Goal
Express visual and audio cues through multiple sensory channels so key information is perceivable by players who are blind or have low vision and by players who are deaf or hard of hearing.Overview
Cues drive gameplay — gunfire direction, taking damage, interactable objects, new objectives. If any cue is single-sense, players who can’t use that sense lose critical information. Ensure important information is expressed through at least two of: text, symbols, color, on-screen elements, spatial audio, distinct sounds, haptics, and screen narration. Color-vision deficiency further complicates visual cues — colors may be muted, indistinguishable, or invisible. Cataracts and other conditions also change color perception.Scoping questions
- Do you rely on audio or visual content that causes a negative consequence if missed (e.g. audible gunshots as the only warning to take cover)?
- Do you use color to distinguish important elements (blue = poison, green = safe)?
Multisensory communication options
Visual
Text and labels
Accessible text (XAG 101) that verbally names on-screen elements reduces cognitive load.
Symbols and shapes
Fast-recognition icons paired with text labels help readers and non-readers alike.
Color
Reinforce other channels — never the sole channel.
On-screen elements
Damage halos, directional indicators, and enemy markers supplement audio.
Audio
- Spatial audio — encode direction and distance.
- Distinct audio cues — pings, bells, and stingers for new objectives, contact, kills, hollow swings, etc.
Haptic
- Rumble patterns can supplement visual and audio cues. See XAG 110: Haptic feedback.
Color-vision deficiency
Given the range of color-vision conditions, aim to have no cue depend on color alone. When color reliance is unavoidable, let the player pick the colors used for individual game elements.Implementation guidelines
- Visual critical content is also represented by at least one other sense (spatial audio or haptic).
- Content represented through multiple visual affordances (shape + location) still needs a non-visual channel — blind players can’t use shape or location alone. Screen narration, spatial audio, or haptic feedback is required.
- Menu narration. When narration is supported, use images with text alternatives for graphical symbols. Do not use Unicode font glyphs whose Unicode names differ from your intended meaning (e.g. a “3 o’clock” clock face used to represent “Timed Mode”).
- Color-conveyed critical content is also expressed through shape, pattern, icon, or text label.
- Player-configurable colors for information carriers (e.g. rare item highlight, ally vs enemy markers on mini-map).
- Disabled-state color change (graying) is accompanied by another indicator such as a lock icon or a “Not available” text label. See also XAG 102 for inactive-element contrast.
- Audio critical content is also represented visually (typed indicator, directional graphic) and/or by haptics.
- Text-only dialogue without a spoken track. Provide the speaker’s name and an indication of where the speaker is spatially located in relation to the player’s character.
Potential player impact
Resources
- Ensure no essential information is conveyed by a fixed colour alone
- Provide a choice of cursor / crosshair colours / designs
- Important supplementary information conveyed by audio is replicated in text/visuals
- Provide captions or visuals for significant background sounds
- Use distinct sounds / music design for all objects and events
- Provide a voiced GPS
- Colour Contrast Analyser (CCA)
- Color Oracle colorblindness simulator
