This book aims to provide information and in-routes to one of the most complex forms of video game accessibility. It promises to explain how a developer might make their game accessible to the totally blind.
Introduction, Part 1: The Story of Accessibility, Chapter 1: Defining Accessibility/Inaccessibility, Chapter 2: Accidental Accessibility: The Tenacity of the Blind Gamer, Chapter 3: Blind Accessibility Specifics: What It Means to Make Something Blind Accessible, Chapter 4: Accessible Beginnings: MUDs, Text Adventures, and So On, Chapter 5: Audio Games, Chapter 6: Blind Accessibilitys Mainstream Beginnings, Chapter 7: AAA Accessibility Reaches the Totally Blind, Chapter 8: The State of Blind Accessibility, Part 2: Guidelines for Blind Accessibility in Games, Chapter 9: Basic Principles of Blind Accessibility, Chapter 10: Every Game is Different, Chapter 11: Narration, Chapter 12: Navigation and Traversal, Chapter 13: Audio Cues, Chapter 14: The Power of Good Audio Design, Chapter 15: Audio Description and Scripted Events, Chapter 16: Combat and Kombat, Chapter 17: Puzzles, Chapter 18: Racing and Driving, Chapter 19: Open Worlds, Chapter 20: The Multiplayer Discussion, Chapter 21: Unexplored Territory, Conclusion
Brandon Cole was a totally blind, awardwinning accessibility consultant working primarily in the video game industry. His notable work includes such titles as The Last of Us Part 1 and The Last of Us Part 2, among others. He also used his social media, blog, and streaming platforms to advocate for accessibility wheneverlƒH