Episoder

  • More games with disabled protagonists that don't shy away from reality, please.

    00:00 - Intro
    00:40 - How we are doing
    02:50 - Rare Disease Day 2025
    03:47 - Thumb Soldiers
    09:20 - Able to Play
    18:00 - Bokura
    20:55 - Split Fiction
    30:00 - Sea of Thieves
    32:46 - Like a Dragon: Pirate Yakuza in Hawaii
    36:18 - Mecha
    38:34 - To a T
    42:00 - Monster Hunter arachnophobia mode
    46:40 - Sorry, We're Closed
    49:20 - Where to find us

  • 00:00 - Intro
    01:28 - Transparency of Consequences
    07:40 - Choice Overwhelm
    13:13 - Game Complexity
    20:05 - Game Length
    33:30 - Memory
    37:33 - Speed & Pacing
    47:21 - Co-op & Asymmetry
    52:40 - Content Warnings & Player Safety
    58:25 - Outro

    Quick Points

    ๐Ÿ” Provide transparency for consequences, by default or optionally. In legacy games you could make a digital guide for how a big choice impacts on the game.
    ๐Ÿ—บ๏ธ Consider ways to reduce overall choices in the game, thus reducing overwhelm. For example, versions of play with limited or reduced actions.
    ๐Ÿง  Consult the Laws of UX for tips on best practices on usability and user experience. https://lawsofux.com/
    ๐Ÿ“‘ Give players ways to prioritise actions by providing a suggested direction, such as through goal cards or a unique character action.
    โš–๏ธ Provide extra help where rules are not symmetrical and where misunderstanding may occur more frequently, such as a specialised reference card.
    ๐Ÿซจ Consider ways to allow players to recover when plans are disrupted, and assist them in being able to pivot more easily or still reach that goal.
    ๐ŸŽ“ Include how long learning the game will take, not just an average playtime.
    ๐Ÿ• Consider pacing and average turn length, and if players need to be engaged at all times. How do these affect the cognitive load of your game and can you offer options?
    โฏ๏ธ Help players return to play. Provide help on components or through mechanics for players to ground themselves after getting distracted or taking a break.
    โญ Help and support with ‘finding focus’ such as splitting up game management actions to help players engage, or accepting unrelated side-tasks like drawing.
    โธ๏ธ Providing ‘pause points’ and ways to help people ‘save’ the game, such as providing save sheets or extra bags for ‘saved’ collections of components.
    ๐Ÿ“ƒ Provide ways to reduce memory reliance in games, even on a per player basis. Sometimes it’s as simple as allowing players to take notes.
    โŒ› Include ways to reduce or remove timed elements.
    ๐Ÿ’ข Give suggested plays to help alleviate round pressure, when a player can feel the need to plan several turns ahead thus significantly increasing cognitive load.
    ๐Ÿ“š Have flexibility for when admin time happens to help players build the experience around their energy levels.
    โฒ๏ธ Reduce set-up / tear-down time if you can, such as through components like player trays or through things like quick start guides.
    ๐Ÿ’œ Provide safety mechanics or tools for games with sensitive topics.
    ๐Ÿ“ฆ Put content information on your box to inform players ahead of purchase.

  • Manglende episoder?

    Klik her for at forny feed.

  • 00:00 - Intro
    01:08 - Text Clarity
    11:01 - Iconography
    20:06 - Large Print & QR Codes
    28:19 - Braille & Tactile Components
    36:52 - Contrast
    42:31 - Colourblindness & Dual Coding
    48:48 - Visual Overwhelm
    52:21 - Outro

