Lack of Accessibility Options - 20/01/20 10:00 AM
I'm making this thread basically on behalf of a friend of mine whom I convinced to get this game. The reason? Well, he's legally considered blind, to the point where he's only just able to make out the normal text in the game on a very large screen (70 inch). And since he's playing the game on PS4, there's no means for him to modify the .ini or add mods to the game to fix it.
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Currently, however, he considering dropping the game altogether, since he is incapable of making out any small interactables, considerably hidden entryways (like the hatch next to Migo, for instance), and any items that are either tiny, or whose colour closely matches the background (even things like chests). To make matters worse, useful icons on the map screen and minimap, like exits/entrances and waypoints, in addition to the thickness of the border lines separating the playable areas from inaccessible areas, cannot be scaled (and don't scale on zoom) and thus he cannot make these out either.
What can he see? He can see the range indicators of spells (like teleport), he can make out the peace and combat highlights when set to full (not just circles), he can read the text (though he says it strains his eyes after longer sessions), and most of the UI.
Essentially, the necessary extra accessibility options that would make his gameplay experience playable narrow down to:
- An options to always highlight interactibles like doors, buttons, exits/entrances, levers, dirt piles, and visible chests, even when you're not within interaction distance (obviously excluding any non-discovered traps until you spot them). Since interactibles highlight when you get close to them, surely you could easily add a toggle to set them to be permanently on?
- Map UI scaling for: Icons, borders and text, in addition to normal textbox scaling. Since there exists a UI scaling option inside the .ini file, surely this could also be added with no large issues.
- Potentially an option to toggle on a permanent highlight of all accessible terrain (separating non-walkable from walkable terrain) - done in a similar fashion around the player as the teleport spell is indicated, so that it's easier to see where characters can, and cannot go. This could be done as a toggle-spell, showing the current range around the player as any other spell would - taking the range of, say, teleport.
-The option to make highlights thicker, and more pronounced.
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The addition of these modifications would not only make the game playable for my friend, it would also make the game more accessible to any others who have vision problems, and still love cRPG's. I understand that proper implementations of accessibility settings takes quite a bit more time and effort than most people believe, but I do think that adding these additional options would make the gameplay experience for some quite a bit better.
Â
Currently, however, he considering dropping the game altogether, since he is incapable of making out any small interactables, considerably hidden entryways (like the hatch next to Migo, for instance), and any items that are either tiny, or whose colour closely matches the background (even things like chests). To make matters worse, useful icons on the map screen and minimap, like exits/entrances and waypoints, in addition to the thickness of the border lines separating the playable areas from inaccessible areas, cannot be scaled (and don't scale on zoom) and thus he cannot make these out either.
What can he see? He can see the range indicators of spells (like teleport), he can make out the peace and combat highlights when set to full (not just circles), he can read the text (though he says it strains his eyes after longer sessions), and most of the UI.
Essentially, the necessary extra accessibility options that would make his gameplay experience playable narrow down to:
- An options to always highlight interactibles like doors, buttons, exits/entrances, levers, dirt piles, and visible chests, even when you're not within interaction distance (obviously excluding any non-discovered traps until you spot them). Since interactibles highlight when you get close to them, surely you could easily add a toggle to set them to be permanently on?
- Map UI scaling for: Icons, borders and text, in addition to normal textbox scaling. Since there exists a UI scaling option inside the .ini file, surely this could also be added with no large issues.
- Potentially an option to toggle on a permanent highlight of all accessible terrain (separating non-walkable from walkable terrain) - done in a similar fashion around the player as the teleport spell is indicated, so that it's easier to see where characters can, and cannot go. This could be done as a toggle-spell, showing the current range around the player as any other spell would - taking the range of, say, teleport.
-The option to make highlights thicker, and more pronounced.
 Â
The addition of these modifications would not only make the game playable for my friend, it would also make the game more accessible to any others who have vision problems, and still love cRPG's. I understand that proper implementations of accessibility settings takes quite a bit more time and effort than most people believe, but I do think that adding these additional options would make the gameplay experience for some quite a bit better.