claims Google employs “anti-competitive” Android polices that stifle meaningful competition. 

For instance, while Google does allow other developers to host their own storefront on Android, Epic posits that the company puts software downloadable outside of the Google Play Store at a deliberate disadvantage.

“After 18 months of operating Fortnite on Android outside of the Google Play Store, we’ve come to a basic realization: Google puts software downloadable outside of Google Play at a disadvantage,” said Epic, commenting on Google’s practices back in April 2020

“[Google uses] technical and business measures such as scary, repetitive security pop-ups for downloaded and updated software, restrictive manufacturer and carrier agreements and dealings, Google public relations characterizing third party software sources as malware, and new efforts such as Google Play Protect to outright block software obtained outside the Google Play Store.”

You can read Google’s full response to the Judicial Referral over on Scribd.

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EA removes intrusive ads from UFC 4 following fan complaints

EA has removed a variety of intrusive in-game advertisements from UFC 4 after being inundated with fan complaints. 

As noted by Eurogamer, a number of players took issue with the almost full-screen adverts, which would appear at the beginning and end of replays, after one Reddit user highlighted the contentious design choice on the ‘asshole design’ subreddit. 

As this video shows, the large adverts (also pictured below) would flash onscreen to bookend in-game replays, and while EA claims these sort of ad placements aren’t new to the UFC franchise, the implementation is hardly subtle.

It’s also worth noting that EA turned on the ad placements post-launch, meaning critics weren’t able to comment on them during the initial release window. 

Explaining its decision to enable and subsequently remove the adverts from UFC 4, EA said it believed the adverts were par for the course for the franchise, but said it valued player feedback and wouldn’t be reinstating them in the future. 

“Earlier this week, the team turned on ad placements in UFC 4 that appeared during the ‘Replay’ moments in gameplay. This type of advertising inventory is not new to the UFC franchise, though we have typically reserved displaying ads to specific main menu tiles or Octagon logo placement,” reads a company statement sent to Eurogamer.

“It is abundantly clear from your feedback that integrating ads into the Replay and overlay experience is not welcome. The advertisements have been disabled by the team and we apologize for any disruption to gameplay that players may have experienced.

“We realize that this should have been communicated with players ahead of time and that’s on us. We want to make sure our players have the best possible experience playing UFC 4, so ad integration in the Replay and overlay experience will not be reappearing in the future.”

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Epic is attempting to have Fortnite reinstated on the App Store

Epic Games will attempt to have Fortnite reinstated on the App Store by filling a preliminary injunction against Apple on September 28, 2020. 

It’s the latest maneuver in an ongoing legal dispute between Epic and Apple, which began when Epic added an unsanctioned payment method to Fortnite on iOS, prompting Apple to remove the title from its marketplace for breaching platform guidelines.

Apple had also threatened to block Epic from accessing its development SDK, effectively spelling the end for Unreal Engine titles on Mac and iOS devices, but the move was blocked by a U.S. District Court Judge who granted Epic’s request for a temporary restraining order against Apple

Now the company intends to force Apple to allow Fortnite back onto the App Store by filing an injunction that would prevent the iPhone maker from taking further action, while also rolling back the current restrictions. 

“Epic Games, Inc. will move this Court pursuant to Federal Rule of Civil Procedure 65 for a Preliminary Injunction: restraining Defendant Apple Inc. from removing, de-listing, refusing to list or otherwise making unavailable the app Fortnite or any other app on Epic’s Team ID ’84 account in Apple’s Developer Program,” reads the notice of motion filed by Epic. 

Epic contests that Apple is inflicting “irreparable damage” to its reputation by blocking Fortnite, harming its business and the game itself, while simultaneously impeding its ability to compete with Apple by offering “competitive app distribution and competitive payment processing on iOS.” 

“By removing Fortnite from the App Store, Apple has cleaved millions of users from their friends and family in the Fortnite community, which entirely depends on connectivity. The user outcry has been deafening, showing real harm to the public interest,” explains Epic. 

“Daily active users on iOS have declined by over 60 percent since Fortnite’s removal from the App Store. And removal already has resulted in a loss of goodwill and irreparable damage to Epic’s reputation. The continued loss of Fortnite as a gathering place for users on all platforms will lead Epic’s customers to defect. Epic may never see these users again.

“Epic is ideally situated to challenge Apple’s restrictions. Epic is a would-be direct competitor of Apple in the relevant markets, ready to offer competitive app distribution and competitive payment processing on iOS. 

“To enable Epic to carry out this challenge without suffering irreparable harm from Apple’s retaliation in the interim, Epic respectfully requests that the Court grant its motion for a preliminary injunction to stop Apple from retaliating further and to undo Apple’s retaliation to date.”

You can hear Epic’s argument in full by checking out the (rather lengthy) court filing. It’ll be interesting to see how the motion is received, considering one judge has already quashed Epic’s claims of irreparable harm relating to Fortnite after finding the current situation is one of its own making.

