 

{"id":4222,"date":"2019-12-18T08:00:36","date_gmt":"2019-12-18T14:00:36","guid":{"rendered":"https:\/\/ablegamers.g5u2p0ll-liquidwebsites.com\/?p=4222"},"modified":"2019-12-18T08:40:36","modified_gmt":"2019-12-18T14:40:36","slug":"accessing-a-colorful-dystopia","status":"publish","type":"post","link":"https:\/\/ablegamers.org\/accessing-a-colorful-dystopia\/","title":{"rendered":"Accessing a Colorful Dystopia"},"content":{"rendered":"<p>You know what\u2019s great about inclusive design? It doesn\u2019t have to make a big spectacle of itself in order for you to recognize it, enjoy it, and utilize it. A solid character creator means the player can express attributes they most want to be represented by, the ability to take whatever path through a story best fits the role you\u2019re playing, and the world having clear visual designs to all of its supernatural elements. Luckily, <a href=\"https:\/\/outerworlds.obsidian.net\/\">The Outer Worlds from Obsidian Entertainment<\/a> contains all of this. You can be almost anyone, handle things how you want, and you can fairly clearly see what\u2019s happening along the way!<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-4224\" src=\"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Logo.jpg?resize=900%2C506&#038;ssl=1\" alt=\"Logo image for The Outer Worlds\" width=\"900\" height=\"506\" srcset=\"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Logo-scaled.jpg?resize=1024%2C576&amp;ssl=1 1024w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Logo-scaled.jpg?resize=600%2C338&amp;ssl=1 600w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Logo-scaled.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Logo-scaled.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Logo-scaled.jpg?w=2480&amp;ssl=1 2480w\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" \/><\/p>\n<p>Shortly after The Outer Worlds\u2019s October 2019 release, Obsidian studio design director &#8211; Josh Sawyer &#8211; <a href=\"https:\/\/twitter.com\/jesawyer\/status\/1189667445692223488\">tweeted a statement<\/a> explaining why The Outer Worlds lacked a Colorblind Mode option: it didn\u2019t need one. The information received from colors in The Outer Worlds is redundant to other information, including icons, physical shapes, and text information presented to the player.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-4225\" src=\"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot.png?resize=900%2C434&#038;ssl=1\" alt=\"Screen capture of The Outer Worlds weapon inventory screen with a variety of weapons, damage types, and unique indicators\" width=\"900\" height=\"434\" srcset=\"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot.png?resize=1024%2C494&amp;ssl=1 1024w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot.png?resize=600%2C289&amp;ssl=1 600w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot.png?resize=300%2C145&amp;ssl=1 300w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot.png?resize=768%2C370&amp;ssl=1 768w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot.png?w=1220&amp;ssl=1 1220w\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" \/><\/p>\n<p>As an example, this is a screenshot straight from my level 23 character\u2019s weapon inventory. Each weapon item has a little symbol in the lower left of its box, indicating the type of damage that the weapon is dealing. The symbols have a pretty distinct shape and their brightness levels are in contrast against the darker background. That difference in physical shape not only seems like a natural fit in indicating the damage type, but it means that the colors there aren\u2019t necessary to identify what\u2019s what. Let\u2019s look at the same screenshot in greyscale.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-4226\" src=\"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot-Greyscale.png?resize=900%2C434&#038;ssl=1\" alt=\"Modified screen capture of The Outer Worlds weapon inventory screen with a variety of weapons, damage types, and unique indicators with colors removed\" width=\"900\" height=\"434\" srcset=\"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot-Greyscale.png?resize=1024%2C494&amp;ssl=1 1024w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot-Greyscale.png?resize=600%2C289&amp;ssl=1 600w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot-Greyscale.png?resize=300%2C145&amp;ssl=1 300w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot-Greyscale.png?resize=768%2C370&amp;ssl=1 