How Audio Description opens new worlds in video games | BBC News

BBC News
10 Jun 202425:21

Summary

TLDRIn this insightful discussion, Jenna Ross and Ross Miner explore the world of audio description in video games, focusing on its importance for visually impaired players. Ross, an accessibility consultant and narrator, shares his personal experiences, highlighting how audio description levels the playing field by providing crucial visual context. Jenna, a producer at Descriptive Video Works, details the process of integrating audio description into games, emphasizing its growing role in enhancing inclusivity and player experience. The conversation underscores the industry's shift towards greater accessibility and the potential of audio description to enrich gaming for all.

Takeaways

  • ๐ŸŽฎ Audio description in games is a service that provides narration to describe onscreen visuals for visually impaired players.
  • ๐Ÿ‘ฅ The interview features Jenna Ross, a producer of Live And interactive audio at Descriptive Video Works, and Ross Miner, an accessibility consultant and audio description narrator.
  • ๐Ÿš€ The Last of Us Part One was the first AAA game to include audio description, setting a precedent for the industry.
  • ๐Ÿ’ก Audio description helps blind players by providing details about gestures, unspoken actions, and visual elements that are crucial for understanding the game's story.
  • ๐Ÿ•น๏ธ Video games can be fully accessible for blind players to complete, but audio description adds the layer of understanding the narrative and visual aspects.
  • ๐Ÿ” Ross Miner shares his personal experience of being able to play and enjoy video games fully due to audio description, which was not possible before.
  • ๐Ÿ“ˆ The inclusion of audio description is becoming more prevalent as the gaming industry recognizes the importance of accessibility for a wider audience.
  • ๐Ÿ› ๏ธ The process of creating audio description for video games involves working with game developers during the development cycle and adapting to the unique needs of each game.
  • ๐Ÿ’ฐ While the cost of implementing audio description is a concern, it is becoming an expected feature for studios striving for inclusivity and is considered a good business decision.
  • ๐Ÿค– There is a current trend in the industry towards using AI for efficiency, but human involvement in creating audio description is still paramount for quality and emotional impact.
  • ๐ŸŒ The gaming community is increasingly recognizing the value of accessibility features like audio description, which benefit not only the visually impaired but also players with cognitive disabilities or those needing temporary visual assistance.

Q & A

  • What is audio description in the context of video games?

    -Audio description in video games is a service where a scripted narrator speaks between existing dialogue to describe onscreen visuals, enhancing the gaming experience for players with visual impairments.

  • Which company is Jenna associated with and what is her role there?

    -Jenna is a producer of Live And interactive audio description at Descriptive Video Works (DVW), which is under Keywords Studios, specializing in video games.

  • What was the first AAA game to feature audio description?

    -The first AAA game to feature audio description was 'The Last of Us Part One', although the script mentions a possible confusion with 'Part Two'.

  • What is Ross Miner's professional background in relation to video game accessibility?

    -Ross Miner is an accessibility professional consultant specializing in video games, an audio description narrator, and a member of the Descriptive Video Works Advisory board for audio descriptions.

  • How does audio description put blind gamers on an equal playing field with sighted gamers?

    -Audio description allows blind gamers to perceive and understand the same visual elements presented to sighted gamers, such as gestures, facial expressions, and scene details, thus enhancing their overall gaming experience.

  • What was Ross's personal experience when he was able to play video games with audio descriptions?

    -Ross, who was blinded at a young age, found it incredible to be able to play and experience the full story of video games like 'The Last of Us' and 'Spider-Man' with audio descriptions, something he never thought would be possible.

  • How did Ross transition from playing video games as a child to making it his profession?

    -Ross began creating content on YouTube as a hobby and noticed the importance of accessibility to many people. He then decided to pursue game accessibility full-time, eventually joining the Descriptive Video Works Advisory board.

  • What is the general workflow for implementing audio description in video games?

    -The workflow for audio description in video games is similar to TV and film post-production, where the description is part of the game development cycle. It involves referencing various source materials to create narration that complements the game's visuals and audio.

  • What challenges does the audio description team face when working with video games compared to TV and film?

    -Video games have a longer development cycle, and the visuals being described are often not finalized, making it more challenging to synchronize the audio description with the final game visuals and audio mix.

  • How does the industry's trend towards greater accessibility impact the audio description process?

    -The trend towards greater accessibility has led to more studios seeking to implement audio description and other accessibility features, setting expectations for inclusivity and driving the demand for high-quality audio description services.

  • What is the potential of AI in the field of audio description, and how does the industry currently view its role?

    -While AI is a buzzword in the industry, the audio description field currently does not seek AI tools to replace human writers, narrators, or mixers. The focus remains on creating the highest quality audio description that enhances the gaming experience for all players.

  • What are some of the unique moments or 'Easter eggs' in audio descriptions that enhance the player's experience?

    -Unique moments in audio descriptions can include additional information about characters, events, or even detailed descriptions of in-game actions like martial arts moves, which provide depth and enhance the player's connection to the game.

