User Interfaces in Video Games 8/10

User Interfaces in Video GamesThe quest for genre-appropriate and usable game UI

The question proposed in my last blog post is a big can of worms that has many aspects influencing it. One big aspect of interfaces being usable is accessibility, which I took a look at in this blog post.

In my research, I’ve found that many people treat accessibility as a “bonus feature,” but as Saunders and Novak point out in Game Development Essentials: Game Interface Design, it’s a fundamental responsibility. Since there are no strict government regulations for games, it’s up to developers to self-regulate to meet the needs of those with disabilities [1].

In my introductory blog post, I mentioned the frustration of games having subtitles but them being too small to read, often with bad contrast. Subtitles are a perfect example of where game UI often has issues. In many modern AAA games, the text is optimised for someone sitting in front of a high-resolution monitor. But for a console player sitting on a couch 3 meters from a TV, that text becomes unreadable.

I noticed this in many games but want to point out Black Myth: Wukong as an example, pictured on Figure 1. The text is so tiny that even at my monitor I could barely read it, especially on white backgrounds where it lacked contrast in addition to it’s small size. It really dampened my experience because I played the game with the Chinese dub, but this would be an even worse experience for someone who’s, for example, deaf.

Figure 1: Black Myth: Wukong
Source: [2]

To combat this, the choice of typeface is important. Sans Serif fonts (like Arial or Verdana) are preferred for difficult viewing conditions because they don’t have the tiny “cross strokes” (serifs) that can blur together at low resolutions [1]. Simply testing the legibility on different devices and positions during development would already make a huge difference.

A best practice example for dealing with subtitles can be seen in The Last of Us Part II. They provide incredibly adjustable subtitle options where players themselves can massively increase the text size, change the color of the names to identify speakers, and add a dark semi-transparent backing box behind the text. This means that no matter how bright the game world is, the text is still legible.

Figure 1: The Last of Us Part II
Source: [3]

Another aspect to consider is colour-blindness. Around 8% of men (1 in 12) and 0.5% of women (1 in 12) are affected [4]. Considering this data, its vital to never use color as the only way to give information. A health bar shouldn’t just change from green to red; it should also change in length so a color-blind player can still read the state of the game [1]. Likewise, if a game uses only red and green to signal “enemy” versus “friend”, a significant portion of the audience is excluded.

I really like playing games.
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