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The Witcher 3’s next-gen debut promises free upgrade for current-gen owners

The Witcher 3 is joining the growing list of games that plan to bridge the generational gap, and notably the 5-year-old title isn’t charging current-gen owners a penny to upgrade to the next-gen version. 

CD Projekt Red announced today that it’s working on an upgraded version of The Witcher 3: Wild Hunt that brings the game to the PlayStation 5 and Xbox Series X generation with some added visual and technical improvements. 

In addition to promises of ray tracing and faster loading times for the base game and expansions alike, CDPR has also revealed that the souped-up next-generation version will be a free upgrade for anyone that already owns the game on Xbox One, PlayStation 4, or even PC. 

Even half a decade after its release, The Witcher 3 remains a top earner for CD Projekt. While its possible the November launch of CDPR’s Cyberpunk 2077 will finally dethrone The Witcher 3 in terms of revenue, this announcement gives the saga a chance to push forward even after players start transitioning over to new Xbox and PlayStation consoles later this year.

More and more studios are announcing next generation overhauls for their current generation (or, in the case of Grand Theft Auto V, last generation) games as we near the Holiday 2020 new console debut. In some cases, studios are moving forward with pay-to-upgrade or even free upgrade pathways for those re-releases, though some studios like Control dev Remedy Entertainment have received some criticism over the announced upgrade requirements (via The Verge).

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Blog: The hidden art of pacing – Part 2

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


“Putting into play” originates from the site Narrative Construction, whose goal is to offer a hands-on approach to the design of an engaging and dynamic game system from a narrative and cognitive perspective. The series illuminates how our thinking, learning, and emotions interplay when the designer proceeds from scratch to reach the desired goal of a meaningful and motivating experience.

If you would like to read the first part, here is the link to The Hidden Art of Pacing 1 (3)

Driving a car is often used as a metaphor to describe the pacing of accelerating and decelerating information. The art of pacing examines how you can inconspicuously engage the receiver’s thinking and the strength and speed at which the receiver processes causal, temporal, and spatial networks. In doing so, you make it possible to utilize the drive behind the motivation to understand. This was something I became aware of when I moved from scriptwriting to game design. Evident was the difference between engaging and motivating someone. It elucidated the balancing of providing and withholding information, which deepens the experience, emotions, and expectations of the receiver.
Continue reading Blog: The hidden art of pacing – Part 2

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Don’t Miss: Deaf accessibility in video games

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


When/How to use Deaf Accessibility Tools

According to the World Health Organization (2016), over 360 million people in the world have mild to profound hearing loss. To narrow down further, approximately 48 million Americans have some degree of hearing loss. That is roughly 15% of the population who are hard of hearing or deaf. And that’s a lot.

Within the video game industry, we strive for players of all backgrounds to enjoy our games, including but not limited to those who are d/Deaf and hard of hearing (d/Deaf/HoH). So how can we make our games more accessible?

The two major tools to promote deaf accessibility in video games are (1) subtitles/captions and (2) visual cues. This basic guide will define the tools and outline when/how to integrate them into game design (tl;dr at the end).

  • Subtitles and Closed Captions:
    • Subtitles vs. Closed Captions
    • Best Practices
  • Visual Cues
  • Integrating Deaf Accessibility Tools into Video Games
    • Why should the tools be added?
    • When should the tools be added?
    • How should the tools be added?

Summary: Subtitles = Dialogue // Closed Captions = Dialogue + Sound Effects

Subtitles

Subtitles derive from text within a written script or spoken dialogue. As a tool, subtitles are designed under the assumption that the user is hearing. Still, there are many benefits to subtitles for both hearing and d/Deaf/HoH individuals. For example, if the dialogue is in another language, subtitles can provide a thorough and accurate translation for non-native speakers. Here is a quick example.

Hearing individuals will use subtitles for varying purposes, including but not limited to understanding poor audio quality, heavy accents, and dialogue in a noisy environment. Additionally, subtitles serve a functional purpose for those who are watching a video on their lunch break at work or trying not to wake a baby.

Generally, subtitles can also assist in comprehension. If content is designed to be informative (i.e. a lecture or “how-to” video), subtitles can provide extensive technical information in written form to assist users in following along with the dialogue. Additionally, users find that subtitles help with following a story by alleviating concentration fatigue. They also improve literacy, which is an added plus.

A friend recently joked that once he turned on subtitles in Red Dead Redemption 2, he found that he could never go back to playing games with the subtitles off. Subtitles complimented the game audio and dialogue, as well as assisted him in comprehension.

His experience is reflected by recent data released by Ubisoft, which shows that 95% of Assassin’s Creed Odyssey and 97% of Far Cry: New Dawn players kept subtitles on.

A man on a horse during the night. Text reads, Micah: Quite a business...

Red Dead Redemption 2 (2018)

However, though subtitles are helpful for deaf and hard of hearing individuals, it does not immediately equate to equal access.

