if the game is highly dynamic, you don't have much time to focus on the subs, so it can be really hard to keep up with them when the contrast is low. Let me demonstrate that in the video clip below. Try to pay attention both to the image and the text. (The clips are muted to imitate not hearing the dialogue well, when you'd want to enable subtitles.)
Ridiculous, isn't it? I can't even read the text in time, let alone enjoy the scenery or concentrate on the action.
Max's post includes a lot more common subtitling implementation mistakes from last year, so whether you're a game player or a game developer, it's essential reading.
As with previous posts I've made on accessibility, these issues don't just affect gamers with disabilities. Making games-- or whatever content you're distributing-- accessible makes them available to a wider audience, and if just a little thought and consideration goes into these measures at the beginning, they can be both super easy and super cheap to include from the get-go.
Yeah, that's barely legible. Meeting the letter of the law without meeting the intent.
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