The bottom line
Games become playable for deaf and hard of hearing players when developers make subtitles readable, give every important sound a visual form, and offer options. These fixes are cheap and open games to a new audience.
Key takeaways
- Many players rely on subtitles, yet games often make them hard to read. 1:00
- Ubisoft says 60 percent of Assassin's Creed Origins players played with subtitles on.
- Borderlands 2 has tiny text, an unclear font, white text that blends into the background, full-width lines and no speaker label.
- Good subtitles are large, plain, high contrast, short, well timed and tied to a speaker. 2:13
- The BBC and Netflix use 37 to 42 characters per line, two lines at most, and about 0.3 seconds on screen per word.
- A semi-transparent black box, as in Prey, stays readable on any background.
- Gameplay-critical sounds need a visual form too. 6:33
- Overwatch ultimates are announced only by voice lines, so a player without sound gets no warning.
- Half-Life 2 captions cover gunshots and explosions, and Fortnite Mobile shows sounds as icons in a ring around the character.
- Puzzles that depend on sound need another way to be solved. 9:20
- Undertale's piano tune puzzle blocked players until a patch showed the answer on screen near the statue.
- Options let each player tune the game to their own needs. 10:28
- Mortal Kombat X has separate volume sliders for effects, announcer, dialogue, music, ambience and cutscenes.
- Subtitles should be switchable before any dialogue plays, as in Naughty Dog's recent games.
This is not the time to keep up your brand identity, this is the time for clarity.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 Why subtitles are the first fix
Cheap design choices let disabled players enjoy games, and games handle subtitles worse than TV does.
- Many conditions can shut disabled players out of games. 0:10
- Hearing loss, vision problems, colourblindness, epilepsy, amputations and muscular dystrophy all count.
- The right options make an otherwise impossible game playable.
- Hundreds of conditions affect visual, auditory, motor or cognitive function.
- The series starts with options for deaf and hard of hearing players.
- Games have no subtitle standard, unlike TV and film. 1:17
- TV and film use big text, clear fonts and easy lines.
- Game developers make it up as they go.
- Even standing still with Claptrap, the Borderlands 2 text is hard to read.
- In combat, attention is split, so ease of reading matters more than in any other medium.
2:04 Subtitles must be easy to see
Size, font, contrast and line length decide whether a player can read a line at a glance.
- Subtitles should be big and set in a plain font. 2:13
- Tiny text is the most common mistake, often made to protect immersion.
- Players who need subtitles want quick reading, so let them pick their size.
- Life is Strange: Before the Storm and Assassin's Creed Origins are readable from across a room.
- Detroit: Become Human uses clean sans serif. Metal Gear Solid V uses a scribbly font.
- White text needs a dark border or shadow to hold against any scene. 3:04
- Pale text with a pale outline is practically camouflaged.
- Use a thick black border or a dark shadow at the least.
- The sample line shown is "pretty tough" to read.
- Weak contrast makes readers strain their eyes.
- Lines should be short and break at natural points. 3:33
- Some games show entire paragraphs at once.
- Hitman uses short stabs across a couple of lines, and Detroit gives each clause its own line.
- In Batman: Arkham Asylum, Who called the elevator!? appears seconds before Batman hears it.
- Netflix publishes rules on when to split a subtitle into two lines.
4:35 Timing, speakers and full coverage
| God of War | Rise of the Tomb Raider | |
|---|---|---|
| Speaker shown by | Name on every line | Name once, then colour |
| Later lines | Name repeated | Colour only |
| Subtitle size | Bulkier | Compact |
| Reading load | Redundant | Light |
Players need time to read, a way to tell who speaks, and a subtitle for every line that matters.
- Lines should linger long enough and be separated by a visual gap. 4:38
- Staying up while the character speaks is usually fine, but fast talkers need longer.
- A brief blank flash tells the reader a new line has arrived.
- Netflix leaves a few frames of nothing whenever the subtitle changes.
- Borderlands 2 has no gap, so players may miss a new line.
- Subtitles should show who is speaking without clutter. 5:15
- God of War names the speaker on every line, which is clear but bulky and redundant.
- Rise of the Tomb Raider names a character once, then gives them a colour.
- With many characters on screen and no audio, the reader can't tell who talks.
- After the first line, the colour tells you who is speaking.
- Every line of dialogue needs a subtitle, not only cutscenes. 5:52
- Games often skip background chatter and ambient talk.
- The cops in Mirror's Edge have lines but no subtitles.
- Hitman guards say whether your disguise lets you enter an area, and those lines go unsubtitled.
- One example guard line: I can't let any patients through this way. Rules are rules.
6:28 Audio cues need visual twins
Captions should name gameplay sounds and, ideally, show where they come from.
- Sound captions work best when they also show direction 7:43
- Minecraft uses left and right arrows.
- Final Fantasy XIV has an overlay that shows sounds behind you.
- Half-Life 2 has a vivid soundscape that lets able players track things outside their view.
- Its captions give that to hard of hearing players, but without locations.
- Minecraft's arrows cover noises like plopping items and moving animals.
- Critical information should never be carried by sound alone 8:41
- Metal Gear Solid V enemies shout about a grenade with no subtitle.
- Call of Duty pairs the audible bark with a clear visual cue.
- Epic's console and PC ring forces you to turn the sound off completely, which fails players who only need extra info.
- In multiplayer, a visual cue can give an unfair edge, so make it mandatory or default.
9:20 Sound puzzles
A puzzle that needs hearing can end the game for a deaf player.
- Non-music games should give sound puzzles another route 9:44
- The Witness subtitles its audio diaries, then suddenly needs you to listen to the environment.
- Fixes are an alternative solution, a visual element, or making the puzzle optional.
- Games built around music or rhythm are fair enough.
- The Witness is partly safe because those puzzles are kind of optional.
10:28 Options
You can't have too many accessibility options.
- Players should control subtitle style and the sound mix 10:36
- Some games let you change font size.
- Assassin's Creed Origins toggles speaker names and the background.
- Dropping the music in Mortal Kombat X lets hard of hearing players hear the effects better.
- inFAMOUS: First Light puts a subtitles button in the first cutscene.
- Studios put the subtitles option under gameplay, sound, accessibility or language, so one standard place is overdue.
11:36 Testing without a budget
Developers can check auditory accessibility with almost no resources.
- Muting the TV is a free playtest 12:13
- Studios should ideally bring in disabled players to test.
- Indie developers can simply play their game on mute.
- Movie industry subtitle guidelines already cover dialogue.
- For cues and puzzles, ask how to give the same information without audio.
- In Moss, hero Quill signs to the player in American Sign Language.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Teaches how to make games accessible to deaf and hard of hearing players through readable subtitles, visual alternatives to audio cues, non-audio puzzle solutions and flexible audio options. The comparison of Borderlands 2, Metal Gear Solid V and Overwatch against Half-Life 2, Fortnite Mobile and Rise of the Tomb Raider shows concretely what good and bad looks like.
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