    Quick Points
    ๐Ÿ”ค Use a clear sans serif font and avoid all caps, underlines and italics.
    ๐Ÿ“ Use good text formatting, like left-aligned paragraphs, good spacing, and line breaks.
    ๐Ÿ…ฐ๏ธ Highlight keywords using bold and/or a different high contrast colour.
    โฌ†๏ธ Indicate orientation for numbers and text, considering table layout and where people will be trying to read from.
    ๐Ÿ” Check symbols for readability and similarity at all angles, especially on dice.
    ๐Ÿ—‘๏ธ Favour skeuomorphic icons to boost comprehension and understanding.
    โญ Consider using iconography in place of text to reduce reading, make components more language-agnostic and reduce localisation.
    ๐ŸŒ Check regional meanings for your icons and colours to ensure they translate accurately across locations.
    โ†•๏ธ Print text and icons at the largest size possible, even consider using a bigger font for components with less text.
    ๐Ÿ“• Move flavour text to the rules or another booklet to save space on components.
    ๐ŸŽ Function over flavour always! If something helps someone to play the game more easily it should take priority over flavour text.
    ๐Ÿ“ฑ Use QR codes on components to link to an app/webpage to work towards assisted tabletop gaming.
    ๐Ÿ“„ Provide larger print versions of your game or components, for free or as upgrades / editions.
    โ™Ÿ๏ธMake components of different types, different shapes and sizes so they can be distinguished through touch.
    ๐Ÿฆฏ Consider additional tactile elements like bumps, pips, embossing/debossing.
    ๐Ÿ”„๏ธ Make good use of the reverse side of components where art would be duplicated or left blank.
    ๐Ÿ‘๏ธ‍๐Ÿ—จ๏ธ If your game has an open state of play, consider how it could be played through just descriptions and how you can facilitate that.
    ๐Ÿ–จ๏ธ Make and provide 3D print files for tactile components.
    ๐Ÿ Use a contract checker, but keep in mind digital versus printed contrast is different! Print is usually always darker. Use pantones and prototypes to check.
    ๐Ÿง™‍โ™‚๏ธ Provide clear differentiation for miniatures, like coloured rings or 3D flat icons on the bases which can be easily painted for quick recognition.
    ๐ŸŽจ Don’t use colour alone to differentiate pieces or information (use pattern, icon, text, numbers, clearly distinct art/borders) or make components colour-agnostic.
    ๐Ÿ‘๏ธ Make sure any dual-coding is large and clear.
    ๐ŸŽฒ Consider different transparencies or pip shapes for dice of different types

  • Who would ever have expected we'd have so much possive to say about cognitive accessibility in a From Software game?

    00:00 - Intro
    00:40 - How we are doing
    07:00 - Abletop
    09:25 - Elden Ring Nightreign
    16:00 - Dawnfolk
    24:50 - Lost Records: Bloom and Rage - Tape 1
    32:10 - Pirate Yakuza in Hawaii
    32:50 - Cabernet
    33:20 - Avowed
    47:30 - Sea of thieves update
    52:00 - Develop:Star Award and MCV Awards
    54:30 - Microsoft Ability Summit - Accessibility and AI
    01:03:00 - Where to find us

  • 00:00 - Intro01:43 - Box & Packaging12:46 - Set Up & Tear Down21:17 - Components36:20 - Motion in Games44:49 - Dexterity Mechanics53:16 - Time Constraints56:02 - Closing Thoughts57:00 - Outro Abletop Episode 2 Quick Points:๐Ÿ“ฆ Consider accessible packaging options such as adding loops, tags or stickers.๐Ÿซณ Make space in the box insert for grabbing components, such as indents or foam.๐ŸŒ Consider Eco-friendly packaging for better environmental impact and potentially easier to open packaging.โ™Ÿ๏ธ Provide information on components for physically heavier games to help with alternative storage solutions and consider common sizes e.g. A4. ๐Ÿ—๏ธ Use trays and personal player packs to reduce setup and teardown.๐Ÿ—ƒ๏ธ Provide ways to sort components of similar types i.e. different cards that are the same size. Can you use the insert to help separate them.๐Ÿ“ฑ Create a companion app to either automate parts of the game, provide options to reduce components/table space, track character status, or roll dice. ๐Ÿ–๏ธ Provide low-mobility alternatives for components, such as Frosthaven's book of maps in place of the map pieces.๐Ÿ—บ๏ธ Provide board references that can help players find locations on larger boards. ๐Ÿ”  Check visibility of the labels on your board and how they are affected by 3D pieces during play.โš“ Consider component anchoring - like recessed boards - for helping keep pieces in place.๐ŸŽ›๏ธ Check tension on moveable/assembled components like clips, dials. Is there a more static version you can provide to players as an option.๐Ÿƒ Provide ways to make tucking cards easier such as sleeves, raised areas or recesses. ๐ŸŽฒ Consider dice, how heavy and how many, and think about providing a tower to reduce physical energy cost and avoid dice disrupting the play space.โ™Ÿ๏ธ Provide card sleeves or thicker components for things that need to be handled often, or adapting the board to provide areas of purchase.โš–๏ธ Provide accommodations that can level the playing field for groups with a range of dexterity needs, such as different difficulties of components or asymmetric roles.๐Ÿ“‚ Provide files that players can download and resize if they need to.โŒ› Provide ways to reduce or remove time pressures, potentially set per player.๐ŸŽฏConsider the amount of component manipulation and accuracy in your games; lining things up, moving pieces, and what options you can provide to reduce those.

