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learn-pr/cela-accessibility/games-and-platforms1/03-task-completion.yml

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metadata:
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title: Support multiple ways 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: 04/30/2023
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ms.date: 05/27/2025
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author: kaitlynjones
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ms.author: kaitlynjones
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ms.topic: unit
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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. Despite a player being able to use multiple weapons to defeat an enemy, the weapon options don't provide the player with different combat approaches. To allow players to defeat an enemy through multiple ways, players can be provided with weapons that allow them to defeat enemies with long-range tactics from afar. Also, one that requires players to engage in direct hand-to-hand combat."
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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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isCorrect: false
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explanation: "Incorrect. This is a proper 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 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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- 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 a proper example of providing players with multiple ways of task completion. Players can still 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 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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- 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 that platform supports the use of keyboard and game controllers."
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- content: "A game platform that supports the use of keyboard and game controllers."
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isCorrect: false
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explanation: "Incorrect. Keyboards and game controllers are two different input types. Supporting both options is an appropriate example of supporting multiple input types."
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explanation: "Incorrect. Keyboards and game controllers are two different input types. Supporting both options is an example of supporting multiple input types."
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- content: "A game that supports the use of touchscreen controls and mouse input."
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isCorrect: false
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explanation: "Incorrect. Touch-based input and mouse controls are two different input types. Supporting both options is an appropriate example of supporting multiple input types."
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explanation: "Incorrect. Touch-based input and mouse controls are two different input types. Supporting both options is an example of supporting multiple input types."
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- content: "A game that supports the use of two controllers used simultaneously to control a single character."
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isCorrect: true
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explanation: "Correct. This isn't an example of supporting multiple input types. Allowing players to use two controllers as one provides accessibility support. However, for players who can't use controller input types, this option doesn't address their needs."
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explanation: "Correct. This isn't an example of supporting multiple input types. Allowing players to use two controllers as one provides accessibility support. However, this option doesn't address the needs of players who can't use controller input types."
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### YamlMime:ModuleUnit
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uid: learn.games-and-platforms.xbox-accessibility-guidelines
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title: Reference the Xbox Accessibility Guidelines
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title: Use the Xbox Accessibility Guidelines
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metadata:
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title: Reference the Xbox Accessibility Guidelines
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title: Use the Xbox Accessibility Guidelines
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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: 04/30/2023
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ms.date: 05/27/2025
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author: kaitlynjones
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ms.author: kaitlynjones
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ms.topic: unit
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questions:
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- content: "What is not an intended purpose of the Xbox Accessibility Guidelines (XAGs)?"
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- content: "Xbox Accessibility Guidelines are for designers to use as a catalyst for generating ideas for a game."
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- content: "Xbox Accessibility Guidelines are for designers to use as a catalyst for generating ideas for games."
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isCorrect: false
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explanation: "Incorrect. This option is considered one of the intended purposes of the Xbox Accessibility Guidelines."
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explanation: "Incorrect. This option is one of the intended purposes of the Xbox Accessibility Guidelines."
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- content: "Xbox Accessibility Guidelines are for developers to use as guardrails when they develop a game."
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isCorrect: false
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explanation: "Incorrect. This option is considered one of the intended purposes of the Xbox Accessibility Guidelines."
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- content: "Xbox Accessibility Guidelines are for program managers to serve as a checklist for meeting legal requirements."
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explanation: "Incorrect. This option is one of the intended purposes of the Xbox Accessibility Guidelines."
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- content: "Xbox Accessibility Guidelines are for program managers to use as a checklist for meeting legal requirements."
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isCorrect: true
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explanation: "Correct. The Xbox Accessibility Guidelines aren't intended to be used as a checklist to validate a game's legal or compliance accessibility requirements. They're intended to provide a comprehensive scope of guidelines that improve the accessibility of game experiences."
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- content: "Which of the following XAG components provides users with a quick way to determine whether that XAG is applicable to the experience they're developing?"
