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Copy file name to clipboardExpand all lines: learn-pr/cela-accessibility/games-and-platforms1/01-customizable.yml
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- content: "Players should be able to customize the overall game difficulty."
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isCorrect: false
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explanation: "Incorrect. Game difficulty customization is one of the many areas where customization options should be provided. However, providing customization for game difficulty alone doesn't represent the best description of customization in the context of game accessibility."
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- content: "Players should be able to customize as many aspects of their experience as possible in an attempt to meet their specific accessibility needs and preferences."
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- content: "Players should be able to customize as many aspects of their experience as possible to meet their specific accessibility needs and preferences."
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isCorrect: true
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explanation: "Correct. As a foundational accessibility concept, customization of experiences should be broadly applied to as many game areas as possible to support players in creating truly accessible experiences."
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explanation: "Correct. As a foundational accessibility concept, customization of experiences should be broadly applied to as many game areas as possible to support players by creating truly accessible experiences."
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- content: "Which of the following customization options would best support the player in the following scenario? A player repeatedly fails the game level they're currently on. Enemy characters appear to blend into the game's background, which allows them to inflict damage before the player is aware of their presence."
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choices:
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- content: "The developer can give players the option to eliminate enemy encounters altogether."
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isCorrect: false
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explanation: "Incorrect. Although an option like this should be provided to players in general, in this scenario it doesn't appropriately address the player's customization needs. The player's primary barrier is their inability to see enemy characters that are present. Eliminating enemies altogether changes the nature of the game experience without addressing the source of this player's issue."
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- content: "The developer can give players the option to customize the visual appearance of enemies, for example, by adding brightly colored outlines in a color that they choose."
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- content: "The developer can give players the option to customize the visual appearance of enemies, for example, by adding brightly colored outlines in a color that the player chooses."
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isCorrect: true
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explanation: "Correct. This option allows the player to enhance the visibility of enemies in a way that works best for them. This option addresses the source of the player's issue (visual customization) without completely eliminating enemy character battles altogether."
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- content: "The developer can provide the option to lessen the damage that enemies inflict in combat."
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explanation: "Correct. This option allows players to enhance the visibility of enemies in a way that works best for them. This option addresses the source of the player's issue (via visual customization) without completely eliminating enemy character battles."
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- content: "The developer can provide the option to reduce the damage that enemies inflict in combat."
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isCorrect: false
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explanation: "Incorrect. Although an option like this one should also be included in the game, this customization approach doesn't address this player's needs. Although enemy damage is decreased, this option still doesn't allow the player to customize their UI to ensure that enemies are more visually apparent to the player."
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explanation: "Incorrect. Although an option like this one should also be included in the game, this customization approach doesn't address this player's needs. Although enemy damage is decreased, this option doesn't allow the player to customize their UI to ensure that enemies are more visually apparent to the player."
Copy file name to clipboardExpand all lines: learn-pr/cela-accessibility/games-and-platforms1/03-task-completion.yml
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### YamlMime:ModuleUnit
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uid: learn.games-and-platforms.task-completion
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title: Support multiple ways of task completion
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title: Support multiple means of task completion
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metadata:
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title: Support multiple ways of task completion
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title: Support multiple means of task completion
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description: This content is part of the accessibility best practices for games and platforms module.
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ms.date: 05/27/2025
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author: kaitlynjones
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quiz:
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title: Check your knowledge
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questions:
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- content: "Which of the following is not an example of providing players with multiple ways of task completion?"
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- content: "Which of the following is not an example of providing players with multiple means of task completion?"
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choices:
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- content: "Players can use multiple face-to-face combat weapons, for example, two different types of swords, to defeat an enemy."
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isCorrect: true
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explanation: "Correct. This isn't an example of providing players with multiple ways to complete tasks. The weapon options don't provide the player with different combat approaches. To allow players to defeat an enemy in multiple ways, you can provide players with weapons that allow them to use long-range tactics or one that requires players to engage in direct hand-to-hand combat."
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- content: "Players can defeat a group of enemies by engaging them directly or sneaking around them."
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- content: "Players can defeat a group of enemies by engaging with them directly or by sneaking around them."