  • 00:00 - Intro01:48 - Online Rulebooks & FAQs07:20 - How Rules are Written & Reference Cards15:19 - How to Play Videos & Objective Context20:12 - Learning, Teaching & Co-op Games23:18 - How to Play Video Availability26:19 - Player Strategy Guides32:35 - Learning Asymmetric Games44:22 - Game Phases & Changes48:15 - Closing Thoughts53:00 - Outro Abletop Episode 1 Quick Points:๐Ÿ–ฅ๏ธ Provide digital versions of rules that also work with a screen reader.๐Ÿ“ผ Provide a how to play video, freely available, to allow different ways of learning.๐Ÿค” Provide online FAQs for your game and have a link to them on your box or rulebook.๐Ÿ“ƒProvide an index in larger rulebooks, and bolden key pages for the entry.๐Ÿง Avoiding writing rules โ€˜in universeโ€™, try to use common terms and clear language.๐Ÿ—๏ธ Highlight keywords to help them stand out in rules and on components.๐Ÿ“‘ Provide glossaries of game terms, especially any unique to your game.๐Ÿ“” Provide reference cards or incorporate references onto player boards.๐Ÿ’ญ Consider the information layout of your rulebook, is information laid out in a logical way for a new player? ๐Ÿ† Provide context for the game goal; what is the end goal, and provide that near the start of the rulebook and consider reminders on player boards.๐ŸŽฎ Provide sample turns and guided tutorials for more complex games and remember to include the context of why, not just what.โ™Ÿ๏ธ Provide example strategies or character builds in more complex games.๐Ÿ–๏ธ Encourage open-handed first plays in your rules for competitive games.๐Ÿˆ Discourage quarter-backing play in your rules for cooperative games.๐ŸŒ– Provide help for when rules change such as reference cards or warnings on a round tracker that a change is coming up.๐ŸŽ›๏ธ Provide game variants and accommodations in your rulebook that help alleviate accessibility barriers. ๐Ÿ”“ Encourage players to bend rules when something is inaccessible!

  • We're back from our winter Holiday. Accessibility news is light, but we're back and catching up.

    00:00 - Intro
    02:14 - Skyrim
    02:40 - Babysitting Mama Speedrunning
    07:55 - Train Simulator
    11:32 - Valheim
    13:00 - Workshop Prep
    17:18 - Fantasy Critic
    22:10 - Board Games
    23:27 - Braille Dice
    29:46 - Rebellion Accessibility Updates
    36:20 - Outro

  • Ctrl, Alt, Access reaches the end of its first year. Let's look back on a year of accessibility updates.

    00:00 – Intro
    00:50 – Looking back at the podcast
    02:00 – Looking back at the accessibility year of 2024
    02:20 – Game Awards 2024
    05:35 – Year of High Contrast Mode
    07:15 – Year of Cognitive Accessibility
    12:50 – Year of Audio Description
    16:30 – Senua's Saga: Hellblade II
    19:00 – Indie Games of 2024
    24:40 – More Accessibility controllers
    27:15 – Year of Remakes
    29:45 – What we look forward to in 2025
    30:11 – What we hope Nintendo will bring with Switch 2
    31:05 – Audio Description outside cut scenes
    31:50 – PS Access Controller for PC
    34:05 – Nintendo have Co-controller support and Accessibility tags in store
    35:00 – Access Controllers work on all consoles
    35:50 – Mental Health as the sixth accessibility category
    38:20 – Tone indicators in games and BSL in captions
    40:40 – Communication accessibility
    45:20 – "Design for ever gamer" and "Best practise in gaming" for blind gamers
    46:50 – IRIS plugin
    48:00 – Where to find us

  • Took us a month to catch up, but here's a recap of 16 hours of accessibility talks and panels worth knowing about.

