Accessibility in Visual Novels
Considering accessibility in video games, and in particular visual novels, results in a wider audience of gamers. Common aspects include (but not limited to!):
captions, for deaf individuals or to accommodate variances in audio voice tracks
self-voicing or complete narration of text and images, for those who use screen readers, or would like prefer to listen to the story while multitasking
colour contrast, for those with colour blindness, those who are overstimulated or for people who suffer from migraines or eye strain
keyboard navigable, for people who cannot use a mouse or who prefer to use keyboards
Developers should also:
ensure buttons are consistently and clearly labeled, so players know what does what
allow control over the text, like how fast it goes, its typeface, rollback features, and a history or log
allow control over movement features, like parallax or screen shake
provide meaningful alt descriptions
And of course, developers should listen to player feedback. For every person who indicates an issue, there may be many more who are too scared, anxious or otherwise can't or don't want to advocate for themselves.
Video games are supposed to be enjoyed by everyone! With thought earlier in the development cycle, everyone can participate.




















