5 ms·
As a blind player myself, I've found mainstream games to be too much of an annoyance for me. Yes, I know it can be done, I know people who were doing it success
by miki123211 8y ago
As a blind player myself, I've found mainstream games to be too much of an annoyance for me. Yes, I know it can be done, I know people who were doing it successfully, but it requires just too much time for me. I prefer games made for the blind exclusively or with mostly text-based games with focus on accessibility (like Dark Room on IOS).
Also what I've found very annoying were text games done in some fancy weird UI framework screen readers can't make sense of, usually Unity. WHen a game is written using the native UI toolkit or a toolkit that uses native controls under the hood, screen-readers can, by using the system APIs, retrieve the info the user wants to read. For those who don't know, screen-readers are programs that allow the blind to use the computer, mostly by reading the information on the screen with synthetic speech, putting it on special devices called braille displays and providing audio cues. They don't work in some magical way, describing the screen like a human would, usually they need good APIs to communicate with the app (or underlying OS), get as much info as possible about what's on the screen and what the user is doing, a bit like a malware and then present that information to the user, either automatically or upon request, after pressing some shortcut keys. If the app uses non-native UI toolkits, draws the UI by drawing things on the screen directly and doesn't expose the required information to screen-readers, absolutely nothing can be done with that app. This is, unfortunately, the case with most (all?) Unity games, as Unity's UI is not compatible with any native APIs. Plugins for built-in Unity screen-readers have been built, but I honestly have no idea how good they are (reinventing the wheel, when it comes to screen-readers, usually doesn't end well so I'm sceptical).