Closed Captions

The term “closed captions” is often used interchangeably with subtitles, but both features are different. Closed captions, often displayed as [cc], are intended to not only accommodate for dialogue, but also other sound effects. Oftentimes, closed captions will include indicators for music or background noise (i.e. explosions, gunshots, breaking glass, etc.). As a tool, closed captions are designed under the assumption that the user is deaf or hard of hearing. The intent of the tool is to provide equal access to d/Deaf/HoH individuals.

 

It’s a Dog’s Life With Bill Farmer (2020): Two examples of closed captions from a Disney film.

If there is a sound effect or if something occurs off-screen, then captions will include a written cue to notify deaf and hard of hearing individuals.

The main benefits of closed captions is that they provide additional context and therefore, improve immersion for d/Deaf/HoH individuals. Users are able to focus more on the story and content, rather than spending their time trying to decipher subtitles and wondering what they might have missed.

NOTE: In the entertainment industry, captions are categorized as either open or closed. What makes them “closed” is that a user can toggle the captions on and off, whereas “open” captions are embedded in the product and cannot be turned off. In the video game industry, captions are almost always categorized as “closed.”

Best Practices for Subtitles and Closed Captions

Now that we know the difference between subtitles and closed captions, how do we add them to a game? The rule of thumb is to consider the following:

Accuracy: Within the FCC closed captioning rules, it states that all spoken words in dialogue needs to be accurate to the fullest extend possible. Keep in mind that scripts may not be the end product, as voice actors may add their own dialogue. If the team is strapped for time, RevGoTranscript, and Ai-Media are popular closed captioning services. However, game companies are still responsible for formatting.

Labels: Given the nature of video games, the text should always label the speaker(s). Typically, it’s recommended that speakers are labelled using all capital letters. Other designers will use color-coded names to indicate speakers. Just make sure that it is consistent. Additionally, if the speaker is off screen, use an arrow to indicate dialogue is occurring out of view.

Here are some examples:

< SUSANA: When I know more, I’ll let you know.

JAMES: What are you doing?

MAN: I don’t want to do that now.

BOTH: We want to play too!

ALL: Happy birthday, Timmy!

If the same speaker is continuing on to the next line or in a fresh set of subtitles/captions, the speaker does not need to be labelled.

Intonation and emotion: When applicable to the dialogue, intonation and emotion can be labelled within the text. The format is as follows:

(SLURRED): But I love you!

JAN (WHISPERS): Don’t let him near you.

Another option is to integrate intonation and emotion into the displayed text. For example rather than labelling text as (STUTTERS) it can be displayed as JOHN: I’m g-g-going home. Here are some other examples:

Everything that matters…is a mystery

What do you think you’re…?!

You mean you’re going to marry him?!

It’s a BOOK, damnit!

Lastly, a single subtitle/caption can indicate critical intonation that is not affiliated with a speaker.

APPLAUSE DROWNS SPEECH

LONG PAUSE

For additional technical examples, please check out the BBC Subtitle Guidelines.

Accents: Only indicate an accent when it is critical to the dialogue. Text can be displayed as

Steve [AMERICAN ACCENT]: I don’t know what you mean.

Screenshot from the Office. Steve is captioned, stateing Yeeaacck! TMI. TMI, my friends.

The Office (2005)

Music: Always label music and it’s source. For instance, if someone is whistling a tune, text should read HE WHISTLES AN UPBEAT TUNE. When applicable, describe incidental music using the following format:

MUSIC: “God Save The Queen”

Designers can also combine music source with incidental music, such as JOHN HUMS “God Save The Queen”. If there isn’t a source and the song name is not necessary, music can be labelled: EERIE MUSIC or UPBEAT MUSIC. Label mood music only when required.

Sound Effects: For closed captions, critical sound effects should be properly labelled in the text. The BBC rule of thumb:

  • Sound effects should be capitalized
  • Describe the sounds, not actions (i.e. GUNFIRE)
  • Subject + verb should be brief (i.e. FLOOR CREAKS)

Hamilton the music screenshot.

Hamilton (2020): The speakers are indicated and the text is properly labelled being sung.

Font: The font should be simple and legible. Rev recommends the following fonts: Lucida Grande, Arial, STIXGeneral, Verdana, Helvetica Neue, Times, and Futura. Essentially, any standard document-style font.

Size: Make sure the size is appropriate (and can be properly viewed from a couch). Well-researched standards state that the font size needs to fit within a minimum line height of 8% of the active video height. Other game experts recommend size to be a minimum of 46px for a 1080p screen and allowing scaling both up and down from there.

Image showing line height being 8% of active video height, character height being sized to fit

BBC Guidelines (2020): 0.5em = 8px

Text background: To improve legibility, the text should always contrast with the background. To assist with contrast, it is recommended to include a text background (opacity 50%) to accentuate text. On both sides of each line, the rectangular background should have a 8px gap (as seen above).

Color: BBC guidelines recommend that subtitles/captions should be white, yellow, cyan, or green (in order of priority). Colors can also assist in distinguishing names and other core concepts within combat. Just make sure to not go overboard and be mindful of colorblindness.

A an on a rope sliding down an open crater. Text states, JD: All right, Control. We're going in.

Gears of War 5 (2019): An example where the text is an appropriate size and the background properly contrasts with the text to improve legibility.