  • How does Jenna perceive the future of audio description in the gaming industry, considering the current economic climate?

    -Jenna acknowledges the uncertainty in the gaming industry but remains optimistic about the growing trend towards accessibility. She believes that making games accessible is not only beneficial for a large demographic but also makes good business sense.

Outlines

00:00

๐ŸŽฎ Introduction to Audio Description in Video Games

The video script begins with an introduction to the concept of audio description in video games, led by Jenna Ross, a producer at Descriptive Video Works (DVW), a company under Keyword Studios. Jenna explains that audio description is a service where a narrator provides descriptions of onscreen visuals between dialogues, making games more accessible to visually impaired players. The Last of Us Part Two is highlighted as a pioneer in this area, with its release in 2022 marking a significant step towards inclusivity in gaming. Ross Miner, an accessibility consultant and audio description narrator, emphasizes the importance of audio description in leveling the playing field for blind gamers, allowing them to fully experience and understand the game's story and visuals.

05:00

๐Ÿ“ The Workflow and Impact of Audio Description in Games

This paragraph delves into the practical aspects of incorporating audio description into video games. Jenna outlines the workflow, comparing it to TV and film production, and notes the unique challenges posed by the dynamic nature of game development. She discusses the process from the initial request by game studios to the final integration of audio description into the game, highlighting the collaborative effort required to ensure a harmonious player experience. Ross shares his personal experience as a blind gamer, describing the profound impact of audio description on his ability to enjoy games like Spider-Man, and the joy of being able to discuss games with others without missing out on crucial narrative elements.

10:01

๐Ÿš€ The Evolution and Advocacy of Game Accessibility

The conversation shifts to Ross's journey from a hobbyist YouTube content creator to a full-time advocate for game accessibility. He discusses the pivotal moment when he decided to focus on accessibility, his role on the DVW Advisory board, and the importance of consulting in the industry. Jenna then explains the process of working with game studios to ensure their games are accessible, emphasizing that audio description is just one of many features that contribute to a game's overall accessibility. The discussion underscores the growing trend towards inclusivity in the gaming industry and the role of advocacy in driving this change.

15:01

๐Ÿ’ฐ The Business and Cost of Implementing Audio Description

The script addresses the financial considerations of implementing audio description in games, with Jenna assuring that it is more affordable than one might think. She explains that studios usually approach DVW with a commitment to inclusivity, reducing the need for extensive persuasion. The discussion highlights the business rationale behind accessibility features, noting the significant proportion of the global population with disabilities and the potential market for accessible games. Ross adds that the impact of games like The Last of Us, which embraced accessibility, has been instrumental in raising awareness and setting new standards for the industry.

20:01

๐Ÿค– The Role of AI in the Future of Game Accessibility

In this paragraph, the speakers contemplate the impact of the gaming industry's current instability on the future of accessibility investments. Jenna expresses uncertainty about the direction the industry will take but notes a promising trend towards greater accessibility. She differentiates between accessibility and approachability, emphasizing the importance of removing barriers for all players. The conversation also touches on the potential of AI in enhancing efficiency, but Jenna clarifies that DVW is not currently seeking AI tools to replace human creativity in the audio description process, valuing quality over cost or speed.

25:05

๐Ÿ‘ Celebrating Successes and Identifying Room for Improvement

Ross and Jenna reflect on the progress made in game accessibility, with Ross noting the improvement in audio description from its initial implementation in The Last of Us Part One to its more comprehensive form in Spider-Man 2. They acknowledge that while much has been achieved, there is still work to be done, particularly in increasing the frequency and breadth of audio descriptions in games. The speakers share anecdotes of impactful moments in their gaming experiences, highlighting the transformative effect of audio description and the joy it brings to players with disabilities.

๐ŸŽ‰ Conclusion and Reflections on the Impact of Audio Description

The final paragraph wraps up the discussion with Jenna and Ross sharing their personal reflections on the significance of their work in audio description. They express gratitude for the opportunity to contribute to a more inclusive gaming experience and highlight the rewarding nature of their roles. The conversation concludes on a high note, celebrating the positive impact of audio description on the gaming community and the potential for further advancements in the future.

Mindmap

Keywords

๐Ÿ’กAudio Description

Audio Description is a service that provides additional narration to describe visual elements in media content, such as TV shows, films, and video games. It is crucial for individuals who are blind or have low vision to understand and enjoy the visual aspects of a story. In the video, audio description is highlighted as a significant feature in video games like 'The Last of Us Part Two' and 'Spider-Man', allowing players to perceive onscreen actions and details that would otherwise be missed.

๐Ÿ’กAccessibility

Accessibility in gaming refers to the design of video games to be usable by people with a wide range of abilities. This includes features that cater to those with visual, auditory, cognitive, or physical disabilities. The video emphasizes the importance of accessibility in making gaming experiences inclusive, mentioning that 'The Last of Us Part Two' was notable for its extensive range of accessibility features.