    00:00 – Intro
    02:00 – DAY 1
    02:10 – Update from the industry
    04:55 – Accessible DOOM mod
    08:15 – Servers up, Everyone is welcome
    18:25 – Tourettes IRL
    22:40 – Developing in the dark
    26:46 – Cheat codes for all
    28:25 – Forgetting is frustrating
    30:25 – Overanalyzing and Syntezysing
    33:12 – Accessibility to burnout
    41:24 – DAY 2
    41:50 – Seeing into your future, developing an accessible game for later today
    45:30 – Open world and ADHD, a cautionary tale about love, pain and opportunity
    48:13 – Cognitive accessibility UX in Star Wars Jedi Survivor
    57:55 – #OpenForNaughtyDog
    59:40 – More than a saving throw
    1:03:05 – Skill tree unlocked, from consultant to inhouse
    1:05:30 – Hell welcomes all
    1:05:50 – How to line break subtitles
    1:06:50 – Accessible gadget for gamers
    1:08:40 – Developing the latest hardware accessibility offerings at Xbox
    1:14:30 – Where to find all the talks
    1:15:45 – Where to find us

  • Telling people that your game "May contain elements dangerous to photosensitive players" doesn't really help photosensitive players to make informed decisions about their health. Could we do better with more specific warnings?

  • Sometimes, fluctuating disabilities mean you have to pivot plans, and that's okay x

    00:00 – Intro
    03:52 – Arevya played Super Market Simulator, Botany Manor
    05:30 – Steven Spohn and Mark Barlet are leaving AbleGamers
    08:40 – FDG 2025 will have the theme "Accessible Worlds, United Through Play"
    10:35 – Laura and Arevya have consulted on Sorry, We're Closed
    12:05 – Arevya consulted on Life Below
    14:43 – Lauras take on the PS5 PRO
    19:15 – Laura has played Mario & Luigi Brothership, Super Mario Party Jamboree, Dragon Age: The Veilguard, and LEGO Horizon Adventures
    36:25 – Where to find us

  • We both had a pretty chaotic time this week if we're honest haha

    00:00 – Intro
    01:15 – Laura consulted on Dragon Age: The Veilguard and Life is Strange Double Exposure
    12:12 – Arevya called out SpillExpo
    19:00 – Arevya talks Mario Party Jamboree,I'm on Observation Duty 7, and Corekeeper
    25:20 – Laura talks Life is Strange Double Exposure 3-5, Slay the Princess, and Dragon Age: The Veilguard
    36:50 – NEWS UPDATE
    37:20 – Correction Call of Duty Black Ops 6 audio accessibility
    41:53 – Monster hunter wilds accessibility
    45:20 – Diablo 4 vessel of Hatred accessibility
    47:00 – Just Dance 2025 continues with its Seated choreographic
    48:30 – Dragon Age: The Veilguard accessibility
    53:30 – Where to find us

  • Arevya's back, we've got cool news, and accessible games are popping up in the most surprising of places.

    00:00 – Intro
    00:50 – Where have Arevya been
    04:20 – Laura consulted on Life is Strange: Double Exposure
    12:57 – Silent Hill 2 Remake
    24:15 – UFO 50
    26:56 – Metaphor Re Fantazio
    31:04 – NEWS UPDATE
    31:38 – Call of Cuty Black Ops 6 audio accessibility
    34:56 – Persona 3 Reload DLC - Episode Aegis accessibility
    37:06 – Star Wars Outlaws accessibility update
    39:09 – GAconf USA lineup is revealed
    43:22 – Question of the week and where to find us

  • Sometimes, we just need uncomplicated, joyous, fun factory games in our lives.

    00:00 - Intro
    01:21 - Arevya Chat
    01:31 - Outer Wilds
    05:44 - Astro Bot
    11:37 - Thank Goodness You’re Here
    16:56 - Mobile Gaming
    25:45 - Laura Chat
    25:48 - The Plucky Squire
    32:27 - Zero Zero: Perfect Stop
    34:26 - News Headlines
    35:01 - God of War Ragnarok Audio Descriptions and Hints
    37:31 - Tales of Kenzera: Zau Update
    39:41 - Easy Surf Cabernet Assessment
    44:06 - Satisfactory Arachnophobia
    45:36 - PS5 Pro
    1:00:29 - Outro and Question

  • Let's catch up on the news, before drowning in new releases and hardware imminently!

