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Don’t Miss: Deck13 Interactive’s Lords of the Fallen postmortem

Jan Klose (director) and Thorsten Lange (technical director) worked on German studio Deck13 Interactive’s Lords of the Fallenwhich launched worldwide October 2014 on PS4, Xbox One, and PC.

More than three years ago, the publisher CI Games gave us the incredible opportunity to create a new Action RPG. After Venetica, Lords of the Fallen was the second game of that genre that Deck13 was about to develop. Little did we know that we would end up on the then-nonexistent “next generation” hardware, work together with people from all over the world and win new fans from the most foreign of countries. We are unbelievably grateful but it has been a rather rough ride. We hope this postmortem help others not to fall into the same traps.

1. Finding the core game loop early

Creating the first concepts for a brand new IP is both challenging and thrilling at the same time. At the beginning of the production, we already had a concept in place that was not too far away from Venetica, our first RPG. In open talks with the publisher CI Games about what was possible, time- and budget-wise (and what wasn’t), we soon decided that we better not try to do too much at once, but rather focus on one core gameplay element and build the game around it. During conception, this proved rather tricky for a game in the RPG genre, because people generally expect a host of features that turn their game into an alternative world, a world in which everything is possible.

Our debut RPG project Venetica already featured tactical close combat, but all in all, Venetica was more focused on story and a unique atmosphere. The combat, while being a good start and a valid source of inspiration, was not really the game’s focus. But it was an element that had been much fun to develop, and we wanted to build up on that. So should tactical combat be the foundation of Lords of the Fallen?

Luckily we shared a vision with producer Tomasz Gop: our passion for Demon’s Souls. Above all, this game taught us one thing: You can build a game around a hard and challenging combat system and, at least after people embraced Demon’s Souls, you wouldn’t need to boil the project down to some convenient cutscene-packed game that would almost play itself. After Demon’s Souls, you were able advertise your game as hard and challenging again, a thing almost all people at Deck13 had grown up with and missed in many games that had recently been released.

So we agreed with Tomasz that the tactical action combat should become the one core element of the game, that we would start with it and build everything else around it. Even the story, a component that we at Deck13 are kind of known for, was not supposed to play the major role, however we still planned to make it strong and compelling too (a thing that we should only partially succeed with).

Our experience with a similar combat system and our love for Demon’s Souls resulted in a very clear game mechanic that we kept until the end, even though some people later said it really played quite a lot like Demon’s Souls successor, Dark Souls. Some even called us a Dark Souls clone. While this certainly felt a bit unfair, the good thing about it was that people were desperately waiting for Dark Souls to appear on the new generation of consoles, but it didn’t, so we were able to fill that gap (and certainly many players did consider our game to be quite different to Dark Souls when they actually played it!). Also, we considered our combat mechanics to be quite similar to Dark Souls mainly because they both tried to convey a very timing-focused combat. And we were not fond of making our system less focused on timing just because another game had just excelled in this area.

In any case, the tactical combat worked very well, and it was the one element that kept the game and its development together from start to finish.

2. Adapting the goals and the team

We started with about 40 people on the team. That’s already quite a lot, but for the project we had planned, certain key areas were seriously understaffed. So we were facing the big task to find more skilled people quickly. Back at the time when we were developing Venetica, we had a similar situation, and no experience with hiring people fast. That had resulted in rushed hirings of people who did not really fit and, especially in the programming department, sometimes did more harm than good. Supposed experts needed training in basic tasks, and in the end some code sections written by new hires had to be rewritten by the lead programmers, who in turn ran late with their own work.

We were determined not to make this mistake again.

So we started the hiring process as early as possible to have enough time to find the right candidates, and we planned time to train them before they would get started on production of the game. After scanning the applications, we did Skype interviews and then sent them a questionnaire with some tricky questions. Then we invited the best candidates over for a two-day test-task on site, to see how they would work on their tasks and how they would fit into the team. And this time, we barely made any “mistakes” and created the very best group of people we had ever worked with. Soon we were about 65 employees with people from all over the world. Oh, and we switched our meeting language from German to English on the way.