๐Ÿ’กDescriptive Video Works (DVW)

Descriptive Video Works is an organization that specializes in providing audio description services for TV, film, and video games. In the script, Jenna mentions being a producer of Live And interactive audio description at DVW, under keyword Studios, indicating the company's role in pioneering audio description in video games.

๐Ÿ’กQuickTime Events (QTEs)

QuickTime Events, or QTEs, are a gameplay mechanic where players must rapidly press a sequence of buttons as indicated on the screen, often during action scenes or cutscenes. In the context of the video, QTEs are mentioned as being integrated with audio description, allowing players who are blind to participate in these interactive segments of the game.

๐Ÿ’กCutscenes

Cutscenes are non-interactive sequences in video games that are used to advance the story or provide narrative context. The script discusses the importance of audio description in cutscenes, as it allows players to understand the story and visual details that are not part of the gameplay.

๐Ÿ’กInclusivity

Inclusivity in the video game industry means creating games that can be enjoyed by everyone, regardless of their abilities. The video talks about the impact of audio description on making games more inclusive, as it considers players with disabilities and ensures they can have a complete gaming experience.

๐Ÿ’กNostalgia

Nostalgia is a sentimental longing for the past, often associated with childhood experiences. Ross Miner, in the video, discusses how audio description has allowed him to reconnect with his childhood hobby of playing video games, invoking a sense of nostalgia as he experiences modern games with the added feature of audio description.

๐Ÿ’กConsultancy

Consultancy in the context of the video refers to the professional advice given by experts like Ross Miner to help make video games more accessible. Ross, being an accessibility consultant, has been involved in advising on the implementation of audio description and other accessibility features in games.

๐Ÿ’กGamification

Gamification is the application of game-design elements in non-game contexts. While not explicitly mentioned, the concept is implicit in the discussion of making video games more accessible, as it relates to the idea of using game mechanics to enhance user engagement and enjoyment for all players.

๐Ÿ’กAAA Games

AAA Games, or 'Triple-A' games, are high-budget video games produced and marketed by large companies. The script mentions 'The Last of Us Part Two' as the first AAA game to have audio description, indicating a shift towards greater accessibility in major game releases.

๐Ÿ’กSynthetic Voices

Synthetic voices refer to artificial, computer-generated voices used in various technologies, including audio description. The video mentions a preference for human narrators over synthetic voices in audio description, highlighting the importance of natural speech and emotional conveyance in providing an engaging experience for the visually impaired.

Highlights

Audio description in video games is a recent development, with The Last of Us Part Two being one of the pioneers.

Audio description is a scripted narration that describes onscreen visuals for visually impaired players.

Jenna Ross, a producer at Descriptive Video Works, specializes in creating audio description for video games.

Ross Miner, an accessibility consultant and audio description narrator, discusses the impact of audio description on blind gamers.

Audio description levels the playing field for blind gamers, allowing them to perceive and understand visual elements in games.

The Last of Us Part One was the first AAA game to include audio description, enhancing the narrative experience for blind players.

Ross Miner shares his personal experience of being able to enjoy video games fully through audio description after losing his sight.

Audio description in games is a creative process that involves adapting to the unique challenges of each game's development cycle.

The workflow for audio description in games is compared to TV and film, but with additional challenges due to the dynamic nature of game development.

Jenna Ross explains the collaborative process of integrating audio description into games, emphasizing its role as one of several accessibility features.

The industry trend towards greater accessibility in games is driven by both internal motivation and external advocacy.

The cost of implementing audio description is less than commonly perceived and is often justified by the large percentage of potential players with disabilities.

Ross Miner highlights the importance of audio description in multiplayer games, where it can level the playing field for online competition.

The gaming industry's current challenges, including layoffs and consolidation, may impact the future of accessibility investments.

Jenna Ross discusses the importance of business sense in driving the inclusion of accessibility features like audio description.

The potential of AI in audio description is currently limited, with a preference for human creativity and quality in the field.

Ross Miner calls for more frequent and widespread implementation of audio description in games to enhance inclusivity.

Jenna Ross shares a memorable moment from Spider-Man 2, where audio description seamlessly blends QuickTime events with cinematics.

Both Jenna and Ross emphasize the transformative impact of audio description on the gaming experience for the visually impaired.