People looking a the screen in a laboratory. Text is illegible.

Wolfenstein II: The New Colossus (2017): An example where text is too small, the contrast between the background and text makes it illegible, and the speaker is not labelled.

A mansion with text over it, but both are a similar brown green color.

Darkest Dungeon (2016): The text is not a standard color and does not contrast with the background, making it illegible.

Positioning: Traditionally, text is horizontally displayed on the bottom of the screen. Depending on the interface, it may be helpful to move the text to another location. Just make sure that the text is not obstructed by the gameplay and vice versa, as according to FCC guidelines on positioning.

Length: d/Deaf/HoH users utilize active reading skills, as they constantly need to flick their eyes between text and the gameplay. Therefore, do not present too much data all at once, as users should be able to easily read along with the dialogue. Again, BBC states that only two (at most three) lines should be displayed at a time and a single line should not exceed 38 characters.

Break at natural points: Text should always break in logical points. Ideally, a line should be broken in the event of punctuation or the changed speakers. If the game requires split speech, it is advised by experts to avoid splitting in the event of a(n):

article and noun (e.g. the + table; a + book)preposition and following phrase (e.g. on + the table; in + a way; about + his life)conjunction and following phrase/clause (e.g. and + those books; but + I went there)pronoun and verb (e.g. he + is; they + will come; it + comes)parts of a complex verb (e.g. have + eaten; will + have + been + doing)

BBC Guidelines (2020)

Left, right and center justification can be used to identify sound location or speaker. Just make sure breaks also need to consider eye-movement.

text for left and right reads We all hope you are feeling much better. Left has an x, and right have a check.

BBC (2020) example of an unnatural line break.

A woman holding a walkie talkie, stating Jonah I'm here. Just a little stuck. Uh-- a rock pinned my [UNNATURAL BREAK IN LINE] leg.

Shadow of the Tomb Raider (2018): An example where the text is properly contrasted and easy to read, but includes an arbitrary, unnatural line break.

TimeWhen text appears on the screen, users should have an ample amount of time to read the text. Generally, users can read 160-180 words per minute. Channel 4 recommends a rough estimate of 2 seconds per line. But when adding combat or character movement to the equation, it is safe to say that readers may have a decreased reading rate. Since there isn’t data on this topic yet, be ready to have playtesters available. Additionally, as users cognitively adjust to the game’s subtitles/captions, make sure that the display time is consistent.

Synchronization: The text within the subtitles should always match what is happening in the gameplay. According to FCC guidelines, text should be displayed with corresponding dialogue and sound effects “to the greatest extent possible.” It wouldn’t be fun to read a spoiler before it happens on the screen.

A man with a long chin stating a lot of text that is difficult to read.

Outcast – Second Contact (2017): The text is too long for users to read and comprehend in an appropriate amount of time, thus slowing down gameplay.

A warrior staring off into the distance. Text reads, LEONIDAS: I would have liked to have gone fishing with my son.

Assassin’s Creed Odyssey (2018): An example of text that is presented at an appropriate length, uses a clear text color with a suitable background contrast, and properly identifies the speaker.

Directionality: When possible, always indicate the direction of the dialogue, music, and sound. It can be as simple as an arrow point left or right. 

A Minecraft screenshot that includes directional subtitles on the righthand side.

Minecraft (2020): An example of closed captions indicating the location of the sound using or >.

Consistency, consistency, CONSISTENCY: Whether the team decides to use colors or brackets, make sure text is consistent. Doing so will ensure intuitive use for the product.

Visual cues

Games require a large amount of information to be translated to the user. The most commonly utilized method for helping a user understand and react to a game’s mechanics or intent is through the use of visual cues. Essentially, visual cues are used within game design to notify users of pertinent gameplay information so that the user may make informed decisions. 

For deaf and hard of hearing users, visual cues are the key to success.

Valorant (2020): An example of a user taking damage and the game notifying the user through a damage directional indicator.

Visual cues can come in many shapes, sizes, colors, and forms. More often than not, designers will use visual elements that users are already familiar with, as doing so will make gameplay intuitive for users. Depending on the gameplay and designer’s intent, visual cues are often accompanied by a sound cue and at times can be subtle.

Some common examples of visual cues include:

  • Damage directional indicators
  • Pathfinding hints
  • Timing cues during combat (i.e. glint on weapon before a swing)
  • Highlights over loot and drops.

Remnant: From the Ashes (2019): An example of a user being visually notified of drops.

Now that we know about the tools to promote deaf accessibility, what do we do with them? It’s hard to say “these types of games should have these types of features” since genres are very much blended together. However, here are some general design suggestions.

Why should the tools be added to the game?

When it comes to Deaf Accessibility, there is no single solution. It’s easy to add closed captions and call it a day. But accessibility involves interactive and integrated design.

For example, only adding closed captions does not immediately equate to Deaf Accessibility. Hearing people’s processing speed index benefits from both visual and auditory processing. However, from d/Deaf/HoH individuals, auditory processing is decreased or removed from the picture.