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isCorrect: false
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explanation: "Incorrect. This is an example of providing players with multiple ways of task completion. Players can choose to engage enemies head-on or sneak past them to avoid combat if they feel that they can't successfully engage in combat."
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explanation: "Incorrect. This is an example of providing players with multiple means of task completion. Players can choose to engage with enemies head-on or sneak past them to avoid combat if they feel that they can't successfully engage in combat."
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- content: "Players can navigate to the next objective by taking a short and difficult route or a longer and easier route."
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isCorrect: false
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explanation: "Incorrect. This is an example of providing players with multiple ways of task completion. Players can achieve the same task (reaching a specific location in the game) but can choose to do so via the short route that's more difficult or the longer route that's easier but more time consuming."
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explanation: "Incorrect. This is an example of providing players with multiple means of task completion. Players can achieve the same task (reaching a specific location in the game) but can choose to do so via the short route that's more difficult or the longer route that's easier but more time consuming."
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- content: "Which of the following isn't an example of supporting multiple inputs?"
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choices:
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- content: "A game platform that supports the use of keyboard and game controllers."
Copy file name to clipboardExpand all lines: learn-pr/cela-accessibility/games-and-platforms1/includes/01-customizable.md
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- Game difficulty settings.
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- Notification and visual distraction settings.
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- Input controls and mapping.
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- Other mechanics and game elements.
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## Customize visual elements
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## Customize game difficulty
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Allow players to customize the difficulty of the game. Providing customization options for both overall difficulty and individual game mechanic difficulty are equally important. Examples of these two types of customization include the following areas.
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Allow players to customize the difficulty of the game. Providing customization options for both overall difficulty and individual game mechanic difficulty are equally important. Examples of these two types of customization are provided in the following sections.
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### Overall game difficulty
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By enabling players to adjust overall game difficulty, you can support players who prefer to minimize challenge and enjoy the storyline. In the following image of the Outer Worlds **Select Difficulty** menu, players can choose between **Story**, **Normal**, **Hard**, and **Supernova**. Each difficulty level provides a description of what players can expect in terms of enemy health, damage, and other aspects of gameplay that contribute to difficulty.
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By enabling players to adjust overall game difficulty, you can support players who prefer to minimize challenge and enjoy the storyline. The following image shows the Outer Worlds **Select Difficulty** menu. Players can choose between **Story**, **Normal**, **Hard**, and **Supernova**. Each difficulty level provides a description of what players can expect in terms of enemy health, damage, and other aspects of gameplay that contribute to difficulty.
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:::image type="content" source="../media/difficulty.png" alt-text="Screenshot that shows the difficulty settings screen in The Outer Worlds. Story is selected, and there's a description of the selection affects gameplay.":::
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### Difficulty of individual mechanics and components
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Individual game mechanics can also influence overall difficulty. In addition to overall game difficulty customization, players should be able to customize individual game mechanics that contribute to overall difficulty. This type of customization supports players who generally prefer a certain difficulty level but a specific mechanic or factor blocks their progress.
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Individual game mechanics can also influence overall difficulty. In addition to overall game difficulty, players should be able to customize individual game mechanics that contribute to overall difficulty. This type of customization supports players who generally prefer a certain difficulty level but for whom a specific mechanic or factor blocks their progress.
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The survival game Don't Starve, for example, imposes challenges related to gathering food and resources, protecting characters from dangerous weather, and staying safe from enemies. Players can customize:
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### Notification customization
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Allow players to customize the amount of time notifications are shown and location in which they're shown. The following images show the Xbox preferences settings for notifications. Players can choose which types of notifications they want to receive onscreen alerts for, how long those alerts remain on their screen, and the area of the screen where they appear.
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Allow players to customize the amount of time notifications are shown and the location in which they're shown. The following images show the Xbox preferences settings for notifications. Players can choose which types of notifications they want to receive onscreen alerts for, how long those alerts remain on their screen, and the area of the screen where they appear.