768w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Outer-Worlds-Inventory-Screenshot-Greyscale.png?w=1220&amp;ssl=1 1220w\" sizes=\"auto, (max-width: 900px) 100vw, 900px\" \/><\/p>\n<p>Depending on\u00a0 your view of this article, the picture view may be a bit small to really indicate the distinctness in the symbols, but I can attest to their physical distinctness at full resolution. I\u2019d also like to point out some of the other information that\u2019s there, such as the Unique items with their glow effect in the background, or the special Science weapons that have a faint atomic symbol. This is very good, especially compared to other games with such loot tiers indicated only by a color outline. Even the ammunition boxes also have non-color information, including the text of being Light, Heavy, or Energy, as well as the box pictures having different shapes and levels of brightness.<\/p>\n<p>This kind design inclusivity doesn\u2019t just come out of nowhere. Josh Sawyer called out game director and <a href=\"https:\/\/chocolateihaveknown.wordpress.com\/\">chocolate-lover<\/a>, Tim Cain, as having a nearly monochromatic form of colorblindness. I was able to land an interview with Tim to discuss his color blindness and how it affects his work. Tim explains that his form of color blindness runs in the family, where almost everyone is born with full color vision, but loses colors over time. In his 20s, he made a switch from glasses to contacts and missed a single color bubble test. Since then, he\u2019s done worse on the color tests every year, starting with his greens and reds, followed by blues. According to Tim, the sky is usually a steely-grey color, regardless of the weather. On the plus side, the nature of his color blindness has actually increased his night-vision ability, though it doesn\u2019t help him fight crime or anything.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignright wp-image-4227 size-full\" src=\"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Tim-Cain.jpg?resize=288%2C433&#038;ssl=1\" alt=\"Photograph of Tim Cain from Gamespot.\" width=\"288\" height=\"433\" srcset=\"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Tim-Cain.jpg?w=288&amp;ssl=1 288w, https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/Tim-Cain.jpg?resize=200%2C300&amp;ssl=1 200w\" sizes=\"auto, (max-width: 288px) 100vw, 288px\" \/>Despite a lack of overnight crime-fighting, Tim is a legend in the games industry, having lead and worked on some of the greatest RPGs of our time, including Arcanum: Of Steamworks and Magick Obscura and Vampire: The Masquerade &#8211; Bloodlines. Notably, Tim is one of the original people behind the Fallout series, having directly steered much of Fallout 1 and 2\u2019s design. I was able to get my fanboying out of the way early in our interview, as I can cite Fallout for being the game that really opened 10 year old me up to the possibilities of what a gaming experience could be. Tim was quick to call out that I was definitely too young to play those games &#8211; and he\u2019s correct &#8211; but I think I turned out alright.<\/p>\n<p>Even when Tim was with Interplay Entertainment in the 1990s, he was pushing for inclusivity in designs. He recalled a game that had a copy-protection system that utilized a code wheel where you needed to refer to a color on the wheel to confirm a code to validate the game. Tim could not tell what some of the colors were and one of his managers even thought that Tim was messing around, not being able to understand that the colors just don\u2019t work for Tim.<\/p>\n<p>Tim referred to a few things that highlight on his color blindness in his day-to-day life. When buying something with his credit card at a store, it\u2019s normal to be told to \u201cpress the green button to confirm\u201d, but that can be tough if you can\u2019t discern the green from the other button colors. He prefers buying clothes online, because the items are often listed with the color being written out on the product pages, whereas your typical clothing rack doesn\u2019t have such information. Tim has also become a self-described \u201creverse vampire\u201d, going into work much earlier than his colleagues because he isn\u2019t as comfortable driving at night because it\u2019s harder for him to tell the positions of things like traffic lights when it\u2019s dark out.