Transcripts

play00:00

to know that I was you know people with

play00:04

my disability were

play00:05

considered just really really means the

play00:08

world on the ground below Hunters load

play00:10

an unconscious Tombstone into a vehicle

play00:12

another aims at

play00:15

Peter but MJ uses her stun gun on his

play00:18

neck incapacitating him Jenna Ross thank

play00:20

you so much for joining us to talk about

play00:22

this uh we're going to be talking about

play00:24

audio description in games now for

play00:27

anyone who doesn't know what that is

play00:30

Jenna kick us off what are we talking

play00:32

about here yeah thank you so much for

play00:33

having us uh my name is Jenna I'm a

play00:36

producer of Live And interactive audio

play00:38

description at descriptive video works

play00:41

which is under keyword Studios and what

play00:43

that means is I specialize in video

play00:45

games it's my bread and butter so audio

play00:47

description for anyone who has never

play00:49

heard of it before is a scripted

play00:51

narrator who speaks between existing

play00:54

dialogue to describe onscreen visuals um

play00:57

dvw has been doing it in TV and film for

play01:00

many many years but it is only just

play01:03

recently starting to appear in video

play01:06

games a hunter vehicle toward them it

play01:09

narrowly misses them and collides with a

play01:10

swing Tower

play01:12

ride don't fall don't fall don't fall

play01:14

don't fall oh no there's a handful of

play01:17

AAA games who have professionally

play01:19

produced audio description a few others

play01:21

who have tried it in house and it uh

play01:25

it's it's still very new so the first

play01:27

ever AAA game to have audio description

play01:30

was uh The Last of Us Part Two that came

play01:33

out in wait was it 2022 I think it was

play01:37

um Ross you can probably answer that

play01:39

better than I can but it was it I

play01:42

thought it was the last was part one the

play01:44

first one it was part one you're right

play01:45

yeah okay part two just recently got

play01:47

audio description um so that all all

play01:50

that to say it's only in the past few

play01:52

years that video games have started

play01:53

getting audio description and it's been

play01:56

so fun to try out new things with each

play01:58

new game that decides to try it and Ross

play02:02

you're an expert a specialist on this

play02:04

you've been Consulting on how to make

play02:07

this better but tell us how does it

play02:09

actually work in practice and why does

play02:11

it make such a big difference my name is

play02:13

Ross Miner and I'm an accessibility

play02:15

professional consultant specializing in

play02:17

video games um and I'm on the

play02:20

descriptive video works Advisory board

play02:22

for audio descriptions and I'm an a also

play02:25

an audio description narrator myself but

play02:28

yeah so I mean on how does audio

play02:30

description help it what it does is puts

play02:33

us on an equal playing field as everyone

play02:36

else we as blind people are able to

play02:39

perceive and understand the same things

play02:42

that are being presented to a cited

play02:44

audience you know all the little uh

play02:47

unspoken um gestures whether like hands

play02:50

gestures or unspoken things that we

play02:52

don't get to see um we now get to

play02:55

experience and in terms of cutcenes in

play02:59

terms of of fight scenes you know

play03:00

there's a ton of that in video games and

play03:03

so it really does

play03:05

enhance the entire experience because a

play03:08

game can be you know totally accessible

play03:10

for blind people you can complete it

play03:12

from beginning to end but you don't know

play03:14

the story you don't know what's

play03:15

happening during the cut scenes Well

play03:17

audio description has now allowed us to

play03:20

do that and as such you know I've gotten

play03:22

to experience the last of us part one

play03:24

and two and I'm currently playing

play03:26

Spider-Man all with audio descriptions

play03:28

and it's just it it's it's been

play03:30

incredible he then leaps toward a second

play03:32

coaster he lands on the coaster don't

play03:35

worry I've got you Peter catches a

play03:37

crossbow bolt circle Buton he Dodges

play03:39

shots from Hunters Peter flips toward

play03:41

them L1 he redirects a rocket onto the

play03:44

hunters then lands on the coaster I uh

play03:46

was was blinded at a young age and so I

play03:48

used to play video games when I could

play03:50

see and never did I think that I would

play03:53

actually be able to play a video game um

play03:56

just with all the mechanics and

play03:58

experience the story in its entirety and

play04:01

now I can't than to audio description

play04:04

and there must have been a moment then

play04:06

that you could come back to video games

play04:08

you know you said you played them uh as

play04:10

a child then you presumbly weren't able

play04:12

to play them for a while while these

play04:13

accessibility features weren't there

play04:15

what did it mean to be able to go back

play04:17

to that childhood

play04:18

hobby oh man I mean it's you know Gamers

play04:23

love Nostalgia and just being able to

play04:26

play a game uh a AAA game you is it's

play04:31

like its own form of nostalgia because

play04:34

being able to just hold the controller

play04:35

sit down and relax and like play a video

play04:38

game I mean I lived for that as a kid

play04:40

and I live for that now and it's funny

play04:42

cuz when I could see I played the

play04:44

Spider-Man 2 game on the PS2 and it

play04:47

almost feels like full circle now I'm

play04:49

now that I'm playing Spider-Man 2

play04:51

obviously a different one but on the PS5

play04:53

and it's it's it's just such a good

play04:56

