All three sets of guidelines displayed together as a single categorised list.
General
Basic
- Provide details of accessibility features on packaging and/or website
- Offer a wide choice of difficulty levels
- Ensure that all settings are saved/remembered
Intermediate
- Allow difficulty level to be altered during gameplay, either through settings or adaptive difficulty
- Include some people with impairments amongst play-testing participants
- Offer a means to bypass gameplay elements that aren’t part of the core mechanic, via settings or in-game skip option
- Include assist modes such as auto-aim and assisted steering
- Provide a manual save feature
- Provide an autosave feature
- Allow a preference to be set for playing online multiplayer with/without others who are using accessibility features that could give a competitive advantage
Advanced
- Include every relevant category of impairment (motor, cognitive etc) amongst play-testing participants, in representative numbers based on age / demographic of target audience
- Allow gameplay to be fine-tuned by exposing as many variables as possible
- Allow settings to be saved to different profiles, at either game or platform level
Motor
(Control / mobility)
Basic
- Allow controls to be remapped / reconfigured
- Ensure that all areas of the user interface can be accessed using the same input method as the gameplay
- Include an option to adjust the sensitivity of controls
- Ensure controls are as simple as possible, or provide a simpler alternative
Intermediate
- Ensure interactive elements / virtual controls are large and well spaced, particularly on small or touch screens
- Support more than one input device
- Make interactive elements that require accuracy (eg. cursor/touch controlled menu options) stationary
- Ensure that multiple simultaneous actions (eg. click/drag or swipe) are not required, and included only as a supplementary / alternative input method
- Ensure that all key actions can be carried out by digital controls (pad / keys / presses), with more complex input (eg. analogue, speech, gesture) not required, and included only as supplementary / alternative input methods
- Include an option to adjust the game speed
- Avoid repeated inputs (button-mashing/quick time events)
- If producing a PC game, support windowed mode for compatibility with overlaid virtual keyboards
Advanced
- Do not make precise timing essential to gameplay – offer alternatives, actions that can be carried out while paused, or a skip mechanism
- Include a cool-down period (post acceptance delay) of 0.5 seconds between inputs
- Provide very simple control schemes that are compatible with assistive technology devices, such as switch or eye tracking
Cognitive
(Thought / memory / processing information)
Basic
- Allow the game to be started without the need to navigate through multiple levels of menus
- Use an easily readable default font size
- Use simple clear language
- Use simple clear text formatting
- Include tutorials
- Allow players to progress through text prompts at their own pace
Intermediate
- Include contextual in-game help/guidance/tips
- Indicate / allow reminder of current objectives during gameplay
- Include a means of practicing without failure, such as a practice level or sandbox mode
- Employ a simple, clear narrative structure
- If using a long overarching narrative, provide summaries of progress
- Ensure no essential information (especially instructions) is conveyed by text alone, reinforce with visuals and/or speech
- Give a clear indication that interactive elements are interactive
- Provide an option to turn off / hide background movement
- Support voice chat as well as text for multiplayer games
- Provide gameplay thumbnails with game saves
- Provide separate volume controls or mutes for effects, speech and background/music
- Ensure sound / music choices for each key objects / events are distinct from each other
- Include an option to adjust the game speed
- Provide a choice of text colour, low/high contrast choice as a minimum
Advanced
- Provide full internal self voicing for all text, including menus and installers
- Avoid any sudden unexpected movement or events
- Allow all narrative and instructions to be replayed
- Use symbol-based chat (smileys etc)
- Provide an option to turn off / hide all non interactive elements
Vision
Basic
- Ensure no essential information is conveyed by a colour alone
- If the game uses field of view (3D engine only), set an appropriate default for expected viewing environment
- Use an easily readable default font size
- Use simple clear text formatting
- Provide high contrast between text and background
Intermediate
- If the game uses field of view (3D engine only), allow a means for it to be adjusted
- Avoid (or provide option to disable) any difference between controller movement and camera movement, such as weapon/walk bobbing or mouse smoothing
- Use surround sound
- Provide an option to turn off / hide background animation
- Provide an option to adjust contrast
- Ensure sound / music choices for key objects / events are distinct from each other
- Provide a choice of cursor / crosshair colours / designs
- Give a clear indication that interactive elements are interactive
- Ensure manual / website are provided in a screenreader friendly format
- Provide separate volume controls or mutes for effects, speech and background/music
- Avoid placing essential temporary information outside the player’s eye-line
Advanced
- Allow the font size to be adjusted
- Provide a pingable sonar-style audio map
- Provide full internal self-voicing for all text, including menus & installers
- Provide a voiced GPS
- Allow easy orientation to / movement along compass points
- Ensure that all key actions can be carried out by digital controls (pads / keys / presses), with more complex input (eg. analogue, gesture) not required, and included only as supplementary / alternative input methods
- Ensure screenreader support, including menus & installers
- Use distinct sound / music design for all objects and events
- Simulate binaural recording
Hearing
Basic
- Provide separate volume controls or mutes for effects, speech and background / music
- Ensure no essential information is conveyed by audio alone, reinforce with text / visuals
- If any subtitles / captions are provided, use an easily readable default font size, simple clear text formatting and provide high contrast between text and background
Intermediate
- Keep background noise to minimum during speech
- Provide a text alternative for all speech (subtitles / captions)
- Allow text alternatives to be displayed before any sound is played
- Provide a text description of narratively / atmospherically significant background noises
- Provide a visual indication of who is currently speaking
- Support text chat as well as voice for multiplayer
- Support visual means of communicating in multiplayer
- Allow a preference to be set for playing online multiplayer with players who will only play with / are willing to play without voice chat
- Ensure that all important supplementary information (eg. the direction you are being shot from) conveyed by audio is replicated in text / visuals
- Provide a stereo/mono toggle
Advanced
- Ensure that subtitles/captions are cut down to and presented at an appropriate words-per-minute for the target age-group
- Provide signing
Speech
Basic
Intermediate
- Allow a preference to be set for playing online multiplayer with players who will only play with / are willing to play without voice chat
- Support text chat as well as voice for online multiplayer
- Support visual means of communicating in multiplayer
- Base speech recognition on individual words from a small vocabulary (eg. ‘yes’ ‘no’ ‘open’) instead of long phrases or multi-syllable words