    00:00 – Intro
    01:22 – Arevya played: Outer Wilds, Zelda Ocarina of time, Ace Attorney
    19:45 – Laura played: Astro Bot, What the Car, Peglin, Full Throttle
    37:56 – NEWS UPDATE
    38:15 – Concord removed from sale after 2 weeks - Taking with it accessibility stuff
    48:18 – Proteus will refund / replace GamesCom units + an updated impressions
    55:17 – Question of the week
    59:53 – Where you can find us

  • 00:00 – Intro
    01:40 – Arevya update: Fileds of Mistria, Ocarina of Time
    5:47 – Laura update: Atomfall, Date Anything / Everything, All Will Rise, Project Timi: Sasha's Curse, Monster Hunter Wilds,
    18:06 – Laura has the Proteus Controller
    29:05 – Arevya has newly announced Xbox adaptive joystick
    41:46 – Laura has tried the new Xbox 8bit do lite SE
    47:44 – Xbox booths World of Warcraft VR motion simulator experience
    50:50 – GamesCom ASL opening show
    53:00 – Gamescom kind of has a virtual queuing system
    57:18 – IGN "A Prominent Accessibility Advocate Worked With Studios and Inspired Change. But She Never Actually Existed."
    1:10:00 – Where you can find us

  • Laura learns about Arevya's favourite childhood video game, Arevya folds magical paper, and both hosts discuss the current voice actor strikes.

    00:00 – Intro
    01:35– Arevya update: Tomba special edition, A little to the left, Paper Trails and Accessibility work streams
    17:35 – Laura update: Thank goodness you're here, TMNT Splintered fate, World of goo 2
    29:47 – NEWS UPDATE
    30:23 – Sea of thieves new accessibility website
    33:43 – State of Decay 2 update adds 37 accessibility improvements
    36:35 – Star Wars Outlaws, Accessibility Hands-On Impressions
    40:53 – Demo for Prince of Persia: The Lost Crown is discontinued
    44:58 – Yet more layoffs...
    51:22 – Video game SAG aftra voice actor strike
    56:50 – Question of the week

  • We're back from a mini hiatus. Come learn about physical event accessibility, new accessible video games, and important updates about reasonable workplace disability accomodations.

    00:00 – Intro
    01:26– Arevya update: Sudoku and Magical delicacy
    09:40 – Laura update: Clickolding, Concord, Bokura
    21:35 – NEWS UPDATE
    22:03 – Gamescom commits to event accessibility
    30:44 – Accessibility talks run by Jozef Kulik and Cari Waterton at Develop
    38:25 – Nothing without us
    40:35 – Star Citizen devs discriminated by refusing work from home
    47:20 – TwitchCon
    01:01:07 – Question of the week

  • On this special episode of Ctrl, Alt, Access, Laura chats with Grant Stoner, Disabled gamer and accessibility reporter, about Elden ring's pros and cons in terms of accessibility.

    00:00 - Intro
    03:05 - The Death of Brandon Cole and Milan Patel
    06:45 - Elden Ring Discussion

  • Sorry folks, no more Nintendo games for boys anymore, that's just the rules.

    Featuring โ€ช@Arevyaโ€ฌ.

    00:00 – Intro
    01:15– Arevya update: Travels, Byowave video, Super Market Simulator, Vampire Survivor
    09:20 – Laura update: Thank Goodness You're Here demo, What the Car Demo, Schim Demo, Arranger Demo, Elden Ring Shadow of the Erdtree
    27:57 – NEWS UPDATE
    28:30 – Diablo 4 is getting new navigation assist features
    32:17 – Rebellion shares Atomfall accessibility info
    36:05 – Grant Stoner piece about accessible hardware in Game Informer magazine
    39:27 – MARVEL vs. CAPCOM Fighting Collection: Arcade Classics! bans simplified inputs for ranked play
    45:47 – Nintendo is for Girls Only Now, Sorry!
    49:57 – Next weeks question