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  • Designing For Accessibility In Fake Illusions

    [09.10.20]
    - Tom Hermans

  • Scaling

    One thing Fake Illusions has that not many games do, is having a fully re-scalable window. The game tries it's best to fit in at a 16:9 resolution, and also fills parts of the window that would normally be outside the 16:9 range. As a result, the game's graphics fit no matter at which resolution you play.

    Screenshot of the game in a very vertical resolution.

    There's also a zoom slider, in case you'd prefer to play the game at a different or pixel-perfect zoom level. The slider only appears when the window is larger than its default resolution (which is 1280x720), because the window can also scale a bit smaller than that for smaller windows or screens. (The Steam Hardware Survey is a very good guideline for knowing exactly what kinds of screen widths and other features to support.) I can imagine people will want to set the zoom level low, since they'll have to move the mouse less, so most of the buttons and hitboxes in this game are quite big to help these players.

    Final Words

    The final thing that I'd like to talk about, is advertising your accessibility features on your store page.

    When looking up info about games I'm interested in, I generally like to know which settings are available in the game so I know how accessible it is and how much I (as a player) am allowed to tweak. But for most games, this info is not readily available, requiring me to dive into reviews or social media to figure out what I can or can't change.

    A screenshot of the game's store page with the following text:

    So if you want to signal that your game was designed to be accessible, please put this info up on the store page, front and center! The Game Accessibility Guidelines also recommend you put this info in an easy-to-find location (preferably also in-game). You cannot make the game accessible for everyone, but at least you can expand the range of people who can play the game, and set the expectations for your users so they know what they can (or cannot) expect.

    Thank you for reading, and let's make all games more accessible!

    Learn more

    Wordy tutorials need to end. Why Game Designers should take a "Vow of Silence" by Hamish Todd
    Game Accessibility Guidelines
    Includification by AbleGamers

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