3. Fledge: our own “next-gen” engine

After about a year of development, the publisher asked if we could ditch all plans for the “last-gen” platforms, as the new platforms were close to launch. We still did not know any real facts about their system specifications (actually we needed to heavily rely on rumors) so that was a tough question. We needed to guess a lot and still tried not to gamble. In the end, we decided to take the risk. It proved to be a very good decision.

People were asking us if we were serious about using our own engine for such an ambitious project. Why not use Unreal or CryEngine?

Well, we wanted to be fully in control when it comes to technology, and we felt that the only way to achieve that was to use our own. We started developing the current iteration of our tech back in 2009, and successfully shipped on both PS3 and Xbox 360, so it was not like we had to start from scratch. In addition, there are some third-party components which we used that would have been impossible to create on our own, like the NVIDIA’s APEX for destructible objects and cloth simulation or Geomerics’ GI solution, Enlighten. While we did not know up front that we would have to switch platforms during production, in hindsight we think that it would have proven much more difficult to do that if we had chosen a third-party engine.

Whenever evaluating whether to use a third-party engine versus rolling your own, one major argument for an engine like Unreal is the number of shipped titles. But while the catalog of shipped titles using Unreal is certainly impressive for the last generation of consoles, the same obviously did not hold true for the new gen, since the platforms weren’t even out yet.

But the most important argument for our own engine is that it’s just in our culture – it’s what the people on the tech team want to do. For the major part of the development cycle, the tech team consisted of only five to seven people taking care of everything programming related. We think that this is a testament of what you can achieve if the people can work on (and focus on) things they love.

Having said that, it should be clear that Lords of the Fallen was not exactly a walk in the park for the tech team. We had to define what “next-gen” would mean for us, given the scope of the project. It was always a challenge to define and stay within budgets to make sure the content would work properly across all supported platforms. It was not only the “more of everything” approach that we took compared to last-gen, but we also developed techniques and features that just would have not been efficiently possible at all on older hardware (like our volumetric lighting solution). Keeping the tools up to date to support these new features was quite challenging as well.

4. Evolution of team and structures

Lords of the Fallen was by far the largest project that Deck13 had ever done. While we felt pretty well-prepared in the beginning, we found out that we needed to learn an awful lot along the way. For some people, this resulted in exciting new assignments. One example was in the animation section, where Sebastian Seubelt, lead animation artist, and animator Ralf Risto coordinated the whole animation pipeline up to the point of directing the actors in the motion capture studio (they did 12 mocap sessions over the course of development, flying to the remote Polish town of Rzeszów for each of them). In other departments however, it meant dramatic changes that were not welcomed by everyone. The artists, for example, had to switch from creating nifty 2D and 3D assets to feeding and maintaining a massive outsourcing pipeline. At the beginning, both Deck13 and the publisher underestimated how precise and strict the asset delivery toolchain needed to be organized, resulting in unusable assets and frustrated artists. Unclear responsibilities between developer and publisher made things even worse, and at one point we decided that we needed to give things a more formal approach.

We decided that we needed one central place at Deck13 where every single briefing for the art outsourcer teams was created. That was basically an (online) A4 sheet containing all relevant data for each and every asset of the game. Even a single barrel received clear reference images, text describing the important aspects, polygon limitations and material requirements. We wrote several hundred of those individual briefings. With the Chinese company Virtuos we had a great art outsourcing partner who could perfectly work with these briefings, and the results were so good that we could place most of the objects we received into the game almost immediately. (Also, their time zone was seven hours ahead of ours, so they worked while we slept, and vice versa.) As our whiteboxed levels already contained all the necessary objects in a very rough state, we could directly replace these dummy objects with one single click in our editor, turning a rough white level into a vivid world, click by click, asset by asset. But it had been a long way before we got there.