To create a more accessible product, designers will need to add additional visual information to assist with d/Deaf/HoH processing. The downside of only including closed captions is that active reading takes up a large portion of cognitive flexibility. This might work for TV or movies, but video games require player engagement. What if the gameplay is unpredictable and includes lots of sounds? For d/Deaf/HoH users, they’re forced into a multi-tasking dilemma and oftentimes, experience cognitive overload. They do not benefit from the interconnection between auditory and visual processing.

This is why the Deaf Accessibility tools are critical and, more so, why there needs to be healthy balance of both subtitles/captions and visual cues.

When should the tools be added to the game?

Accessibility should always be considered in the early stages of development. The reasoning is that oftentimes, foundational design choices prevent the application of accessible features.

Within the game development pipeline, a game typically goes through five stages: concept, pre-production, production, launch, and post-launch. In pre-production, timelines are made, storylines are drafted, gameplay mechanics are determined, and level design is established. The game is taking shape and details are being defined.

Arrows indicating the process: concept, pre-production, production, launch, and post-launch.

Deaf accessibility tools need to be integrated during this pre-production phase. Once the game enters production, it is extremely difficult to go back and say, “Hey remember all those sound effects we made? Turns out they aren’t accessible to deaf people.” Sure, it’s easy to add some subtitles, but what about all the other sound cues? There will be a lot of backtracking and last-minute, imperfect solutions might be implemented.

To hold the development team accountable, it is advised to hire a full-time accessibility manager or specialist. Doing so will create a common language, understanding, and discourse that strives towards lasting changes and informed decisions. Of course, if the studio is small, then there is the option of hiring an accessibility consultant. Additionally, it may be helpful to designate one designer who actively researches accessibility and is in charge of holding others reliable. However, a full-time specialist is the most ideal route.

How should the tools be added to the game?

To answer this question, I will walk through some examples and scenarios.

What to do with a story-driven game.

If the gameplay is intended to be story-driven with extensive dialogue, then the designers need to create thorough, comprehensive closed captions.

Two women speaking with eachother. Captions read: These are dangerous times. I'd hate to meet Hades without having tasted those lips.

Assassin’s Creed Odyssey (2018)

What to do if dialogue happens off-screen.

If dialogue occurs off-screen, closed captions can include a directional indicator to alert users of the source. For example, in The Last of Us Part II, combat is subtitled and includes a directional indicator to let d/Deaf/HoH users know their enemies’ location.

A girl with a rifle on her back. Text indicates to the left and states, WLF Soldier: This is dumb, we should be pushing in.

The Last of Us Part II (2020): The subtitles include a directional indicator.

What to do with a combat-driven game.

A major issue in combat-driven games is that off-screen events/alerts will occur, but will only notify the user through an audio cue.

To make combat-driven games accessible, there are generally three choices:

  1. Make a visual cue
  2. Caption it
  3. Make a visual cue and caption it

Making a visual cue is a quick and simple solution. For example, Sledgehammer Games includes a directional visual cue to alert users that there is a grenade off-screen that could be dangerous.

The user is defending a point. A red grenade icon is visible that is pointing behind the user.

Call of Duty: WWII (2017): Includes a visual cue that indicates that a grenade is behind the user.

If events/alerts can be expressed through text, closed captions are a viable route. To optimize gameplay, closed captioning should include directional indicators. However, be mindful of “info dumping” text on the screen, as too many closed captions during combat may cause cognitive overload.

Voicelines are captioned in the bottom center of the screen. Characters are labelled and accents/noises are indicated.

Overwatch (2018): Key voicelines are included as closed captioned to notify users that an ability is being used.

In other instances, a cue can be both visual and captioned. The benefit is that the user is alerted of off-screen events, while also receiving direct knowledge of what is causing the sound.

An arrow points to the right and is subtitled as "Explosion"

Far Cry New Dawn (2019): The off-screen “Explosion” visual cue is also captioned.

What to do with a combat-driven competitive game.

During a competitive game, users need to receive information as quickly and efficiently as possible. Typically, designers will use audio cues, as hearing individuals can subconsciously obtain information through subconscious, auditory processing. However, this does not work for d/Deaf/Hoh users.

The best course of action is visualizing sound effects. Fortnite uses a revolutionary visualization for all sound effects. Within the visualization, there are visual cues such as treasure chests, gliders, gunshots, and footsteps. Additionally, colors within the visualization helps distinguish which sounds are neutral vs. dangerous. Opacity is also used to indicate distance of the sound.

A ring in the center is indicating that there are two footsteps sound cues near by.

Fortnite (2017): Includes a directional indicator for treasure, gunshots, footsteps, and more.

How to improve player communication.

Team-based, first-person shooters are extremely popular these days and for many of these online games, they require player communication. However, voice chat is an obvious barrier for d/Deaf/HoH individuals. Users can use the text chat to communicate with each other or clarify information, but given the fast-paced nature of online games, this is neither efficient nor ideal. More so, text chat can inhibit users or place them at a disadvantage, as they spend more time reading/typing rather than searching for gear or engaging in combat.