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- content: "Which of the following XAG components provides developers with a quick way to determine whether that XAG is applicable to the experience they're developing?"
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choices:
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- content: "Implementation guidelines"
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isCorrect: false
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explanation: "Incorrect. The Implementation guidelines section provides users with a comprehensive list of best practices for particular game mechanics and areas. It doesn't provide a high-level method of reviewing the applicability of a XAG."
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explanation: "Incorrect. The Implementation guidelines section provides a comprehensive list of best practices for particular game mechanics and areas. It doesn't provide a high-level method of reviewing the applicability of a XAG."
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- content: "Gamer personas"
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isCorrect: false
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explanation: "Incorrect. The Gamer personas section can help users understand the general population of players that specific XAG guidance works to improve experiences for. However, it isn't helpful in determining whether a particular XAG is applicable to the user's scope of work."
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explanation: "Incorrect. The Gamer personas section can help developers understand the general population of players that specific XAG guidance applies to. However, it isn't helpful in determining whether a particular XAG is applicable to the developer's scope of work."
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- content: "Scoping questions"
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isCorrect: true
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explanation: "Correct. The Scoping questions section of each XAG prompts readers to assess the presence of specific components in their game to determine whether a specific XAG contains useful guidance for those components prior to reading the XAG in its entirety."
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explanation: "Correct. The Scoping questions section of each XAG prompts readers to assess the presence of specific components in their game to determine whether that XAG contains useful guidance for them before they read the entire XAG."
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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 a host of different game scenarios and experiences.
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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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In this unit, learn about accessibility best practice principles derived from the concept of **multiple ways of task completion**.
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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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## Provide multiple ways to navigate menus
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Complex menu trees can commonly 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 within a menu.
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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 settings menu. This option allows players to immediately open the accessibility settings menu.
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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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:::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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### Quick settings
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Flexibility for menu navigation can also be supported at the platform level. For example, the following image of the Xbox platform's **Quick settings** menu allows players to quickly toggle accessibility settings on or off. Players can easily open this menu through a two-step process. They can select the **Guide** button, and then select the **View** button. Players can adjust accessibility settings without having to close the game or application they currently have open.
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Flexibility for menu navigation can also be supported at the platform level. For example, the following image shows the Xbox platform's **Quick settings** menu. This menu enables players to quickly turn accessibility settings on or off. Players can easily open this menu by using a two-step process. They can select the **Guide** button and then select the **View** button. Players can adjust accessibility settings without having to close the game or application that's currently open.
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:::image type="content" source="../media/quick-settings.png" alt-text="Screenshot that shows the Quick settings screen on Xbox. The Night mode setting is highlighted and turned off.":::
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## Provide multiple ways to complete objectives
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Game objectives might require players to complete a series of actions in a specific order. Consider creating alternative paths to help ensure that players with disabilities can still achieve objective completion.
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Game objectives might require players to complete a series of actions in a specific order. Consider creating alternative paths to help ensure that players with disabilities can still accomplish objectives.
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Stardew Valley is an example of a game that allows players to complete collectible item-based tasks through multiple approaches:
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Stardew Valley is an example of a game that allows players to complete tasks by taking multiple approaches:
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- The game provides players with multiple ways to complete collectible item tasks. The following image shows **The Missing Bundle** task. The game lists six potential item options that can be collected to complete this task. Players only need to collect five of the six items for task completion. If one of the items is too challenging to collect, they can bypass that item and still complete the same task.
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- The game provides multiple ways to complete collectible-item tasks. The following image shows the **Missing Bundle** task. The game provides six items that can be collected to complete this task. Players need to collect only five of the six items to complete the task. If one of the items is too challenging to collect, they can bypass that item.
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:::image type="content" source="../media/stardew-objective.png" alt-text="Screenshot that shows the interface in Stardew Valley for The Missing Bundle in-game activity.":::
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:::image type="content" source="../media/stardew-objective.png" alt-text="Screenshot that shows the interface in Stardew Valley for the Missing Bundle activity.":::
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- The game also provides multiple ways to find these items. Players can traditionally acquire collectible items by farming, fishing, or defeating enemies. They can also purchase some of the items at various locations in the game.
