Obsidian's sci-fi first-person role-playing game.
The Outer Worlds avoided colour-only information because one of its directors is colourblind, a real accessibility win. It still shipped with minute interface text, which Game Maker's Toolkit grouped with other games that are hard to read. The lesson: build in perspectives that catch problems early, but check every basic, such as text size, since one fix doesn't cover the rest.
Text size is where games most often fail
From Game accessibility notes on text size
The Outer Worlds uses very small text across its interface. Its text is small enough to be hard to parse, and it is named among the games that fall short on text size. Text size is the area where games most often fail on accessibility.
It is listed with John Wick Hex and Fire Emblem: Three Houses on Switch as small, and with Death Stranding as hard to parse. Disco Elysium and Sunless Skies offer text size options, and Planet Zoo, Ghost Recon Breakpoint and Borderlands 3 scale the whole UI so icons grow too. Scalable UI also helps when a game is streamed to a big TV or a phone.
The Outer Worlds avoids colour-only information because a director is colourblind. A director at Obsidian is colourblind, so the game does not rely on colour alone to convey information. That personal link shaped a design choice that many games still get wrong.
The standard fix is to add shapes, patterns or markings so colourblind players can tell things apart, as Link's Awakening on Switch does with distinct enemy shapes and unique floor cracks. Death Stranding fails here, since its package labels shift from yellow to red to show damage, which look almost identical to some colourblind players.
Has minute text across its interface, but avoids colour-only information because one of its directors is colourblind.
The Outer Worlds uses very small text across its interface. Its text is small enough to be hard to parse, and it is named among the games that fall short on text size. Text size is the area where games most often fail on accessibility.
It is listed with John Wick Hex and Fire Emblem: Three Houses on Switch as small, and with Death Stranding as hard to parse. Disco Elysium and Sunless Skies offer text size options, and Planet Zoo, Ghost Recon Breakpoint and Borderlands 3 scale the whole UI so icons grow too. Scalable UI also helps when a game is streamed to a big TV or a phone.
The Outer Worlds avoids colour-only information because a director is colourblind. A director at Obsidian is colourblind, so the game does not rely on colour alone to convey information. That personal link shaped a design choice that many games still get wrong.
The standard fix is to add shapes, patterns or markings so colourblind players can tell things apart, as Link's Awakening on Switch does with distinct enemy shapes and unique floor cracks. Death Stranding fails here, since its package labels shift from yellow to red to show damage, which look almost identical to some colourblind players.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.