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:::image type="content" source="../media/platform-notification-timing.png" alt-text="Screenshot that shows the Notification timing preferences screen on Xbox. The option Choose how long your banner notification pops up for is highlighted and 30 seconds is selected.":::
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:::image type="content" source="../media/notification-placement-bottom-right.png" alt-text="Screenshot that shows the notification preferences screen on Xbox. A box that sets where notifications appear is selected.":::
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### Animated content
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Allow players to customize onscreen content that's moving, blinking, scrolling, or otherwise animated. This type of customization is important during game experiences in which players are required to read text onscreen but can become distracted or disoriented by background movement. The following video shows the Forza Horizon 5 accessibility settings menu. Players can enable and disable background movement while they navigate their menu settings.
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Allow players to customize onscreen content that's moving, blinking, scrolling, or otherwise animated. This type of customization is important during game experiences in which players are required to read text onscreen but can become distracted or disoriented by background movement. The following video capture shows the Forza Horizon 5 accessibility settings menu. Players can enable and disable background movement while they navigate their menu settings.
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Another foundational accessibility concept is the presentation of important game information. Essential information from a game or platform should be presented to the player via multiple sensory channels, including vision, audio, and haptic (or touch).
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Another foundational accessibility concept is the presentation of important game information. Essential information from a game or platform should be presented to the player via multiple sensory channels, including vision, audio, and haptic (touch).
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In this unit, you're introduced to the principle of multiple sensory channels as it applies to:
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- Text-based information.
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- Visual and audio cues.
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- Notifications and status indicators.
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- Directional cues.
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## What are multiple sensory channels?
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## When should multiple sensory channels be used?
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In general, multiple sensory channels should be used to represent information critical to successful interactions. The following sections provide specific examples of these scenarios.
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In general, multiple sensory channels should be used to represent information that's critical to successful interactions. The following sections provide specific examples of these scenarios.
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### Text-based information
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Games and platforms should provide players with an option to enable screen audio narration for all text-based elements in the UI. These elements include menu, chat, notification, in-game tutorial, and objective log text. This narration enables players with visual disabilities to access important information in a way that doesn't require text.
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Games and platforms should provide an option to enable screen audio narration for all text-based elements in the UI. These elements include menu, chat, notification, in-game tutorial, and objective log text. This narration enables players with visual disabilities to access important information in a way that doesn't require text.
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**Support through multiple ways** is another important foundational accessibility concept. Providing players with multiple ways to complete a single task can support player success for many game scenarios and experiences.
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**Support through multiple means** is another important foundational accessibility concept. Providing players with multiple ways to complete a single task can support player success for many game scenarios and experiences.
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In this unit, you'll learn about accessibility best practice principles that are derived from the **multiple ways of task completion** concept.
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In this unit, you'll learn about accessibility best practice principles that are derived from the **multiple means of task completion** concept.
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## Provide multiple ways to navigate menus
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Complex menu trees can introduce inaccessible experiences for players. Navigating through nested menus to locate a specific setting can be demanding for players with cognitive, visual, or physical disabilities. The following approaches provide players with multiple paths to locate desired settings in a menu.
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### Accelerator prompts
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One way to provide an alternate means of navigating through menu trees is by using onscreen shortcuts or accelerator prompts. For example, the following image from the Forza Horizon 4 start screen provides players with a prompt to select the **X** button to open the accessibility settings menu.
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One way to provide an alternative means of navigating through menu trees is by using onscreen shortcuts or accelerator prompts. For example, the following image from the Forza Horizon 4 start screen provides players with a prompt to select the **X** button to open the accessibility settings menu.
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:::image type="content" source="../media/forza-accelerator.png" alt-text="Screenshot that shows the start screen from Forza Horizon 4 with the option to select A to start the game and X to open the accessibility menu.":::
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### Long-range weapon options
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Some players might find close-combat scenarios inaccessible. These situations often require players to rapidly press controls to generate short-range attacks like swinging a sword or punching. When games provide alternative ways to inflict enemy damage, such as long-range weapons, players can slowly defeat enemies from afar.
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For some players, close-combat scenarios might be inaccessible. These situations often require players to rapidly press controls to generate short-range attacks like swinging a sword or punching. When games provide alternative ways to inflict enemy damage, such as long-range weapons, players can slowly defeat enemies from afar.
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The following image is from the game Minecraft Dungeons. In this game, players can defeat enemies face-to-face with their melee weapon. They can also choose to level up long-range weapons, like arrows and explosives, to defeat enemies from afar, and then take breaks when needed.
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