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- The game also provides multiple ways to find these items. Players can acquire collectible items by farming, fishing, or defeating enemies. They can also purchase some of the items at various locations in the game.
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## Provide multiple ways to engage in combat
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The complexity and speed of in-game combat situations can introduce inaccessible experiences for players. When games provide multiple ways to defeat enemies, players can approach combat-related tasks in ways that align with their needs and preferences and still succeed.
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The complexity and speed of game combat situations can introduce inaccessible experiences for players. When games provide multiple ways to defeat enemies, players can approach combat-related tasks in ways that align with their needs and preferences and still succeed.
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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 punches or swinging a sword. When games provide alternate ways to inflict enemy damage, such as long-range weapons, players can slowly defeat enemies from afar.
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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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In the following image from the game Minecraft Dungeons, players can defeat enemies face-to-face with their melee weapon. They can also choose to level up their long-range weapons like arrows and explosives to defeat enemies from afar, and then take breaks when needed.
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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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:::image type="content" source="../media/minecraft-dungeons-arrow-shooting.png" alt-text="Screenshot that shows a wizard in Minecraft Dungeons standing in a frozen dungeon.":::
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## Provide multiple ways to meet input demands
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Completing any game task first requires some form of input from the player. Meeting input demands can be challenging from both a hardware and software perspective. Consider providing players with multiple ways of meeting these input demands.
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Meeting player input demands can be challenging from both a hardware and a software perspective. Consider providing players with multiple ways of meeting these input demands.
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### Quick time events
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Game events that require a player to rapidly press a specific combination of buttons, or select specific areas on their screen, can introduce barriers to access. These types of events place high demands on a player's hand-eye coordination, visual acuity, finger dexterity, and cognitive processing.
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Consider providing players with multiple ways to complete quick time events (QTEs). Alternative options that are less physically demanding include settings to reduce input demands to a single button or the ability to bypass QTEs altogether.
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Consider providing players with multiple ways to complete quick time events (QTEs). Options for doing so include introducing settings that reduce input demands to a single button or that provide the ability to bypass QTEs altogether.
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In the following screen capture from the Assassin's Creed Valhalla game, players can choose between a one-time press, a hold, or repeated presses for QTEs. Another option has been added to bypass QTEs entirely in some boss encounters.
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The following screen capture is from Assassin's Creed Valhalla. On this screen, players can choose between a one-time press, a hold, or repeated presses for QTEs. Another option allows players to bypass QTEs entirely in some boss encounters.
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:::image type="content" source="../media/ac-quick-time-events.png" alt-text="Screenshot that shows the Assassin's Creed Valhalla Quick Time Events Input Type settings. The options provided are Repeated, Hold, and One-Time.":::
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### Input device support
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Supporting multiple types of input devices for a single game or platform also works to support accessible experiences for more players.
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Supporting multiple types of input devices for a single game or platform also helps to support accessible experiences for more players.
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Game experiences might traditionally rely on input devices that are specific to the type of platform on which the experience is running. Consider the following examples:
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- PC games are often optimized for a mouse and keyboard.
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- Virtual reality experiences can be heavily motion based.
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Imagine a scenario where a developer only supports keyboard and mouse input for their PC game. A player with a fine-motor disability who can't access keyboard and mouse input would be excluded from playing that game. If this game supported multiple input types, like controllers and game pads, this player could then use their assistive technology inputs through a device like their Xbox Adaptive Controller.
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Imagine a scenario where a developer supports only keyboard and mouse input for a PC game. A player with a fine-motor disability who can't access keyboard and mouse input will be excluded from playing that game. If the game supports multiple input types, like controllers and game pads, the player can use assistive technology inputs through a device like their Xbox Adaptive Controller.

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