Recorded voiceovers were one of the most popular parts of the game, among our blind and low-vision players. The fact that the game provided the functionality they needed, but did it in a way that didn’t break their immersion, was something they really liked.
Diana Hughes, producer, FREEQ
It had audio navigation in the menu so I actually didn’t need help from my friend to navigate, I was able to access it independently.
Toby Ott, via YouTube
Either this or screenreader support are essential for use by players with little to no residual vision or literacy.
Self-voicing is more expensive to produce, but can be technically easier to achieve than screenreader support and can produce better results. Blind gamers often associate screenreaders with work, and enjoy as much ear-candy and immersion as possible in games. Voiceovers allow this, making it possible for the information to be communicated within the game, rather than through external software.
Best practice example: FREEQ