One option is to include an integrated ping system. Having a precise and flexible ping system improves player communication, as users are able to quickly and efficiently provide information to their teammates. Plus, there are plenty of reasons people can’t or prefer not to speak in-game. Maybe their family is asleep, or they can’t afford a high-quality mic? Therefore, this is a universal solution that would not only benefit d/Deaf/HoH users, but also improve the game’s quality of life.

Apex Legends (2019): Showcases a three-dimensional, fully integrated ping system.

Another option is to convert speech to text. Though this solution is functional, there is a still chance the conversion is inaccurate due to poor microphone quality, background noises, accents, and incoherent speech. However, companies have proven it is good enough to show a substantial benefit for the d/Deaf/HoH communities.

Apex Legends' accessibility settings are shockingly good. Features voice to chat text and play incoming text chat as speech.

Apex Legends (2019): Users are able to convert incoming voice to chat text.

What to do if the game relies on music.

Music can be visually represented in gameplay. Though Cadence of Hyrule is a rhythm game, Brace Yourself Games cleverly integrates a visual-heavy interface that relies on visual-audio cues. Notice that enemies pulse with the music, creating a visual cue that alerts users of the next move. Here is a sample of the game. 

5 Minutes of Cadence of Hyrule Gameplay DIRECT FEED (Cucco Attack ...

Cadence of Hyrule (2019): The rhythm is visually illustrated in the below bar.

How to accommodate for different types of hearing disabilities.

There is no such thing as one d/Deaf/HoH diagnosis. Hearing can range from mild to profound hearing loss. Some people use hearing devices such as hearing aids or cochlear implants, while others do not. Some were born with hearing loss, whereas others lose their hearing later in life. Therefore, as designers, it is difficult to predict user experience and the needs of the user base.

To accommodate varying deaf backgrounds, it is recommended to include:

  1. Customization
  2. Hearing Accessibility Presets

Customization: In the entertainment industry, it is always recommended to allow users to customize their subtitles/captions. Every individual has their own individual abilities that a designer is not always able to predict. For example, some people need full solid black text background with no transparency, particularly when dyslexia comes into it. Meanwhile, others may find font edging intrusive or distracting.

By adding customization to the interface, the designer is enabling users to adjust their interface to meet their needs. Recent advocates support the use of a full slider, as it allows fine tuned adjustments.

It is essential that a customization menu includes a preview so that users can identify pain points and shift settings, as needed.

Subtitles features with colors, size, font edge, background color/opacity, window color/opacity, etc.

Disney+: An example of extensive customization for subtitles/captions.

Here is a recent example: Naughty Dog’s game has extensive customization options within their accessibility settings. Users are able to adjust the size, background, names, directions, and colors of the subtitles.

Subtitle customization menu. Under subtitles, users can adjust size, background, names, name colors, direction, and general color. On the right, subtitles are displayed.

The Last of Us Part II (2020): Subtitles with extensive customization options.

When to use controller vibration.

If the game uses a controller, designers have the opportunity to utilize vibration as an accessibility feature. However, note that vibration does not immediately indicate equal access. The reasoning is that not everyone is able to use controller vibration (i.e. Peripheral Neuropathy).

Controller vibration should only be used to emphasize the significance of a visual cue or closed caption that already exists, and should not be used as a core feature. For example, if there is an explosion in the background, the game can caption [EXPLOSION] and have the controller vibrate at the same time. Doing so will not only assist with immersion, but will also allow the player to prioritize during the decision-making process.

What to do with in-game stealth mechanics.

Whether it be the user completing a stealth mission or an enemy sneaking up on the user’s character, a common pain point for d/Deaf/HoH users is in-game stealth mechanics.

If a user is having difficultly while remaining stealthed, designers can add a noise indicator. For example, Nintendo added a noise indicator in their most recent Zelda installment (the circle with pink on the bottom left), which notifies users of their noise levels. Users may be unaware that one weapon is quieter than another. However, the noise indicator will notify deaf and hard of hearing users of their character’s noise levels, therefore serves as an extremely effective tool.

 

The Legend of Zelda: Breath of the Wild (2017): Stealth indicator assists with controlling character noise levels.

However, what do we do if an enemy is sneaking up on a user? In addition to integrating visual cues, designers can add awareness indicators. Awareness indicators will warn users when an enemy is about to spot them and from which direction the enemy is coming from. Awareness indicators assist in both stealth and combat, as it’ll let users know if an enemy is sneaking or charging up from behind them.

HUD in the center shows two white pulses, indicating that the player has been caught by two enemies.

The Last of Us Part II (2020): Includes awareness indicators to notify the player that they are no longer stealth

Another overall solution is adding a mini-map that identifies all enemy locations through visual cues. Doing so will paint a clear picture of all enemy locations, leaving less room for interpretation and more room for tactical decision-making.

A close-up of the mini-map. Enemies are in red, neutrals are in gray.