The evolution of our structures did not stop there. Every department became better and better with their planning tools, migrating from Post-It walls to online boards like Jira and starting every day with a quick stand-up meeting. Even though some aspects of our work still lacked the proper organization, people worked unbelievably professionally and remained great and enjoyable (but understandably slightly maniacal) colleagues at the same time.

5. External experts’ contributions

The game would not have become what it is now if not for lots of external feedback during the whole production. The project started off with a totally different setting, at first on paper, and it kept the setting until the first playable version was reviewed. The game was initially set on some sort of Scottish island and the villains looked a lot like ancient Romans. However, even though the graphical quality of the assets was really good, it soon became clear that this approach did not really hit the nail on the head. After a number of reviews, a lot of this was turned around, and the Rhogar, a demonic race, entered the scene. The environment on the other hand became somewhat more snowy, spiky, and… castle-y.

Only the core combat gameplay was kept, because it was basically the one thing that was working right away, and all the way until the end of the production. This was the thing giving us the confidence that the game really had a chance to become good, no matter whether or not we had already found the fitting visuals to accompany it. A lot of people helped shape the game and turn it into what eventually became.

Some individual people deserve special praise. Producer Tomek Gop, who previously worked on The Witcher 2, has a surprising eye for game design and enemy balancing. He provided perfect feedback on any new enemy or boss design that we had him play, and he was able to talk about the tiniest details together with our enemy design team.

Designer Eric Williams of God of War fame did a very important review of the game after Alpha, suggesting some new gameplay mechanics, enemy design and asset focus. Without him, the game would now feel rather different, and most likely not for the better.

Writer Susan O’Connor of Tomb Raider fame helped us with finding the right story, even though we gave her a difficult task with so many ideas already in place when she joined. She was more moderating the elements than suggesting new ones. Still, without her work we would have had a hard time focusing on our most important characters and story elements. It was a pity that we did not have more time in advance to work on the script. We could have done so much more here.

Damian Zielinski, art director at CI Games, has the right eye to spot ever-so-slight inconsistencies in any screenshot, giving valuable feedback on visual quality throughout the whole process.

Composer Knut Avenstroup Haugen of Age of Conan fame is an excellent musician who created just the right tune for the game world and boss fights. His live orchestra direction gave the game the epic touch it needed.

And finally, the publisher CI Games was keen to request external reports from game evaluation companies that wrote mock reviews and in-depth assessments, giving us plenty of hints on how we should shape our features in order to make the best out of them.

The team is unbelievably grateful to have worked with so many renowned people from the games industry who helped to make Lords of the Fallen happen, who broadened our horizons and gave us a totally different view on the game and ourselves as a team.

1. Management structure

While the project was staffed rather well from a developer and publisher perspective, not all key personnel was in place. Missing throughout most of the project was a managing producer, someone who loves reading and writing schedules and charts, asking the tough questions and making tough decisions regarding scale, features, and deadlines. To put it short, someone who knows what to throw out of a project to make it happen. Instead, creative people on both the developer’s and the publisher’s side were striving to create the most beautiful, content-packed game one can imagine, with the result that schedules were too crammed, people had too much on their desks and were not able to finish all the desired features on both sides.

This put horrendous stress on the artists, programmers and game designers as they tried to fulfill all the goals, and they never fully succeeded with that. We tried to counter the lack of a managing producer with building up management power at Deck13, firstly by establishing two-week sprints together with the publisher to have a clear overview of the tasks that were to follow next and to see early enough what would inevitably slip. Still, every sprint basically felt like the team would fail to meet the goals, and people were close to resigning, as they could not keep up with the psychological stress this was causing.

At that point, we decided to hire Mathias Reichert, a development director and veteran in the German games industry. After a couple of weeks at the project, Mathias pointed out that the task he was given had been described to him “a bit too optimistic” at the beginning. But he was soon able to work with the team and the publisher to establish better channels of communication and was brilliant in collecting the developers’ and the publisher’s needs, distilling the essences of what was important and relevant, and inform everyone accordingly. Things began to work.

And then they began to work really well when the publisher finally established Steve Hart, a managing producer, on their side. He would quickly opt for the more important features and drop the less-important ones. Our team noted that it was a pity that the producer came in only when 3/4 of the development time was already over. But still his contribution made it possible to release the game at all.

2. No clear responsibilities

At the beginning of the project, both publisher and developer sides did not feel that it was very important to approach things too formally, and therefore there were (in some areas) no clear hierarchies or responsibilities in place. Sooner or later this resulted in a struggle over competences, especially after some of the initial goals were not met. This again resulted in some bizarre incidents. For example, at some point, people at the publisher began thinking of level layouts, and were we doing so at the same time. This resulted in two parties submitting level maps to the project. And when a level map has once been created, it’s hard to get an idea out of someone’s head. So what now? Which version of the castle was the better one? Could they be combined?

One might be able to imagine how long it took to settle on the maps that were best for the project (and not the egos), and this issue seriously threatened the whole production plan. Luckily, things like these ceased once Mathias and Steve were in place. These two guys were, from time to time, puzzled about how we could have come so far without people like them on the teams. Their work strongly increased the faith of both publisher and developer. Things started to improve, and we were happy and relieved to have the project back on track, even though it happened rather late.

3. Communication

Throughout large portions of the development time, we were not really good at communicating. While we were not so bad talking internally (well, there still were issues but we had them under control), we were really miserable communicators when it came to publisher discussions. As there wasn’t one person channeling all requests and feedback, there were times when it actually felt as if everyone was talking to everyone, without clear rules or structures, resulting in a lot of negative vibrations, confusion, and anger.

Basically we had not thought about establishing guidelines for communication, and things only got better when we did so. For a start, we stopped the wild communication between so many people at publisher and developer teams, employing “channel” people, mainly department leads, who would be responsible for gathering and distributing feedback.

Also, we were sometimes not very good in replying to requests quickly. Our most frequent excuse was that we had to observe so many individual tasks that there was just no time to reply to a request within an instant. However, we did not consider the effect that this had on the other side: People just did not know why exactly their request remained unanswered for hours or even days. Did we just not feel the request to be important? Or had we simply not seen the mail in our inbox folder? Or had we talked about the request and abandoned it without feedback? Well, employing some rather simple rules solved this problem. We agreed that any request from the publisher was to get a feedback from the team lead within at least hours, if not sooner, and if there was no time to really assess the matter, we would at least write back that we had received the mail and would give an estimate on when we would get back at the latest. This greatly improved the communication atmosphere and removed a lot of frustration on the publisher’s side.

All in all you could say that we employed a “service” attitude at Deck13, understanding ourselves as a service provider without losing our identity as a developer, a thing sometimes hard to achieve. Still I think that we succeeded with it.

4. Art-driven design approach

Having no proper management structure in place also meant that the people and departments with the strongest standing were those who dominated parts of the design process. This tended to make things rather difficult, especially when detailed art design decisions were made by top management without considering the whole pipeline, giving tech and game design personnel a hard time.

After finishing Venetica, we were determined to make the areas work together better. However, at times it felt like we were doing even worse than before.

At the start of the production, technicians were clever enough to set up strict asset limits based on their best estimates. This was supposed to ensure that the artists would not create assets with an insane amount of polygons or use a crazy amount of material layers, slowing the engine down to a point where even technical optimization would not be able to save the day. During preproduction, however, these limits were largely ignored with the argument that we would “first need to find the right look” and that we would be able to “boil the whole thing down later anyway.” But it turns out that if you show people a scene full of great stuff, they will not want to go back to scenes that look more scarce, whatever argument of reason you might offer them (like “framerate”). Then it was all coming back to the tech guys who, obviously, had told everyone that it would end up like this and nobody listened to them. Believe it or not, the tech people always seem to be right in the end, so next time it would be wise for us to listen to them right from the beginning, even if that might mean hard fights with management, marketing, or other publishing departments.

The game designers, on the other hand, were facing a different kind of problem. At Deck13, game designers usually create 2D maps of their levels, offer them to the art department where a 3D world (the blocked-out level) is created out of that, and that goes back to the game designers to put in their gameplay assets using our Fledge Editor and test the gameplay flow, and then it goes once again back to the art department, who will improve the level structure and add details with whitebox geometry. This is a tricky process because these two departments need to talk to each other after every step they take, and in the heat of the battle this might slip from time to time. Things get even harder when 3D models of game levels surprisingly come floating in from the publisher, suggesting some “cool structure” here and some “awesome new castle” there. If you have ever tried to cram gameplay into an existing map that has been created by artists that were working without the guidelines in mind, you will agree that this feels like quite the wrong way around, especially if your team is considerably larger than a couple of people.

Enemy design was another critical topic. Several experienced people in the art and game design departments had a pretty clear picture about the rules we needed to apply to make the enemies work well in our game: As it was so crucial for the player to quickly identify the type of opponent he would be facing (to brace himself with the right equipment and tactics), we needed them to be clearly distinguishable in size, color, and movement (see Left 4 Dead as a great example on how to do it right). However, there was a design guideline installed that said that all enemies were required to look like “honorable warriors with human shape.” This, however, resulted in all enemies looking pretty much alike when you actually played the game, making it very hard for the player to identify who he was fighting against. Luckily, external feedback was finally gathered, the guidelines were changed, and we created as much enemy variety as time still allowed. Again, we could have achieved this more cheaply.

The art-driven design approach resulted in being over-budget with our assets, and with the stuff being rendered on screen at once. It again meant that we could not fulfill our production sprints because nobody could actually integrate everything that they would have needed to.

5. No real beta phase

At some point, the release date was set. This was mainly due to the fact that we had a new and unknown IP that would need to compete on the big platforms. For our game to be noticed at all, it had to be out there before the big wave of great new titles would hit the market by Christmas 2014. So whatever we wanted to still put in the game, it needed to be ready way before that time. That seemed extraordinarily tough, and it was only doable by crunching throughout the final months, to the point where people got so stressed that you could barely talk to them. Two things let us survive this phase and come out of it with a (rather!) polished game: Firstly, people were just so determined to make this game a success that they did everything they felt necessary to reach the goals. The other factor was managing producer Steve Hart, who helped channel publisher requests throughout the final months. He was able to make some tough decisions on what to throw out of the final product and what to focus on, close to release.

Still, we did not have enough time left for proper beta testing. Even though testing was ongoing and a great QA department at the publisher supported our small internal QA management team all along, there was just not enough feedback on balancing and, even worse in our case, on compatibility.

This resulted in some very annoying bugs that were still present in the release version, at least on PC where we just did not cover enough hardware configurations to make sure the game would run everywhere, and this resulted in some very annoyed people (and rightfully so!) who could just not get the game to run on their machines. We tried to be as fast as possible, and to help as much as possible, but still it was very dissatisfactory to just fix the stuff after the release and not before. We were not deliberately putting a product on the shelves where we still knew about bugs just to keep the deadline. Instead, we were releasing a product that was free of serious bugs to the best of our knowledge. It was just that this knowledge was too shallow because we did not have enough time to collect more test data.

Conclusion

With so many sacrifices and such an uncertain outcome (at least from our perspective), we were, lots of times, wondering whether all of this was really worth it. Well, we were lucky. The game was received well on all three platforms, it received awards and sold very satisfactory. Deck13 is now known as a capable developer, we got credits for the engine we developed with a small team, able to deploy on Xbox One, PS4 and PC with high quality. We professionalized our structures, bringing art and game design to the next level, and we vastly improved our network of valuable contacts. So, all in all, Lords of the Fallen was the necessary step to turn Deck13 into a serious studio. We still have a very long way to go, but this milestone was necessary, and it was good. It was a big leap, and hopefully only one of many more to come.

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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