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Game accessibility guidelines

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  • Why and how

Include contextual in-game help/guidance/tips

More effective again than separate tutorials, this is an area that the games industry generally does well at, having long since left behind the days of thick printed manuals. Gradually introducing concepts to the player during gameplay not only gives greater context, but also avoids overburdening gamers who are unable to process complex systems/concepts with too much information at once, and is more useful than upfront instruction/tutorial screens for people with short term memory issues.

If possible, treat complex mechanics as mini-sandboxes, allowing the practice them to be to be repeated until a player decides they are familiar and comfortable enough to proceed.

Best practice example: Assassins Creed Pirates
Best practice example: Silence
Best practice example: XCOM: Enemy Unknown
Best practice example: Assassins Creed III

More information: Types of tutorials

All guidelines

Three cogs, smallest coghighlightedBasic
Three cogs, medium sized cog highlightedIntermediate
Three cogs, largest cog highlightedAdvanced
Three cogs, all  highlightedFull list
ExcelExcel checklist download

Help & advice

How to work with these guidelines

FCC Chairman's Award for Advancement in Accessibility
finalist 2016, tiga games industry awards
DFA foundation best practice award, Horizon Interactive Bronze Winner, 7-128 industry & community leader

About the guidelines

A collaborative effort between a group of studios, specialists and academics, to produce a straightforward developer friendly reference for ways to avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible.

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