Between subtitles/captions and visual cues, there are so many creative ways to promote accessibility in video games. This piece only scratches the surface of what we, as designers and developers, can do to make our games more accessible to deaf and hard of hearing gamers. I will continue to add to this piece as additional questions and examples surface. If you have a question, comment, or concern, please reach out to [email protected] or connect with me on Twitter @momoxmia.

Republished leahybaker.com (includes additional examples). Reviewed by Ian Hamilton (Accessibility Specialist, Independent), Anthony Norcott (Designer, Gunfire Games), Michael Anthony (Developer, Microsoft), and Jordan Colbert, MMFT (Assistive Technology Professional, USC).


The two tools are:

1. Subtitles/captions

Subtitles = Dialogue

Closed Captions = Dialogue + Sound Effects

2. Visual cues = Visually notifies users of pertinent gameplay information


Why should the tools be added to the game? d/Deaf/HoH individuals require accessibility in order to fully enjoy the video game. More so, they do not benefit from the interconnection between auditory and visual processing.

When should the tools be added to the game? In the early stages of the pipeline, ideally in the pre-production stage.

How should the tools be added to the game? Integrate subtitles/captions and visual cues into your game. Any audio cue should always have a corresponding visual cue.

Examples of integrating tools:

  1. What to do with a story-driven game: Include detailed and comprehensive closed captions.
  2. What to do if dialogue happens off-screen: Include directional indicators for closed captions.
  3. What to do with a combat-driven game: If there is a sound effect, (1) make a visual cue, (2) caption it, or (3) make a visual cue and caption it. If applicable, rumble pack can additionally be used.
  4. What to do with a combat-driven competitive games: Create a visualization for all sound effects (i.e. Fortnite).
  5. How to improve player communication: Include an integrated ping system and voice chat transcriptions.
  6. What to do if the game relies on music: Visually represent rhythm within the interface and through visual cues.
  7. How to accommodate for different types of hearing disabilities: Include customization options and a Hearing Accessibility Preset.
  8. When to use controller vibration. Use controller vibration to emphasize the significance of a visual cue or closed caption.
  9. What to do with in-game stealth mechanics. Add noise indicators, awareness indicators, and a comprehensive mini-map.

Additional reading

For other helpful resources tips, I highly recommend reading Ian Hamilton’s piece on How to do subtitles well: basics and good practices. Max Deryagin also wrote a great piece on What Video Game Subtitling Got Wrong In 2017, which identifies common pain points. CanIPlayThat includes reviews and resources as complimentary reading material. Should videos be your preferred method of learning, you can also check out Making Games Better for the Deaf and Hard of Hearing by Game Maker’s Toolkit.

If you are hoping to broaden your understanding in accessibility, Game Accessibility Guidelines can be found here: http://gameaccessibilityguidelines.com/

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Remaining Lab Zero staff laid off following dev exodus

Skullgirls developer Lab Zero has laid off the remainder of its staff shortly after many members of the team departed the studio over issues with its owner Mike Zaimont.

According to Kotaku, roughly 11 developers remained at Lab Zero following the voluntary exodus but were informed on August 25 that the studio no longer had the funds to fund payroll.

“We are exploring all funding options in hopes of bringing those team members back, but right now that’s the reality,” reads a portion of Zaimont’s full statement published by Kotaku.

Indivisible creative director Mariel Cartwright, a voluntary Lab Zero departure, started selling off sketchbooks to raise money for impacted Lab Zero earlier this week, prompting Jonathan Kim, an artist among last week’s voluntary departures, to reveal via tweet that the remaining Lab Zero staff had been laid off (seemingly without severance).

Several prominent developers, including Kim and Cartwright, published statements last week announcing their departure from the studio and pinning the blame on what they described as problematic behavior and a lack of accountability from Zaimont.

Shortly after those departures, Skullgirls IP holder Autumn Games and Skullgirls mobile developer Hidden Variable announced that they would no longer work with Lab Zero itself over the accusations,  but would continue to support the games through cooperation with the departing members of Lab Zero’s Skullgirls team. 

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Video: How a newbie solo dev landed their game on Xbox Game Pass

In this 2020 GDC Summer talk Studio Zevere’s Davionne Gooden discusses his four-year journey taking She Dreams Elsewhere from a scrappy, solo developed project begun in high school to a fully-realized game.

It was an interesting look at his journey, with practical examples of how Gooden positioned what had been his high school project to launch across multiple platforms, including Xbox Game Pass for PC and console.

Gooden’s talk was both intriguing and relevant to a large swathe of game makers; now you can watch it for free via the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page

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Game Discoverability Now: Are the ‘store wars’ really upon us?

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Hi, I’m ‘how people find your game’ expert Simon Carless, and you’re reading the Game Discoverability Now! newsletter, which you can subscribe to now, a regular look at how people discover and buy video games in the 2020s.]

Welcome to the latest Game Discoverabilityland weekly round-up, whereby I go semi-deep on something, follow up on some other things, and end it out with ‘like a thousand other things’ about game discovery/platforms that you might have missed.

Ready? So let’s boogie…

How will the platform wars be fought?

