In digital games, we see a diversity of players and spectators, each with their own differences. That’s why we need to make gameplay increasingly accessible for everyone. For our game Espada, we also need to work on accessibility—it’s a very important part, but it comes with its own challenges to implement.
Although technology helps in many cases, there is still a lot we need to learn about how to apply it effectively. Adding and working with accessibility presents challenges, not only because of the knowledge required to make something accessible but also due to the cost of implementing each feature.
Regarding accessibility in the Espada project, we have had extensive discussions with the management team, brainstorming, planning, and validating ideas. We analyzed various aspects, trying to determine what would be ideal to implement in the game. We found many interesting features that could make the game more enjoyable to play, but everything needs to be carefully studied—some elements require more technical expertise, while others demand more financial resources. In the end, we identified solutions that we can feasibly apply to the game. At this stage, it is not possible to make a game that is fully accessible to everyone, but we hope that many of our ideas will help various players enjoy the adventure in Espada more fully.
I won’t list all the accessibility features we plan to implement; instead, I’ll highlight a few to make this blog post a smoother read. To start, let’s mention one of the most well-known tools since the early days of cinema: subtitles. This feature was strongly validated for our game because it is both highly important and relatively easy to implement. Subtitles are widely used, not only as an alternative to foreign dubbing but also to provide descriptions during distinct dialogues and to caption interactive actions throughout the game. This greatly helps players understand situations and/or make decisions after reading the subtitles, whether for translation or descriptive purposes. As a person with a disability (I have a hearing impairment) who constantly relies on subtitles in all accessible media, I know how crucial this feature is—not just for me but for anyone who wants to benefit from it, whether for interest in reading or for understanding translations even with audio. That’s why it’s so valuable to have it in Espada.
Among the other possible accessibility features, some require special attention since there is still limited research and understanding on how best to provide support—for example, for people with dyslexia. In our game, one feature we plan to implement to assist with this is audio description, which will narrate in-game content to players, making comprehension easier and reducing difficulties in playing. Additionally, we will incorporate simplified language, which we know helps not only in this regard but also in many other aspects. A simple and direct text is important and practical for everyone, without exception.
There are several other features and ideas we aim to implement to address different accessibility needs. Even though we are still in the early stages of the game’s development, we strive to use solutions that simplify the creation and development process or can be included in future updates. What matters most is not giving up on making the game accessible to all.
And may the Sword of faith rise to strengthen us!!!