<\/p>\n<p>In game design, Tim has some tips to be more inclusive in the design. If a game element is going to use colors to identify differences, then the color change should come with a texture change as well. When working with a UI designer, do a greyscale mock-up to ensure the necessary information is still clearly visible. Tim said that at Obsidian, they\u2019ve been talking about replacing the need for many accessibility settings by just having the design be as inclusive as possible from the get-go, like having a big enough text size to avoid needing to <a href=\"https:\/\/www.polygon.com\/2019\/11\/19\/20962915\/the-outer-worlds-patch-font-size-text-pc-ps4-xbox-one-bugs-crashes-fix\">add in text-size settings<\/a>.<\/p>\n<p>Tim would like to see more done for accessibility, both at Obsidian and across the industry. Now that the studio is under the Microsoft corporate umbrella, they are also able to take advantage of Microsoft\u2019s Accessibility division resources to further their inclusive design efforts. Tim said that he would love to be able to tell his Xbox that he\u2019s colorblind, instead of having to tell each game individually.\u00a0 Since The Outer Worlds was <a href=\"https:\/\/www.gamespot.com\/articles\/the-outer-worlds-has-exceeded-publishers-expectati\/1100-6471295\/\">declared a commercial success<\/a> by the game\u2019s publisher &#8211; Take-Two Interactive &#8211; in their Q2 FY2020 investor call, then there may be more market viability for that kind of inclusive design philosophy and the hard work in pulling it off, which includes following some of the guidelines we offer through <a href=\"https:\/\/accessible.games\/\">Accessible.Games<\/a>.<\/p>\n<p>Haven\u2019t found your fortune in the Halcyon Colony in The Outer Worlds just yet? You can find it for <a href=\"https:\/\/store.playstation.com\/en-us\/product\/UP4581-CUSA16285_00-THEOUTERWORLDS01\">Playstation 4<\/a>, <a href=\"https:\/\/www.xbox.com\/en-US\/games\/the-outer-worlds\">Xbox One, and Windows PCs<\/a> with a Nintendo Switch version currently in the works!<\/p>\n<p>Do you have your own accessibility and games development story to share? Then let us know so we can get your perspective out there.<\/p>\n<p>Thank you for reading and doing your part in making sure everyone can game!<\/p>\n<p>&nbsp;<\/p>\n<hr \/>\n<p>Kevin is a games &amp; tech industry marketing nerd with an affinity for duct tape and playing an orc in every game he can. You absolutely should @ him on Twitter @norumu.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"entry-summary\">\nYou know what\u2019s great about inclusive design? It doesn\u2019t have to make a big spectacle of itself in order for you to recognize it, enjoy it, and utilize it. A solid character creator means the player can express attributes they&hellip;\n<\/div>\n<div class=\"link-more-container\"><a href=\"https:\/\/ablegamers.org\/accessing-a-colorful-dystopia\/\" class=\"link-more\" aria-label=\"Continue reading Accessing a Colorful Dystopia\">Continue reading&hellip;<\/a><\/div>\n","protected":false},"author":46,"featured_media":4223,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_coblocks_attr":"","_coblocks_dimensions":"","_coblocks_responsive_height":"","_coblocks_accordion_ie_support":"","inline_featured_image":false,"wp_popup_display_lightbox":0,"wp_popup_suppress":"","wp_popup_trigger":"","wp_popup_trigger_amount":0,"wp_popup_disable_on_mobile":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[44],"tags":[],"class_list":["post-4222","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ablegamers-blog","entry","entry-type-post"],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/ablegamers.org\/wp-content\/uploads\/2019\/12\/outerworldfeature.jpg?fit=1280%2C720&ssl=1","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/posts\/4222","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/users\/46"}],"replies":[{"embeddable":true,"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/comments?post=4222"}],"version-history":[{"count":3,"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/posts\/4222\/revisions"}],"predecessor-version":[{"id":4230,"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/posts\/4222\/revisions\/4230"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/media\/4223"}],"wp:attachment":[{"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/media?parent=4222"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/categories?post=4222"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/ablegamers.org\/wp-json\/wp\/v2\/tags?post=4222"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}