So, Joost Van Dreunen, the ex-head/founder of Superdata Research (who has a game biz book that looks intriguing coming out in October!) has a slightly under-the-radar newsletter, Superjoost (!)

Anyhow, his very interesting thoughts on Epic vs. Apple strayed into some areas I’ve been thinking about a lot. He shared his below infographic on how game platforms pay out, and suggested: “If everyone continues to agree, content creators won’t stand a chance. But all it takes is for one of them to drastically lower their rates, and game makers and audiences will flock to it.”

So here’s my counterthesis to Joost, unfortunately for everyone hoping that royalty percentages for third-party game studios will improve. I do think that the game industry is changing significantly, and platform exclusives can be important (especially on consoles!) But I see two major trends:

  • More internally owned game studios at key platforms (see: Xbox’s big studio grab in the last couple of years, Sony saying first-party expansion is important to them, console, Stadia also building out, etc.)

  • A move towards a ‘catalog’ first-party games that can be used however the platform wants. It’s a source of continued revenue/profit, & owned high-quality titles can be used for ‘free’ in the game subscription wars of the future (ahem, Xbox Game Pass). There are no bidding wars for content or awkwardness over the developer being bought out, if you own the company making the game.

So I don’t think most large platforms will compete for market share by reducing royalty rates. (I know Epic is trying, but I believe it’s more about ‘fairness’ to Tim Sweeney than for tedious capitalist business reasons.)

Why no store wars this way? It’s (relatively) easy for third-party studios to convert games to other formats, and no single platform can entice devs for exclusives purely on royalty boosts. Even Epic had to use advances against sales as well as royalty changes.

Taking the platform cut from 30% to 20% would be amazing – and I still think large platforms should do it on their lowest revenue tier anyhow. But I see the future as ‘third-parties launch their games on multiple platforms with a 30% cut, and then get incremental revenue from Game Pass-like subscription/bundle deals’.

And when the bundles erode the standalone sales for an average game – and they will – I am hoping and presuming that the platforms will step up their subscription-related payments to compensate. You’re going to do that, right, platforms?

Extra insight: virtual events, Steam followers

There’s been a couple of notable follow-ups to previous newsletters, so I thought I’d group them together here:

The virtual event experience…

After my comments in last week’s round-up on the Indie Arena Booth method of virtual events, “an in-browser experience where you can actually ‘walk’ through dev-designed booths.” I thought it was a super interesting experiment, and they ended up getting 20,000 in-world participants.

When I tried, it, though, some of my thoughts echoed Michael French of Games London’s“Impressed by what I’ve seen of the Indie Arena Booth interface, but still jarring to get kicked to various other places/apps – Discord, Steam, YouTube – which all opened at jumpy points. Guess there’s still no solution to this in the short term when it comes to events.”

He concluded: “Ultimately my ‘trip’ (opening a new tab in Chrome) to ‘Gamescom’ (opening the Indie Arena website) this year felt a lot like playing WorldsAway on Compuserve back in ’94/’95 – sparsely populated, system and bandwidth heavy, and a little unsatisfying.”

I think I attended early on and there were more people, but I would broadly agree. Not that I have a better idea, because recreating a real event in virtual space is darn tricky.

The things I think worked the best in GDC (virtual) Summer involved a lot of interactive text chat with speakers whose pre-recorded talk videos were playing at the same time. And that speedruns with devs idea (not mine!) was great. But that doesn’t solve the ‘interact with exhibitors’ issue. But it’ll evolve alongside hybrid events…

How followers could help discern wishlist quality…

My latest newsletter on how we need to take Steam wishlist quality more seriously got a very useful response from Erik Johnson of The IndieBros, who’ve done marketing, community management & other business services for games like RimWorld & the Cook, Serve, Delicious! franchise.

He suggested that another broad way of working out wishlist quality is looking at Steam followers to wishlists as a ratio, noting: “For example, Ruinarch before its big surge in publicity had a ratio of 4:1, a low ratio of wishlisters to followers. Whereas there was a game that launched a while back called WarriOrb that did quite badly from its 16K wishlists built up – however, this game has a ratio of 16:1.”

I actually had a paragraph about this in my original newsletter which I deleted, because I sometimes track SteamDB’s upcoming follower counts, and there’s been some weird anomalies.

But thinking about it again, it’s a valid point. Followers seem to come when there’s ‘interested parties’ browsing around the site. So it seems likely they will be higher quality compared to ‘one off click bookmark-y when grabbing demo’ style wishlists. So… another metric to take into account – could followers be a more accurate metric for launch sales than wishlists nowadays? It’d be fascinating if so.

Other stuff…

Here’s a number of other game discoverability and/or platform things that you might be unaware of. But you are now! Uh, aware of them that is, not unaware of them…

Finally, quoting myself on Twitter this week: “Interesting to note the games featured in Nintendo’s latest Indie World showcase – many launching shortly afterwards – doing well in U.S. Switch eShop digital charts. Conclusion: Indie World + immediate Switch launch can be a good blitz marketing tactic.” Indie World games highlighted in green: