Afleveringen
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00:00 - Intro
01:08 - Text Clarity
11:01 - Iconography
20:06 - Large Print & QR Codes
28:19 - Braille & Tactile Components
36:52 - Contrast
42:31 - Colourblindness & Dual Coding
48:48 - Visual Overwhelm
52:21 - Outro
Quick Points
🔤 Use a clear sans serif font and avoid all caps, underlines and italics.
📝 Use good text formatting, like left-aligned paragraphs, good spacing, and line breaks.
🅰️ Highlight keywords using bold and/or a different high contrast colour.
⬆️ Indicate orientation for numbers and text, considering table layout and where people will be trying to read from.
🔍 Check symbols for readability and similarity at all angles, especially on dice.
🗑️ Favour skeuomorphic icons to boost comprehension and understanding.
⭐ Consider using iconography in place of text to reduce reading, make components more language-agnostic and reduce localisation.
🌍 Check regional meanings for your icons and colours to ensure they translate accurately across locations.
↕️ Print text and icons at the largest size possible, even consider using a bigger font for components with less text.
📕 Move flavour text to the rules or another booklet to save space on components.
🍎 Function over flavour always! If something helps someone to play the game more easily it should take priority over flavour text.
📱 Use QR codes on components to link to an app/webpage to work towards assisted tabletop gaming.
📄 Provide larger print versions of your game or components, for free or as upgrades / editions.
♟️Make components of different types, different shapes and sizes so they can be distinguished through touch.
🦯 Consider additional tactile elements like bumps, pips, embossing/debossing.
🔄️ Make good use of the reverse side of components where art would be duplicated or left blank.
👁️🗨️ If your game has an open state of play, consider how it could be played through just descriptions and how you can facilitate that.
🖨️ Make and provide 3D print files for tactile components.
🏁 Use a contract checker, but keep in mind digital versus printed contrast is different! Print is usually always darker. Use pantones and prototypes to check.
🧙♂️ Provide clear differentiation for miniatures, like coloured rings or 3D flat icons on the bases which can be easily painted for quick recognition.
🎨 Don’t use colour alone to differentiate pieces or information (use pattern, icon, text, numbers, clearly distinct art/borders) or make components colour-agnostic.
👁️ Make sure any dual-coding is large and clear.
🎲 Consider different transparencies or pip shapes for dice of different types -
Who would ever have expected we'd have so much possive to say about cognitive accessibility in a From Software game?
00:00 - Intro
00:40 - How we are doing
07:00 - Abletop
09:25 - Elden Ring Nightreign
16:00 - Dawnfolk
24:50 - Lost Records: Bloom and Rage - Tape 1
32:10 - Pirate Yakuza in Hawaii
32:50 - Cabernet
33:20 - Avowed
47:30 - Sea of thieves update
52:00 - Develop:Star Award and MCV Awards
54:30 - Microsoft Ability Summit - Accessibility and AI
01:03:00 - Where to find us -
Zijn er afleveringen die ontbreken?
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00:00 - Intro01:43 - Box & Packaging12:46 - Set Up & Tear Down21:17 - Components36:20 - Motion in Games44:49 - Dexterity Mechanics53:16 - Time Constraints56:02 - Closing Thoughts57:00 - Outro Abletop Episode 2 Quick Points:📦 Consider accessible packaging options such as adding loops, tags or stickers.🫳 Make space in the box insert for grabbing components, such as indents or foam.🌍 Consider Eco-friendly packaging for better environmental impact and potentially easier to open packaging.♟️ Provide information on components for physically heavier games to help with alternative storage solutions and consider common sizes e.g. A4. 🏗️ Use trays and personal player packs to reduce setup and teardown.🗃️ Provide ways to sort components of similar types i.e. different cards that are the same size. Can you use the insert to help separate them.📱 Create a companion app to either automate parts of the game, provide options to reduce components/table space, track character status, or roll dice. 🖐️ Provide low-mobility alternatives for components, such as Frosthaven's book of maps in place of the map pieces.🗺️ Provide board references that can help players find locations on larger boards. 🔠 Check visibility of the labels on your board and how they are affected by 3D pieces during play.⚓ Consider component anchoring - like recessed boards - for helping keep pieces in place.🎛️ Check tension on moveable/assembled components like clips, dials. Is there a more static version you can provide to players as an option.🃏 Provide ways to make tucking cards easier such as sleeves, raised areas or recesses. 🎲 Consider dice, how heavy and how many, and think about providing a tower to reduce physical energy cost and avoid dice disrupting the play space.♟️ Provide card sleeves or thicker components for things that need to be handled often, or adapting the board to provide areas of purchase.⚖️ Provide accommodations that can level the playing field for groups with a range of dexterity needs, such as different difficulties of components or asymmetric roles.📂 Provide files that players can download and resize if they need to.⌛ Provide ways to reduce or remove time pressures, potentially set per player.🎯Consider the amount of component manipulation and accuracy in your games; lining things up, moving pieces, and what options you can provide to reduce those.
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00:00 - Intro01:48 - Online Rulebooks & FAQs07:20 - How Rules are Written & Reference Cards15:19 - How to Play Videos & Objective Context20:12 - Learning, Teaching & Co-op Games23:18 - How to Play Video Availability26:19 - Player Strategy Guides32:35 - Learning Asymmetric Games44:22 - Game Phases & Changes48:15 - Closing Thoughts53:00 - Outro Abletop Episode 1 Quick Points:🖥️ Provide digital versions of rules that also work with a screen reader.📼 Provide a how to play video, freely available, to allow different ways of learning.🤔 Provide online FAQs for your game and have a link to them on your box or rulebook.📃Provide an index in larger rulebooks, and bolden key pages for the entry.🧝 Avoiding writing rules ‘in universe’, try to use common terms and clear language.🗝️ Highlight keywords to help them stand out in rules and on components.📑 Provide glossaries of game terms, especially any unique to your game.📔 Provide reference cards or incorporate references onto player boards.💭 Consider the information layout of your rulebook, is information laid out in a logical way for a new player? 🏆 Provide context for the game goal; what is the end goal, and provide that near the start of the rulebook and consider reminders on player boards.🎮 Provide sample turns and guided tutorials for more complex games and remember to include the context of why, not just what.♟️ Provide example strategies or character builds in more complex games.🖐️ Encourage open-handed first plays in your rules for competitive games.🏈 Discourage quarter-backing play in your rules for cooperative games.🌖 Provide help for when rules change such as reference cards or warnings on a round tracker that a change is coming up.🎛️ Provide game variants and accommodations in your rulebook that help alleviate accessibility barriers. 🔓 Encourage players to bend rules when something is inaccessible!
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We're back from our winter Holiday. Accessibility news is light, but we're back and catching up.
00:00 - Intro
02:14 - Skyrim
02:40 - Babysitting Mama Speedrunning
07:55 - Train Simulator
11:32 - Valheim
13:00 - Workshop Prep
17:18 - Fantasy Critic
22:10 - Board Games
23:27 - Braille Dice
29:46 - Rebellion Accessibility Updates
36:20 - Outro -
Ctrl, Alt, Access reaches the end of its first year. Let's look back on a year of accessibility updates.
00:00 – Intro
00:50 – Looking back at the podcast
02:00 – Looking back at the accessibility year of 2024
02:20 – Game Awards 2024
05:35 – Year of High Contrast Mode
07:15 – Year of Cognitive Accessibility
12:50 – Year of Audio Description
16:30 – Senua's Saga: Hellblade II
19:00 – Indie Games of 2024
24:40 – More Accessibility controllers
27:15 – Year of Remakes
29:45 – What we look forward to in 2025
30:11 – What we hope Nintendo will bring with Switch 2
31:05 – Audio Description outside cut scenes
31:50 – PS Access Controller for PC
34:05 – Nintendo have Co-controller support and Accessibility tags in store
35:00 – Access Controllers work on all consoles
35:50 – Mental Health as the sixth accessibility category
38:20 – Tone indicators in games and BSL in captions
40:40 – Communication accessibility
45:20 – "Design for ever gamer" and "Best practise in gaming" for blind gamers
46:50 – IRIS plugin
48:00 – Where to find us -
Took us a month to catch up, but here's a recap of 16 hours of accessibility talks and panels worth knowing about.
00:00 – Intro
02:00 – DAY 1
02:10 – Update from the industry
04:55 – Accessible DOOM mod
08:15 – Servers up, Everyone is welcome
18:25 – Tourettes IRL
22:40 – Developing in the dark
26:46 – Cheat codes for all
28:25 – Forgetting is frustrating
30:25 – Overanalyzing and Syntezysing
33:12 – Accessibility to burnout
41:24 – DAY 2
41:50 – Seeing into your future, developing an accessible game for later today
45:30 – Open world and ADHD, a cautionary tale about love, pain and opportunity
48:13 – Cognitive accessibility UX in Star Wars Jedi Survivor
57:55 – #OpenForNaughtyDog
59:40 – More than a saving throw
1:03:05 – Skill tree unlocked, from consultant to inhouse
1:05:30 – Hell welcomes all
1:05:50 – How to line break subtitles
1:06:50 – Accessible gadget for gamers
1:08:40 – Developing the latest hardware accessibility offerings at Xbox
1:14:30 – Where to find all the talks
1:15:45 – Where to find us -
Telling people that your game "May contain elements dangerous to photosensitive players" doesn't really help photosensitive players to make informed decisions about their health. Could we do better with more specific warnings?
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Sometimes, fluctuating disabilities mean you have to pivot plans, and that's okay x
00:00 – Intro
03:52 – Arevya played Super Market Simulator, Botany Manor
05:30 – Steven Spohn and Mark Barlet are leaving AbleGamers
08:40 – FDG 2025 will have the theme "Accessible Worlds, United Through Play"
10:35 – Laura and Arevya have consulted on Sorry, We're Closed
12:05 – Arevya consulted on Life Below
14:43 – Lauras take on the PS5 PRO
19:15 – Laura has played Mario & Luigi Brothership, Super Mario Party Jamboree, Dragon Age: The Veilguard, and LEGO Horizon Adventures
36:25 – Where to find us -
We both had a pretty chaotic time this week if we're honest haha
00:00 – Intro
01:15 – Laura consulted on Dragon Age: The Veilguard and Life is Strange Double Exposure
12:12 – Arevya called out SpillExpo
19:00 – Arevya talks Mario Party Jamboree,I'm on Observation Duty 7, and Corekeeper
25:20 – Laura talks Life is Strange Double Exposure 3-5, Slay the Princess, and Dragon Age: The Veilguard
36:50 – NEWS UPDATE
37:20 – Correction Call of Duty Black Ops 6 audio accessibility
41:53 – Monster hunter wilds accessibility
45:20 – Diablo 4 vessel of Hatred accessibility
47:00 – Just Dance 2025 continues with its Seated choreographic
48:30 – Dragon Age: The Veilguard accessibility
53:30 – Where to find us -
Arevya's back, we've got cool news, and accessible games are popping up in the most surprising of places.
00:00 – Intro
00:50 – Where have Arevya been
04:20 – Laura consulted on Life is Strange: Double Exposure
12:57 – Silent Hill 2 Remake
24:15 – UFO 50
26:56 – Metaphor Re Fantazio
31:04 – NEWS UPDATE
31:38 – Call of Cuty Black Ops 6 audio accessibility
34:56 – Persona 3 Reload DLC - Episode Aegis accessibility
37:06 – Star Wars Outlaws accessibility update
39:09 – GAconf USA lineup is revealed
43:22 – Question of the week and where to find us -
Sometimes, we just need uncomplicated, joyous, fun factory games in our lives.
00:00 - Intro
01:21 - Arevya Chat
01:31 - Outer Wilds
05:44 - Astro Bot
11:37 - Thank Goodness You’re Here
16:56 - Mobile Gaming
25:45 - Laura Chat
25:48 - The Plucky Squire
32:27 - Zero Zero: Perfect Stop
34:26 - News Headlines
35:01 - God of War Ragnarok Audio Descriptions and Hints
37:31 - Tales of Kenzera: Zau Update
39:41 - Easy Surf Cabernet Assessment
44:06 - Satisfactory Arachnophobia
45:36 - PS5 Pro
1:00:29 - Outro and Question -
Let's catch up on the news, before drowning in new releases and hardware imminently!
00:00 – Intro
01:22 – Arevya played: Outer Wilds, Zelda Ocarina of time, Ace Attorney
19:45 – Laura played: Astro Bot, What the Car, Peglin, Full Throttle
37:56 – NEWS UPDATE
38:15 – Concord removed from sale after 2 weeks - Taking with it accessibility stuff
48:18 – Proteus will refund / replace GamesCom units + an updated impressions
55:17 – Question of the week
59:53 – Where you can find us -
00:00 – Intro
01:40 – Arevya update: Fileds of Mistria, Ocarina of Time
5:47 – Laura update: Atomfall, Date Anything / Everything, All Will Rise, Project Timi: Sasha's Curse, Monster Hunter Wilds,
18:06 – Laura has the Proteus Controller
29:05 – Arevya has newly announced Xbox adaptive joystick
41:46 – Laura has tried the new Xbox 8bit do lite SE
47:44 – Xbox booths World of Warcraft VR motion simulator experience
50:50 – GamesCom ASL opening show
53:00 – Gamescom kind of has a virtual queuing system
57:18 – IGN "A Prominent Accessibility Advocate Worked With Studios and Inspired Change. But She Never Actually Existed."
1:10:00 – Where you can find us -
Laura learns about Arevya's favourite childhood video game, Arevya folds magical paper, and both hosts discuss the current voice actor strikes.
00:00 – Intro
01:35– Arevya update: Tomba special edition, A little to the left, Paper Trails and Accessibility work streams
17:35 – Laura update: Thank goodness you're here, TMNT Splintered fate, World of goo 2
29:47 – NEWS UPDATE
30:23 – Sea of thieves new accessibility website
33:43 – State of Decay 2 update adds 37 accessibility improvements
36:35 – Star Wars Outlaws, Accessibility Hands-On Impressions
40:53 – Demo for Prince of Persia: The Lost Crown is discontinued
44:58 – Yet more layoffs...
51:22 – Video game SAG aftra voice actor strike
56:50 – Question of the week -
We're back from a mini hiatus. Come learn about physical event accessibility, new accessible video games, and important updates about reasonable workplace disability accomodations.
00:00 – Intro
01:26– Arevya update: Sudoku and Magical delicacy
09:40 – Laura update: Clickolding, Concord, Bokura
21:35 – NEWS UPDATE
22:03 – Gamescom commits to event accessibility
30:44 – Accessibility talks run by Jozef Kulik and Cari Waterton at Develop
38:25 – Nothing without us
40:35 – Star Citizen devs discriminated by refusing work from home
47:20 – TwitchCon
01:01:07 – Question of the week -
On this special episode of Ctrl, Alt, Access, Laura chats with Grant Stoner, Disabled gamer and accessibility reporter, about Elden ring's pros and cons in terms of accessibility.
00:00 - Intro
03:05 - The Death of Brandon Cole and Milan Patel
06:45 - Elden Ring Discussion -
Sorry folks, no more Nintendo games for boys anymore, that's just the rules.
Featuring @Arevya.
00:00 – Intro
01:15– Arevya update: Travels, Byowave video, Super Market Simulator, Vampire Survivor
09:20 – Laura update: Thank Goodness You're Here demo, What the Car Demo, Schim Demo, Arranger Demo, Elden Ring Shadow of the Erdtree
27:57 – NEWS UPDATE
28:30 – Diablo 4 is getting new navigation assist features
32:17 – Rebellion shares Atomfall accessibility info
36:05 – Grant Stoner piece about accessible hardware in Game Informer magazine
39:27 – MARVEL vs. CAPCOM Fighting Collection: Arcade Classics! bans simplified inputs for ranked play
45:47 – Nintendo is for Girls Only Now, Sorry!
49:57 – Next weeks question -
Laura and @Arevya watched a bunch of Summer Games Fest Trailers. What cool looking games can we remember, a few sleepy days later?
Links Below Timestamps
00:00 - Intro
02:14 - Summer Games Fest Chat
02:48 - Access-Ability Summer Showcase
04:30 - Whitethorn Games
04:58 - Magical Delicacy
06:20 - Slime Heroes
07:36 - Videoverse
09:14 - Dawnfolk
10:29 - Elsie
11:26 - Upheaval
13:02 - Wholesome Direct
13:18 - Crab God
14:06 - Culibra and the Souls of Limbo
14:41 - Rooster
15:52 - Latin American Games
16:49 - Dungeon Drafters
17:04 - RKGK
17:28 - Desvelado
18:02 - Despelote
18:31 - Mexico 1921 A Deep Slumber
19:24 - Xbox / Fable
20:22 - South of Midnight
21:08 - Dragon Age The Veilguard
21:34 - Mixtape
23:25 - A Winter Burrow
24:16 - The Crush House
25:06 - Ubisoft
26:35 - Call of Duty
29:11 - PC Gaming Show
29:21 - Among the Wild
29:51 - Ale Abbey
30:11 - Crescent County
32:12 - News Roundup
32:45 - Star Wars Outlaws Accessibility Spotlight
36:36 - Tiny Bookshop
39:14 - Luke Child PHD
41:40 - Tomba Remaster
48:18 - Research Summit
51:58 - Powers and Pistols
53:12 - Question
57:10 - Dungeon Clawler
57:44 - Outro -
Laura helped a duck solve a crime, while @Arevya visited a controller company, and they've both got accessibility insights to bring back and share.
00:00 – Intro
01:15 – Laura update; Pine Hearts, Ducktective The Salami Bandit, Paper Mario The Thousand Year Door, Indika, Hellblade 2 Senua’s Saga
21:45 – Byowave first impression
40:22 – NEWS UPDATE
41:25 – Xbox Adaptive Controller update
46:03 – Byowave Proteus Controller
48:09 – Nothing Without Us events announced
51:34 – Rebellions Collection of accessibility feature usage data
56:37 – Accessible Gaming Wiki
58:20 – Xbox Adaptive Controller update
01:00:11 – Next Week Access-Ability Summer Showcase 2024
01:03:00 – GIVEAWAY winner announcement
01:05:40 – Next weeks question - Laat meer zien