feeling because I'm able yeah play the

play04:58

game experience the story but I'm also

play05:00

able to converse online with others

play05:03

about the story because I know

play05:04

everything that's happening and and I

play05:06

mean a huge reason I play video games is

play05:08

for escapism but also for social

play05:11

socializing you know uh interacting with

play05:13

other people that have those similar

play05:16

interests and it's one thing to have

play05:18

gaming as a hobby it's another to then

play05:20

decide to make it your job how did you

play05:22

get into Consulting on

play05:24

this yeah very good question so I first

play05:29

began creating content on YouTube just

play05:31

as a hobby um and I very much saw as

play05:36

that when I first began creating but

play05:38

then I realized I noticed how many

play05:40

people whether blind or cited really

play05:43

cared about accessibility and so I think

play05:47

I was in the Paralympics at the time Co

play05:49

just hit and I was like you know what

play05:51

I'm going to do game accessibility

play05:53

fulltime and so I retired and um I think

play05:57

it was descriptive video works who

play05:58

reached out to me and asked me if I

play06:00

wanted to be on The Advisory board so of

play06:02

course I said yes and this was before

play06:05

they had uh even provided the

play06:06

descriptions for the last of us and so

play06:08

once they did that uh I knew I was in

play06:10

the right place um because dvw has

play06:14

honestly kind of been leading the way

play06:16

when it comes to audio description and

play06:17

video

play06:18

games and Jenna how does it actually

play06:20

work in practice so you have a studio

play06:22

come to you and say we want to make sure

play06:24

that our game is accessible what happens

play06:27

next so I mean our our piece of the

play06:30

puzzle is just one of several

play06:33

accessibility features that will make a

play06:35

game both playable and enjoyable by

play06:38

people with uh low or no vision or even

play06:41

with cognitive disabilities so we're not

play06:43

the ones who go through and say hey this

play06:45

is how you make your game fully playable

play06:48

by blind people we are just one of

play06:50

several features that will do that but

play06:53

um we usually end up comparing our

play06:55

workflow to TV and film because audio

play06:58

description has been much more

play07:00

established in TV and film for several

play07:02

years now and it's a lot different

play07:04

because usually when we write for TV and

play07:07

film we are part of a post- production

play07:09

step where all of the audio and visuals

play07:12

have been very locked down and finalized

play07:15

and it's uh it's easy to know what the

play07:18

intended final visuals are going to be

play07:20

because you can see them they're already

play07:22

in that state by contrast for video

play07:24

games they have a much longer

play07:25

development cycle and the narration that

play07:28

we create for the game is as much a part

play07:32

of that game as any other dialogue or

play07:35

music or sound effects so that means

play07:37

that when we're seeing what we're

play07:39

supposed to be describing it's not quite

play07:42

done yet it's never quite done so it's a

play07:45

bit more of a challenge it's it's really

play07:46

fun because we get to reference all

play07:48

sorts of different Source material to

play07:50

know what the final visuals are going to

play07:52

look like but it also means we don't see

play07:55

everything all come together until the

play07:57

game itself comes out we don't see like

play08:01

what our narrator sounds like in the

play08:03

scene with everything fully mixed

play08:05

together we don't see like what all of

play08:08

the final lighting and textures and

play08:09

colors look like until everything

play08:12

finally comes together but the fun part

play08:14

of that is it does mean that we kind of

play08:16

get to experience that first look at the

play08:19

final version of it alongside everyone

play08:21

else we get to see it all come together

play08:24

and add to each other and just uh create

play08:27

this harmonious experience for for for

play08:30

everyone to uh like go through at the

play08:33

same time as everybody else and it's

play08:36

it's really great when what we've helped

play08:39

make is additive to the game itself um

play08:43

I've anytime a new game release comes

play08:45

out that we've helped work on I spend

play08:47

hours and hours just watching twitch

play08:49

streams of people playing through it

play08:51

with our audio description on and what I

play08:54

notice is that people aren't commenting

play08:56

on like the narrator's performance or

play08:59

how we scripted things or like specific

play09:01

things about the audio description

play09:03

itself they're just reacting to the

play09:05

story and sort of experiencing it the

play09:09

same as any other player who didn't use

play09:12

audio description and that parody is the

play09:15

goal um we want all players to have as

play09:19

close an experience emotionally and in

play09:22

terms of gaml as possible we want

play09:25

everyone to be able to participate in

play09:28

this media and this art form with as

play09:30

close an experience as possible but all

play09:33

that to say the workflow is going to be

play09:36

different for every single game for

play09:38

every engine for every client because no

play09:42

two things are the same there is no

play09:44

average game there is no uh average game

play09:48

length or game format or game tone or

play09:52

accent there is uh thing there are

play09:55

things that are going to be different

play09:56

every single time but that's the fun

play09:58

part of it because we get to make up new

play10:00

