Make Mortal kombat X accessible for the blind and visually impaired
Make Mortal kombat X accessible for the blind and visually impaired
The Issue
Fighting games are mostly accessible for blind gamers. The basic gameplay, 2D movement with excellent sound design, makes it inherently accessible without added accessibility features.
However there are still barriers to blind gamers being able to play. Being able to navigate the surrounding UI, and awareness of any additional info outside the core mechanic that is conveyed by audio alone.
Previous Mortal Kombat games have been very popular in the blind community (with famous examples including Brice Mellen and Carlos Vasquez). A few tweaks to Mortal Kombat X would ensure this can continue, and can grow, building on the industry-leading example that Injustice: Gods Among Us set.
1. Interactables
MKX introduces Injustice style interactive background elements. Currently there is no way of knowing where these are. Injustice solved this very neatly through an accessibility option that added simple audio cues when players walked near one of these elements.
It looks like this might already be planned for a future update ( ), but we would like to add our support and underline how important this is.
2. Story mode QTEs
Without sight you have no way of knowing what needs to be pressed and when. There are a few options for how this could be solved.
Option 1. A simple on/off toggle for QTEs
Option 2. An option to simplify QTEs, so any button press is accepted, with an interactibles-style audio ping to let you know when you need to press something, or a repeated pinging when the button needs to be hammered.
Option 3. Communicate which button needs to be pressed through audio. So for XB1, If Y need to be pressed, play a high pitched ping. if B needs to be pressed, play a mid-tone ping from the right speaker only.
3. UI navigation
This presents a huge barrier, currently the only way to play is through painful trial and error to memorize what each menu item does, or giving up and getting sighted help, if you're lucky enough to have sighted help available. Again there are a few options of how it could be solved.
Option 1: Recorded voice acting
This would be the ideal scenario, the existing narrator having extra dialogue recorded to speak out the name of each UI element as you highlight it. This would obviously incur a cost, but even if there was a setting to just voice the core menu items and the character names it would make a huge difference.
Option 2: Recorded synthesized speech
The same as option 1, but using a speech synthesizer to generate the pre-recorded audio, drastically cutting costs.
Option 3: Support for screen readers
Everyone who is blind already owns software that automatically generates audio on the fly to speak out what is on the screen. The software is built in to mobiles/PC/Mac, and is now starting to appear on consoles.
Unfortunately Unreal is incompatible, the way that it renders means that external software has no way of seeing the UI elements in the game.
However there is a workaround, for PC only. When any UI element receives focus, output its label to the Windows clipboard, where our external software can grab it from and speak it out. It's not ideal, but it works and is cheap. Skullgirls developer Mike Zaimont made his entire UI blind accessible in just 15 hours using this technique:
4. Being able to reach the settings to turn them on
Even if there's an accessibility option for self-voicing menus, you still need to be able to navigate to options/game/accessibility to be able to turn it on. So some kind of accessibility shortcut would help. For example, if a player tries twice in a row to move off the bottom of the initial menu (which is what a player might do when trying to navigate by trial and error), an audio prompt saying something like 'hold right trigger to turn on accessibility mode'.
So, to Netherrealm. We are fans, we love your work and the lead you took with Injustice. We want to buy and enjoy your games. Any of the above that you might be able to implement will support that, and will be hugely appreciated by the blind community.

The Issue
Fighting games are mostly accessible for blind gamers. The basic gameplay, 2D movement with excellent sound design, makes it inherently accessible without added accessibility features.
However there are still barriers to blind gamers being able to play. Being able to navigate the surrounding UI, and awareness of any additional info outside the core mechanic that is conveyed by audio alone.
Previous Mortal Kombat games have been very popular in the blind community (with famous examples including Brice Mellen and Carlos Vasquez). A few tweaks to Mortal Kombat X would ensure this can continue, and can grow, building on the industry-leading example that Injustice: Gods Among Us set.
1. Interactables
MKX introduces Injustice style interactive background elements. Currently there is no way of knowing where these are. Injustice solved this very neatly through an accessibility option that added simple audio cues when players walked near one of these elements.
It looks like this might already be planned for a future update ( ), but we would like to add our support and underline how important this is.
2. Story mode QTEs
Without sight you have no way of knowing what needs to be pressed and when. There are a few options for how this could be solved.
Option 1. A simple on/off toggle for QTEs
Option 2. An option to simplify QTEs, so any button press is accepted, with an interactibles-style audio ping to let you know when you need to press something, or a repeated pinging when the button needs to be hammered.
Option 3. Communicate which button needs to be pressed through audio. So for XB1, If Y need to be pressed, play a high pitched ping. if B needs to be pressed, play a mid-tone ping from the right speaker only.
3. UI navigation
This presents a huge barrier, currently the only way to play is through painful trial and error to memorize what each menu item does, or giving up and getting sighted help, if you're lucky enough to have sighted help available. Again there are a few options of how it could be solved.
Option 1: Recorded voice acting
This would be the ideal scenario, the existing narrator having extra dialogue recorded to speak out the name of each UI element as you highlight it. This would obviously incur a cost, but even if there was a setting to just voice the core menu items and the character names it would make a huge difference.
Option 2: Recorded synthesized speech
The same as option 1, but using a speech synthesizer to generate the pre-recorded audio, drastically cutting costs.
Option 3: Support for screen readers
Everyone who is blind already owns software that automatically generates audio on the fly to speak out what is on the screen. The software is built in to mobiles/PC/Mac, and is now starting to appear on consoles.
Unfortunately Unreal is incompatible, the way that it renders means that external software has no way of seeing the UI elements in the game.
However there is a workaround, for PC only. When any UI element receives focus, output its label to the Windows clipboard, where our external software can grab it from and speak it out. It's not ideal, but it works and is cheap. Skullgirls developer Mike Zaimont made his entire UI blind accessible in just 15 hours using this technique:
4. Being able to reach the settings to turn them on
Even if there's an accessibility option for self-voicing menus, you still need to be able to navigate to options/game/accessibility to be able to turn it on. So some kind of accessibility shortcut would help. For example, if a player tries twice in a row to move off the bottom of the initial menu (which is what a player might do when trying to navigate by trial and error), an audio prompt saying something like 'hold right trigger to turn on accessibility mode'.
So, to Netherrealm. We are fans, we love your work and the lead you took with Injustice. We want to buy and enjoy your games. Any of the above that you might be able to implement will support that, and will be hugely appreciated by the blind community.

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The Decision Makers
Petition created on April 17, 2015