Colorblindness — A Necessary Accessibility for Games - ENG/BR

in #hive-1503293 years ago

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This post is found in Portuguese below.

In a world of nearly 8 billion people, about 4.5% of people suffer from some form of color blindness, which is about 350 million people (source).

With this in mind, it is important to point out that accessibility tools in digital games are important, precisely so that these people can have at least an experience similar to that of other people. This is a topic that ends up being forgotten by developers when aligning development points and which features should be implemented. Of course not all, but a portion of the games.

Today I want to share a little bit about color blindness, and examples of what these people's vision is like when they see colors. There are currently 7 types of official color blindness diagnoses. 4 of them for a drop in red/green perception, 2 for blue/yellow and 1 which removes all bright colors. See more technical and educational info about color blindness.

Below are some examples:

Common

common.jpg

Deuteranopia

Deuteranopia.jpg

Protanopia

Protanopia.jpg

Tritanopia

Tritanopia.jpg

In closing, this was just a quick and informative post about color blindness. For developers, I ask you to consider implementing color blindness modes in your product, I take the opportunity to share a free repository developed by other Brazilians as a quick and free solution for projects made in Unity: repository.


Daltonismo — Uma acessibilidade necessária para os jogos

Em um mundo de quase 8 bilhões de pessoas, cerca de 4.5% das pessoas sofrem de algum tipo de daltonismo, o que é cerca de 350 milhões de pessoas (fonte).

Tendo isso em vista, é importante pontuar que as ferramentas de acessibilidade nos jogos digitais são importantes, justamente para que essas pessoas possam ter no mínimo uma experiência similar ao das outras pessoas. Esse é um tópico que acaba sendo esquecido pelos desenvolvedores no momento de alinhar os pontos de desenvolvimento e quais features devem ser implementadas. Claro que não todos, mas uma parcela dos jogos.

Hoje quero compartilhar um pouco sobre o daltonismo, e exemplos de como é a visão dessas pessoas quando enxergam as cores. Atualmente existem 7 tipos de diagnósticos para daltonismo oficiais. 4 deles para uma queda na percepção do vermelho/verde, 2 para o azul/amarelo e 1 que remove todas as cores vivas. Veja mais informações técnicas e educacionais sobre o daltonismo.

Abaixo alguns exemplos:

Common

common.jpg

Deuteranopia

Deuteranopia.jpg

Protanopia

Protanopia.jpg

Tritanopia

Tritanopia.jpg

Para finalizar, esse foi apenas um post rápido e informativo sobre o daltonismo. Para os desenvolvedores, peço que considerem a implementação de modos de daltonismo no produto de vocês, aproveito para compartilhar um repositório gratuito e desenvolvido por outros brasileiros como uma solução rápida e gratuita para os projetos feitos em Unity: repositório.


Thanks for reading, see you around.

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I was diagnosed with being color blind several years ago although it is not giving me significant impairment or disability however in some profession like a pilot or a medical doctor, this is something that will definitely give you a challenge. With gaming, so far it is not bothering me. I only play moba and other genshin so im not sure with other games as to how the color will affect the gameplay.

I'm not sure to what degree of color blindness the color scheme gets in the way, but I've seen enough reports in RTS games that it's important to have filters to highlight the color of allied and enemy troops.

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Since you posted this, I assume you'll like watching this video of the popular Youtube Channel "Gamer Maker's Toolkit," whose creator is a big evangelist for accessibility... While I don't think every game has to have these features, I do think they should add them if they can.

The only accessibility feature that I still haven't decided if it's okay to add for every game is the difficulty. My current view: "I think some games should stay insanely difficult, even if it led to fewer people playing them."