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提高游戏设置易用性的10大要点

发布时间:2011-09-24 10:46:51 Tags:,,

随着游戏及其控制器的发展,游戏辅助设置也跟着发展。基于这点,IGDA Game Accessibility SIG携手英国非营利机构Special Effect罗列最新10大辅助设置列表,旨在满足玩家需求,令开发者了然于心。

Game Accessibility from socialgo.com

Game Accessibility from socialgo.com

1. 重新配置控制器,提高舒适度。让玩家能够重新定位控制装置,满足自身需求及适应非标准控制器。允许玩家调整控制敏感性,改变X和Y轴,提供左撇子模式。提高控制器信息保存和访问的便捷性。

2. 支持其他控制器选择。不要规定玩家只能使用标准控制器或键盘,或规定游戏只能通过标准控制器呈现。至少提供一个选择性控制器或简化控制方案。需考虑无法使用传统输入方式(游戏邦注:软垫和麦克风)的用户。

3. 提供音效选择。积极向无法听到游戏音效的玩家传递音效气氛、意义和信息。可以选择完整字幕/闭合字幕,或创造性运用其他反馈信息,如图形和振动。

4. 提供独立音乐、音效和对话音量控制装置。调整音量能够促进玩家理解内容,提高舒适度。

5. 高能见度的画面。避免出现较小或模糊字体,或提供其他选择机会。不妨选择高反差颜色方案,或提供这样的选择方案。突出重要道具促进玩家理解游戏内容。

6. 关注色盲群体的设计。色盲玩家无法区分某些颜色组合。尽量避免这些组合(游戏邦注:灰色或绿色中融入红色),或提供除颜色以外的表达选择方案。若你无法确定具体颜色方案,不妨参考针对色盲玩家的比色图。

7. 提供广泛难易程度和速度调节。需注意的是在有些玩家看来,没有所谓的简单内容。很多玩家能够从较慢和较简单的游戏内容中获得乐趣,其中包括弱视玩家。

8. 在可能情况下提供练习、训练、自由和指导模式。这些能够促进玩家理解度、控制器调整和技能开发,同时为那些在标准游戏中挣扎的玩家提供选择机会。

9. 尽量确保菜单的通俗性。不妨选择快速启动模式、数字输入导航和文本选择,如文字-语音切换和符号。

10. 罗列辅助设置和游戏要求。尽量确保玩家能够免费、轻松获得和理解信息。信息可以发布于工作室网站或游戏包装。

top 10 ways(from igda-gasig)

top 10 ways(from igda-gasig)

上述内容主要受Special Effect游戏辅助设置期望列表的启发。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

Game Accessibility Top Ten

As games and consoles evolve, so do the accessibility needs associated with gaming. With this in mind, the IGDA Game Accessibility SIG, working along with the UK based non-profit Special Effect, updated our top ten accessibility feature list. With our new list, we hope to better address the needs of gamers, while making the features clear to understand to developers.

Thanks, and here is the new list:

1. Allow controller reconfiguration for improved comfort. Offer players freedom in repositioning controls (also known as remapping controls, or reconfiguring controls) to suit them and their possibly non-standard controller. Where relevant, allow adjustment of control sensitivity, y and x axis inversion and provide left-handed/south-paw modes. Ideally allow for a controller profile to be conveniently saved and accessed.

2. Provide alternative controller support.  Do not limit the player to only using standard controllers or keyboards, or require a standard controller for use of your title. Seek to offer support for at least one alternative controller and/or simplified control scheme. Consider those unable to use traditional input methods such as joy-pads and microphones.

3. Offer sound alternatives. Aim to convey the mood, meaning and information of your game’s sound for those unable to hear. Consider full subtitles/closed-captions and creative use of other feedback methods, such as visuals and vibration.

4. Provide separate volume controls for music, sound effects and dialogue where applicable. Being able to tailor volume levels can aid comprehension and comfort levels.

5. High visibility graphics. Avoid or offer alternatives to small and/or indistinct fonts. Consider having a  high-contrast color scheme or making it available as an option if not default. Highlight important items to aid comprehension.

6. Color-blind friendly design. Understand that certain color combinations can prove impossible to distinguish for color-blind players. Seek to avoid these combinations (e.g. red on grey or green) and/or offer alternative ways to convey meaning than color alone. If unsure of your color selection, please reference a color chart that displays colors as a color blind person may see them.

7. Provide broad difficulty level and/or speed adjustment where applicable. Realize that for some players there is no such thing as too easy. A very broad range of people can benefit from slower and easier versions of a game including sight-impaired players.

8. Offer practice, training, free-roaming and/or tutorial modes if applicable. These can help with comprehension, controller adjustments, skill development, and also simply offer a fun way in for those struggling with the standard game.

9. Make menus as accessible as you can. Consider quick start modes, the importance of digital-input navigation and text alternatives such as text-to-speech and symbols.

10. List accessibility features and game requirements.  Make efforts to ensure that this information is free and easy to obtain and understand. This information may be posted on a studio’s website or game packaging. Consider submitting for review to Game Accessibility review sites [list will be provided at a later date]

A large part of this list was also inspired by Special Effect’s Game Accessibility Wish list, which can be viewed on their site via this link.

Once again, a very special thanks to Special Effect and their work as well. And for more information, be sure to check out their wish list for Accessible Game design.

Of course, this new top 10 list does not mean the items from the old top 10 list are no longer valid or unimportant. They still are, and we highly suggest that features from the original top ten list that did not make it into the updated list are also implemented whenever possible.

Please take the time to look over the old top ten list as well.(Source:igda-gasig


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