rules for ourselves and we get to decide

play10:03

some new cool stuff that we get to do

play10:06

and those are what makes it that's what

play10:08

makes it really really fun to put audio

play10:10

description into new games and

play10:13

presumably that whole process it's not

play10:15

cheap um do you find that it's quite an

play10:20

easy sell you have Studios coming to you

play10:22

asking for this or do you have to go out

play10:23

and really actually convince Studios

play10:25

that this is the right thing to be

play10:27

adding in I mean it's I would say it's

play10:30

cheaper than you think obviously I'm not

play10:32

I'm not going to give you a quote for

play10:33

your game right now over this call but

play10:36

it's it in in comparison to um wait

play10:40

sorry how do I put this um I'll I'll

play10:43

just say it's it's not as expensive as

play10:45

you would think but given that we are

play10:48

just one feature among several that

play10:50

would make a game more accessible

play10:53

usually by the time a studio comes to us

play10:55

they have made that decision to strive

play10:57

for full inclusivity and as much

play11:00

accessibility as possible it doesn't

play11:02

usually take much convincing because

play11:04

because of Consultants like Ross um they

play11:07

have already heard usually from several

play11:10

different sources that like hey I want

play11:12

to play this game um we have uh tested

play11:15

it for you and as part of their

play11:17

Consulting usually one of the things

play11:20

that they will mention will be audio

play11:22

description because in addition to like

play11:24

Ross said in addition to knowing what

play11:27

buttons to push and when to make it from

play11:29

the beginning of the game to the end of

play11:31

the game you want to know what's going

play11:33

on um some presumably at some point in

play11:36

between the start and end of the game

play11:38

you want to be able to follow and

play11:40

participate in the story you want to

play11:42

know who you are what you're doing and

play11:44

why and you want to be able to follow

play11:46

that narrative so I do do some Outreach

play11:50

to different game studios but for the

play11:52

most part it is pretty internally

play11:55

motivated when they come to us which is

play11:58

really great to see that that shift in

play12:00

the industry towards more accessibility

play12:04

as time goes on and Ross we talked about

play12:07

the last of us that game got uh a lot of

play12:10

attention a lot of credit for its focus

play12:12

on accessibility why do you think it was

play12:15

that game that sort of kicked things off

play12:17

a bit well I I think it's simply because

play12:20

we've never seen a AAA game fully

play12:24

Embrace accessibility on that level I

play12:27

mean there there are many G High budget

play12:30

games who had accessibility features but

play12:33

this was you could tell across the board

play12:36

that they were trying to accommodate for

play12:38

all disabilities and I believe it

play12:40

launched with somewhere around like 60

play12:42

65 accessibility features which is just

play12:46

again it was never heard of and as a

play12:48

result of course it made a huge huge

play12:51

Splash in the the disabled Gaming

play12:54

Community but just in the Gaming

play12:55

Community as as a whole because just to

play12:58

give some

play12:59

statistics 15 to 20% of the world has

play13:02

some sort of disability but 25% of

play13:05

Gamers identify as having some sort of

play13:08

disability or being disabled and so not

play13:11

only did these AC accessibility features

play13:14

help me as someone who is blind or

play13:15

someone who's hard of hearing but they

play13:19

can help others who may not have known

play13:21

that they need these accessibility

play13:23

features and so I think you know with a

play13:25

bunch of disabled people going oh wow

play13:26

this is incredible I think that just

play13:28

made a huge huge Splash and caused a lot

play13:31

of other Gamers to like really

play13:33

re-evaluate what they uh found important

play13:36

in video games and yeah I mean it's just

play13:40

been a snowball effect from from there

play13:42

you know and I know that a lot of the

play13:45

work here we've been talking about The

play13:47

Last of Us Last of Us Part Two

play13:48

Spider-Man 2 what a lot of these games

play13:50

have in common is that they're

play13:52

relatively linear uh story based games

play13:56

do you think there's a challenge around

play13:59

multiplayer games games with lots of

play14:02

endings like a Boulders Gate 3 for

play14:04

example accessibility in gaming is about

play14:06

giving player the tool players the tools

play14:09

they need to play the game on an equal

play14:11

playing field and so yes I do agree that

play14:15

these games are sort of linear but um I

play14:19

do think that there is a lot of

play14:22

potential for multiplayer games if you

play14:24

take fors and Motorsport I have seen

play14:26

blind people compete toe-to-toe with

play14:28

side of people on online and when you

play14:30

play online you don't have any uh uh

play14:32

driving assists whatsoever when you

play14:35

design accessibility features for online

play14:37

gameplay yes there will be you'll have

play14:40

to think outside the box you'll have to

play14:41

do things a little bit differently than

play14:44

you would um if it were just a single

play14:46

player game but with force of Motorsport

play14:48

and even Mortal Kombat it's it's proof

play14:52

right there that give players the tools

play14:54

they need they can play online with Able

play14:57

Body players um and you know not have a

play15:01

perceived advantage or disadvantage

play15:03

Jenna it's quite a tough time in the

play15:06

games industry uh obviously there's a

