anticipate these ranges of experience and build flexibility into their game features for maximum accessibility. From an implementation standpoint, technical sound designers
can be an incredibly helpful resource in determining how best to group audio into varying degrees of what’s essential or directly informative for gameplay and what is an enhancement. When done upfront, this grouping of audio can also help determine which sounds require a visual counterpart that allows gamers to glean the same information for skillful play whether they have a hearing impairment or find themselves in a situation where they must play with the sound on mute. This categorization of audio by no means depreciates the incredible
effort that goes into creating detailed and immersive foley — it simply helps developers give players a little more control over how much stimulus they desire beyond confirmation of how their direct inputs translate into game actions across their speakers and screens.
SILENCE IS NOT GOLDEN Similar to the interplay of audio and visual cues, much can be done with regard to voice-over and text on screen to broaden games’ accessibility as well. The Accessible Games Initiative identifies one of these opportunities with the Narrated Menus tag, which indicates support for screen readers that vocalize text for gamers with visual impairments. This same screen-reader support should ideally extend to in-game content as well, such as dictation of alternate text for hard-to- see visuals. Wouldn’t it be a huge plus-up from a player standpoint if these menu
and text dictations were all done in one or more characters’ voices? This goes beyond the usual script duties requested of voice talent, but we can’t imagine any actor turning down the opportunity to assist players further through UI prompts. For players with hearing impairment, it may be more important
to ensure all in-game dialogue is also captured in text on screen. Some games have even experimented with ways to indicate different character voices and expressive intonations beyond visuals on screen through features like haptic controller feedback. How cool is that for helping even more gamers experience the unique performance aspects of a story’s heroes and villains?
TAKING FRICTION OUT OF REPETITIVE GRINDS One of the ways players often get taken out of
June/July 2025 MCV/DEVELOP | 31
their game is through audio fatigue. When gamers find themselves exposed to the same sounds for extended periods of time, it can grow tiresome to their ears. Limits to sound libraries are often simply out of practicality, yet technical sound designers can help bake in random variation to make repeated sounds like footfalls and weapon fire less confronting. Take farming enemies for experience points as an example. At
these points, gamers aren’t engaging in an activity that directly moves a story forward, so folks with auditory sensitivity might be quick to find friction in the onslaught of repeated sound effects, character catchphrases, or looped soundtracks. When developers know their players may find themselves in grind-
like scenarios or loops, it’s an opportunity to proactively lend players more power to turn their “too much” into “just enough” with easily toggleable sound controls. For developers with enough foresight, these controls might even include dedicated, alternate music modes that give players more ways to immerse in their carefully crafted game world and score — like adapting common theme music into a heavier style for that extra considerate pump, just for their grind.
ACCESSIBILITY BOOSTS APPROACHABILITY We love approaching game audio with accessibility front-of-mind because it affords even more people the opportunity to be unapologetic gamers. From sound design and voice to audio implementation, our team has our ears constantly to the ground, listening for every opportunity to help developers expand how game audio serves the delivery of their visionary game experiences in the most enjoyable ways to as many people as possible. Making it all happen comes back to one common thread: engaging
audio teams early in production planning for more integral accessibility decisions at the start. We look forward to continuing the conversation around best game audio practices for accessibility, so please stay tuned for more accessibility topic spotlights to come!
Page 1 |
Page 2 |
Page 3 |
Page 4 |
Page 5 |
Page 6 |
Page 7 |
Page 8 |
Page 9 |
Page 10 |
Page 11 |
Page 12 |
Page 13 |
Page 14 |
Page 15 |
Page 16 |
Page 17 |
Page 18 |
Page 19 |
Page 20 |
Page 21 |
Page 22 |
Page 23 |
Page 24 |
Page 25 |
Page 26 |
Page 27 |
Page 28 |
Page 29 |
Page 30 |
Page 31 |
Page 32 |
Page 33 |
Page 34 |
Page 35 |
Page 36 |
Page 37 |
Page 38 |
Page 39 |
Page 40 |
Page 41 |
Page 42 |
Page 43 |
Page 44 |
Page 45 |
Page 46 |
Page 47 |
Page 48 |
Page 49 |
Page 50 |
Page 51 |
Page 52 |
Page 53 |
Page 54 |
Page 55 |
Page 56