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Goal

Ensure all audio portrayed by the game can be understood by players who can’t rely on audio — d/Deaf or hard-of-hearing players. That includes FMVs, cutscenes, NPC chatter, and important audio cues (gunfire, footsteps).

Overview

  • Subtitles are text equivalents for speech / dialogue.
  • Captions are text equivalents for all audio — background music, SFX, tone, speaker identity, and directional cues like “over the radio.”
Without them, players miss backstory, story context, and objectives.

Scoping questions

Does your game include:
  • FMVs or cutscenes?
  • NPC chatter or dialogue?
  • Audio cues (gunfire, footsteps) that inform gameplay?

Implementation guidelines

Subtitles

  • Provided for all spoken content.
  • Identify the speaker. Label the speaker’s name each time a new speaker starts. Once established, the label doesn’t need to repeat on every subsequent line for the same speaker — only when the speaker changes or after a significant pause (≥ 1–2 minutes).
  • Spatial indicators. Use < / > arrows or explicit descriptors (e.g. (on radio)) when the source isn’t obvious.
  • Color can distinguish speakers, but never as the sole channel — pair with a name label.
  • Enable by default at first launch, or let the player enable it before the first cinematic plays.
  • Narrator lines don’t need a Narrator: prefix when there is only one narrator and no other speakers.

Captions

  • Provided for all important sounds not already communicated visually.
  • Spatial indication (arrows) for off-screen sounds.
  • Toggleable and configurable through a discoverable setting.
  • Allow different caption categories (main dialogue, background chatter, ambient noises) to be toggled independently.

Platform integration

  • Whenever possible, use the caption / subtitle settings the player configured at the platform level by default. Let players override in-game.

Text presentation for subtitles and captions

Preview and persistence

  • Provide a visual preview of subtitle / caption presentation reflecting the player’s current configuration, ideally in a realistic game context.
  • Persist captions and subtitles into screen recordings, captures, and other UGC so viewers can enable them.

FMV transcripts

  • Full transcripts of FMVs are made available via an accessible website.

Sign language interpretation

  • Provide sign-language interpretation for scripted in-game cutscenes and pre-rendered FMVs with speech.
  • Signing requires localization (ASL, BSL, JSL, etc. differ substantially).

Potential player impact

Resources

Last modified on August 3, 2026