play15:08

lot of layoffs a lot of consolidation

play15:11

I'm wondering first of all do you think

play15:13

that studios are going to continue to

play15:15

invest to make sure that they're making

play15:17

accessibility better than it is now uh

play15:21

and then related to that is there

play15:23

potentially a challenge that AI might be

play15:26

seen as an answer for this and and

play15:29

taking it kind of out of human hands and

play15:31

putting it into uh into that an

play15:33

artificial intelligence I I really wish

play15:35

I had a crystal ball that I could

play15:36

consult right now to know exactly how

play15:38

the games industry is going to be going

play15:40

in a few years because yeah it is very

play15:42

tumultuous right now and of course I

play15:45

hate seeing any announcement of layoffs

play15:48

uh usually it's well

play15:51

not it's it's not great to see people

play15:55

that you've worked with personally be

play15:57

affected by it um in addition to hearing

play16:00

about all of these people whose jobs

play16:01

were impacted by it we are a third-party

play16:05

service provider so it's difficult to

play16:07

say exactly how our work will be

play16:10

impacted if at all but um in spite of

play16:14

all the layoffs we have seen still a

play16:16

growing Trend toward greater

play16:18

accessibility especially in studios who

play16:20

have already chosen to implement it in

play16:22

previous games they've sort of set an

play16:25

expectation for themselves and for their

play16:28

peers to only go upward from there on

play16:32

the business side of things it just

play16:33

makes sense to care about such a large

play16:37

percentage of people it is the world's

play16:40

largest minority so it makes good

play16:42

business sense to make accessibility

play16:44

features that are going to allow more

play16:46

people to consume your game there's a

play16:49

difference between accessibility and

play16:52

approachability um accessibility is just

play16:54

removing barriers to uh intended it's

play16:58

intended to remove barriers for people

play17:00

with disabilities to be able to consume

play17:03

your media it's removing things like uh

play17:07

like putting in audio description

play17:09

putting in navigation assistance putting

play17:10

in a screen reader to remove barriers so

play17:13

that uh all players can have a uh an

play17:16

equivalent experience approachability is

play17:20

making it appealing to more people so

play17:23

that's not what we're talking about here

play17:25

we don't want every game to be you know

play17:27

Bland and watered de and not have any

play17:30

controversial narratives or anything

play17:32

like that no we just want it to be

play17:34

physically possible for everyone to play

play17:36

it if at all possible and that just

play17:39

makes good business sense we we want

play17:42

more people to be able to play more

play17:44

games even if you wouldn't necessarily

play17:46

choose to even if it's not your cup of

play17:47

tea you want it to be an option that's

play17:49

available to you not something that is

play17:51

just closed off because you can't

play17:53

physically play the game and of course

play17:56

we have to address the uh the AI is the

play17:59

the buzz of the industry right now

play18:01

trying to replace humans or increase

play18:04

efficiency right now we're not really

play18:06

seeing that yet in our particular line

play18:08

of work we might reassess that in a few

play18:11

years but we're not seeking out any AI

play18:14

tools especially not to replace uh human

play18:17

writers narrators or mixers we are not

play18:21

um using it to replace any creative

play18:23

workflows right now to some extent it's

play18:26

unavoidable I think in one of my

play18:28

software tools like the spell check is

play18:30

technically AI powered which you know

play18:32

we're we're not going to go out of our

play18:34

way to avoid that but I'm always going

play18:36

to take my cues uh from the ACB and The

play18:39

nfb Who currently have issued statements

play18:42

strongly condemning the use of synthetic

play18:45

voices in audio description and in

play18:47

writing I'm going to take my cues from

play18:50

them and from what are our viewers and

play18:53

customers want more so than what is the

play18:57

cheapest or easiest or the the fastest

play19:00

option that's available to us because

play19:03

creating the highest quality possible

play19:05

audio description is more important than

play19:08

than anything else Ross we've talked

play19:11

about quite a lot of very positive

play19:12

examples so far I'm wondering if you

play19:15

have any where things have really fallen

play19:17

short or kind of anything that you want

play19:19

to happen in the industry to make things

play19:22

better where's there still work to be

play19:24

done yeah well in terms of audio

play19:26

description um I mean so like starting

play19:29

with The Last of Us Part One only

play19:32

strictly cinematic cutcenes were

play19:35

described and you know some people found

play19:37

that to be a bummer but it's constantly

play19:41

gotten better um with each kind of

play19:44

iteration of video games that have had

play19:46

audio descriptions provided um case in

play19:49

point with Spider-Man 2 audio

play19:52

descriptions now play during um kind of

play19:55

in-game cut scenes that kind of flow

play19:57

into quick events and it's actually

play20:01

quite seamless and so of

play20:04

course I really I think just the only

play20:07

con I see right now is that not enough

play20:09

games have audio description I think

play20:11

that there's no reason not to have them

play20:12

because many people think that they're

play20:14

only just for blind people but in fact

play20:17

um many people use them whether they

