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Starfield
An accessibility review with conversations on how to advocate for more inclusive design practices

Team

Individual Project

Role

UX Researcher
UX / UI Designer

Tools

Figma
Game Accessibility Guidelines
Xbox Accessibility Guidelines

Timeline

Summer 2024
Note: This accessibility review is benefited significantly from some of the background, context and conversations about advocacy surrounding the topic! However, if you want to jump straight into the review, use this button:

Take Me To Accessibility Review!

Project Overview

Background

With Starfield’s Shattered Space DLC slated to release this Fall, I felt like it was a good time to revisit the original game. Specifically, taking a closer look to understand and address its poor initial reception by the accessibility community, attributed largely to some its its design decisions and lack of accessibility features which presented barriers for differently abled players.
The slew of accessibility issues were significant for a couple of reasons.

Accessibility.com claims that as of 2022, about 20% of the 2.8 billion gaming population are people with disabilities.

  • Given the highly anticipated nature of this game, and it being one of Bethesda’s most successful launches ever meant an even higher number of gamers with disabilities being marginalized from experiencing the game without any barriers or challenges.
  • Secondly, with Bethesda’s recent acquisition by Microsoft, its silence on the accessibility front is made far more resounding given how vocal Xbox is with promoting inclusivity and accessibility among its players.

Articles sourced from GamesRadar, Eurogamer, kotaku, with excerpt from IGN. Click to enlarge.

The Problem

While the accessible design movement in gaming has gained momentum in the past decade, Bethesda's involvement in inclusive design practices for both new and old games, like Fallout 4 and 76, appears limited despite their active player communities and ongoing updates. This raises the question: Is this an organizational issue? And if so...
The slew of accessibility issues were significant for a couple of reasons.

How can accessibility advocates push for a shift in organizational culture and values?

Tips for Advocacy

TIP #1
Highlighting Benefits

Illuminating the need for inclusive design practices in game design and development at a large organization may not be easy for an individual, but there are few ways this can be approached.
young gamers using adaptive controllers | ablegamers charity
games are for everyone

As Steve Spohn from AbleGamers explains, enabling play for gamers with disabilities is instrumental in combating social isolation, fostering social communities and improving quality of life. These factors are fundamental driving forces behind the games industry, and differently abled players should not be excluded from its benefits.
Better UX for all

Accessibility features often improve the overall user experience for all players, not just those with disabilities. For examples, subtitles customization and font sizes may address specific contextual or environmental constraints like device sizes and lighting.
more = merrier!

Making games accessible opens them up to a larger audience, including millions of players with disabilities. America and Canada may have up to 50 million potential players with disabilities alone.

TIP #2
Addressing Pushback

Morgan Baker in her Gamer Developer article offers an insightful way to address situations where stakeholders may pushback on implementing particular accessibility features, arguing that it could change the game that was not part of the original vision.
She introduces the concept of “Fundamental Alteration” (significant changes that change the core aspect of the game). It may be effective to use the term in framing questions that help facilitate further discussions like:

TIP #3
Create a Prioritization Framework

When it comes to iterative improvements, prioritization frameworks help facilitate collaboration across departments. A good framework usually addresses parameters like impact and effort when it comes to creating priorities, and standards like WCAG also contextualize this kind of priority providing levels of compliance.
left: WCAG compliance levels Right: Game accessibility guidelines categories
And thanks to the incredible people at Game Accessibility Guidelines (GAG), each recommendation falls under one of three categories (Basic, Intermediate, and Advanced) based on impact and effort required. For a more robust approach in this case study, I've used a combination of the Game Accessibility Guidelines + along with recommendations for best practices from the XBOX Accessibility Guidelines.

and finally...
Accessibility is not a destination, but a journey.

While guidelines are crucial first step to build towards more inclusive design practices, they should not be treated as the end-all be-all for accessibility. Many of the recommendations made in this case study would not have been possible with a simple audit using guidelines, but the incredible work done by accessibility advocates like Steve Saylor and Magpie Gaming. Moreover, the development pipeline for every game is different! Some features may be easier to implement for some games rather than others based on the project's particular development constraints.

So don't just follow guidelines. Listen to your players — they are the true experts on their needs. Listen to your developers — they are the true experts on development constraints.

This is how we make the journey!

Review & Recommendations

some Accessibility Wins!  

Comprehensive Gameplay customization
Button Remapping System
binding screen
  • Starfield boasts a fully customizable button mapping system, with warnings for potential mapping conflicts.
  • This helps players with motor impairments to move essentials controls into positions that are easily reachable, and also general players who have different preferences than those of the designers.
And now for some recommendations...

UI Navigation Input Alternatives

Impacts players with

  • Limited Manual Dexterity
  • Limited Reach and Strength
  • Prosthetic devices
  • Other: Casual Players
original
  • In consoles, Starfield's Skill Menu switches to cursor-based navigation.
  • This changes the input method from digital (the method use by all other menu screens) to analog.
  • There is no alternative, all players are forced to use the cursor to navigate this important and information-heavy page.

Minimum Contrast for Text

Impacts players with

  • Little or No Color Perception
  • Low Vision
  • Limit or No Hearing
  • Other: Contextual disabilities like screen size, glares etc.
recommendation (click for detailed view)
  • Use solid UI backgrounds where possible to increase contrast between text and dynamic backgrounds.
  • To maintain immersion, some implementation of a diegetic UI may be possible (as long as minimum size and contrast requirements are met).

Accessible Colors

Impacts players with

  • Little or No Color Perception
  • Low Vision
  • Other: Contextual disabilities like screen size, glares etc.
original
  • The various status effects in the game are denoted by symbols on the player's watch (HUD).
  • The scale of the icons within each symbol can be too small to reliably distinguish the status effects.
  • The symbols are not easily distinguishable if color perception is compromised.
recommendation
  • If color is the most reliable option for providing quick scanability, an accessible color palette must be used to ensure enough visual distinction.
  • Additional means of identification, like the icons, must also be addressed for an effective solution (discussed further on).

Ship Presets / Macros

Impacts players with

  • Limited Reach and Strength or Limited Manual Dexterity
  • Cognitive or Learning Disabilities
  • Other: Chronic pain, assistive technologies, limited coordination, precision, strength etc.

Persistent High Contrast Modes

Impacts players with

  • Little or No Color Perception
  • Low Vision
  • Limited Reach and Strength or Limited Manual Dexterity
  • Other: Contextual disabilities like screen size, glares etc.

Subtitle Customization

Impacts players with

  • Limited or No Hearing
  • Low Vision
  • Cognitive or Learning Disablities
  • Other: Contextual disabilities like screen size, glares etc.

Closing Thoughts

Don't Just Listen To Me!

Here are some incredible voices in the accessibility community, that have helped push this important conversation into the limelight this past decade! Give them a read/follow/like!

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