play20:20

have a cognitive disability or even if

play20:22

you just need to temporarily look away

play20:24

from the screen um if something else is

play20:26

distracting you like that's where audio

play20:27

descriptions come into play and

play20:29

so as far as yeah just anything that um

play20:33

really needs to be improved I would say

play20:36

just the the frequency of audio

play20:38

descriptions I think um there's still

play20:41

always more room to to just pack as many

play20:44

audio descriptions um in a game as

play20:46

possible so the frequency and then just

play20:49

yeah the number of games that have

play20:51

descriptions because uh there are still

play20:54

many many games where I would love to

play20:56

actually experience the story how it was

play20:58

was meant to be

play21:00

experienced and a last one from me have

play21:03

there been any moments in the narration

play21:07

where you you know it's really shocked

play21:09

to you or it's being particularly funny

play21:11

or I don't know just a moment where

play21:13

people who don't have it switched on

play21:14

will have missed something that could

play21:16

have been

play21:17

amazing oh I mean just like I know he

play21:21

keeps saying like Spider-Man for example

play21:24

but like the I'm reaching the end of the

play21:27

game and so I don't want to

play21:29

give too many spoilers but um just just

play21:34

really the cut scenes between like the

play21:36

bosses and the fight scenes first off

play21:39

all of that you know if you don't have

play21:40

the descriptions on it's literally just

play21:42

like Grunts and punching sounds and

play21:44

that's it um or even unspoken dialogue

play21:47

you know facial expressions hand

play21:48

gestures um all that stuff is a miss and

play21:52

so whether it is Spider-Man or The Last

play21:54

of Us um or Mortal Kombat they have just

play21:59

been so many things in video games that

play22:02

I didn't realize I was missing until

play22:04

they were described to me and that was

play22:06

the case with movies when I began uh

play22:08

watching movies with audio descriptions

play22:09

I was like oh I know everything that's

play22:11

happening and then I actually listen I'm

play22:12

like oh wow there's so much and so like

play22:14

Mortal Kombat actually being able to

play22:18

watch all the fatalities and their

play22:20

gruesome gory detail I think it is

play22:25

just I I don't want to say like people

play22:27

take it for granted

play22:29

but I just feel like I'm experiencing

play22:34

the game like everyone else and it it

play22:37

just it's it's a really good feeling

play22:40

because at the end of the day this is

play22:41

what inclusivity feels like and to know

play22:45

that I was you know people with my

play22:48

disability were

play22:50

considered just really really means the

play22:52

world Jenna same question to you is

play22:55

there any one moment where you thought

play22:57

this was really cool

play22:59

oh I love this question this is great

play23:01

there's I I have had to do some very

play23:04

strange research at times to ensure the

play23:07

audio description is is accurate my

play23:11

Google search history could uh probably

play23:14

get me on a list somewhere for the the

play23:17

weird terms that I've had to look up

play23:19

everything from martial arts moves to

play23:22

wrestling moves to uh what kind of

play23:26

animal is this and all sorts of things

play23:29

so there are definitely I I don't know

play23:32

if I would call them Easter eggs but

play23:33

like additional information sprinkled

play23:36

throughout the audio description that

play23:38

sometimes draws attention to things that

play23:40

you might not have noticed before but

play23:42

might also uh give some some more depth

play23:45

to some of these characters and and

play23:48

events that you already love but I think

play23:51

there was this one particular moment um

play23:53

with interspersed qtees and cinematics

play23:57

near the beginning of Spider-Man 2 that

play24:00

was sort of the the really cool moment

play24:02

for me uh QuickTime events are where the

play24:05

game gives you a button prompt and those

play24:06

button prompts are read via the game's

play24:09

screen reader and those blend seamlessly

play24:12

with the Cinematic events which are

play24:15

audio described that are kind of

play24:17

interspersed in between those so it'll

play24:20

give you button prompt thing happens

play24:22

button prompt thing happens and it tells

play24:24

you exactly what you did exactly how you

play24:27

were successful or not successful it

play24:29

tells you what the characters are doing

play24:32

and it was really cool to see all of

play24:34

that come together because I had seen

play24:37

each of those little individual dozens

play24:39

of pieces up until that point I've seen

play24:42

you know a 5-second video clip and then

play24:44

a 3-second video clip and then a

play24:46

12-second video clip I had never seen it

play24:48

fully come together until I played

play24:51

through it myself and that moment where

play24:54

everything sort of seamlessly Blends

play24:56

into this holistic experience

play24:59

that really makes you feel like

play25:01

Spider-Man was just it was just cool it

play25:04

was so cool and I loved that so that was

play25:07

the moment for me and it's those cool

play25:10

moments that I I imagine just makes it

play25:12

all all really worthwhile thank you so

play25:14

much definitely Jenna Ross thank you for

play25:16

for chatting to us uh really appreciate

play25:19

it thank you so much

Rate This
โ˜…
โ˜…
โ˜…
โ˜…
โ˜…

5.0 / 5 (0 votes)

Related Tags
Audio DescriptionGaming AccessibilityInclusivityVideo GamesBlind GamersCinematic CutscenesNarrative ExperienceIndustry TrendsAccessibility FeaturesPlayer Experience