Game design

Making Games Better for Deaf and Hard-of-Hearing Players

Auditory accessibility is not just about adding subtitles. Games also need readable captions, visualized audio cues, alternatives to sound puzzles, and options players can set before play begins.

Games are for everyone

Many players live with hearing loss, vision problems, colorblindness, epilepsy, limb differences, muscular dystrophy, cognitive disabilities, and countless other conditions that affect how they perceive or control a game.

That does not mean those players cannot enjoy games. Often, a small option or design decision can turn an impossible game into a playable one. The same choice can also help players who are in a noisy room, playing quietly at night, or using a setup where audio is limited.

For deaf and hard-of-hearing players, auditory accessibility starts with subtitles, but it does not end there. The real question is whether the game communicates important information without relying only on sound.

Subtitles need a higher standard

Subtitles are one of the most common accessibility options in games. Ubisoft has said that a large share of Assassin's Creed Origins players used them, which suggests subtitles are not a niche feature. They are part of how many people play.

Yet game subtitles are often much worse than film and television subtitles. Some games use tiny text, decorative fonts, weak contrast, full-width sentences, and no speaker labels. Borderlands 2 is a good example of the problem: small white text, unclear type, poor background separation, long lines, and no clear indication of who is talking.

That is especially damaging in games because the player is not just watching. They are reading while moving, aiming, solving, navigating, and reacting. Subtitles have to be fast to parse because attention is already divided.

Make subtitles large and plain

The most common subtitle mistake is making the text too small. Developers may worry about breaking immersion, but a player who needs subtitles is usually more concerned with reading dialogue quickly than with preserving a clean frame.

Large subtitle text should be the default, and font-size options are even better. A player should be able to pick a size that works from their couch, monitor, handheld screen, or living room television.

The font should be simple too. A clean sans-serif typeface is usually the right answer. This is not the place to preserve brand identity with scratchy handwriting, ornate lettering, or a stylized in-world font. Accessibility text has to be clear first.

Make subtitles readable on any background

Subtitle contrast has to work against bright skies, dark rooms, explosions, menus, snowfields, forests, and every other background the game can show. Pale text with a thin outline may look fine in one scene and disappear in another.

White text with a thick black border can work. A dark shadow can work. A semi-transparent black box is often even better because it creates a stable reading surface no matter what is happening behind it.

The goal is not visual elegance in a screenshot. The goal is to remove strain while the player is also playing the game.

Keep subtitle chunks short

Film and television subtitle guidelines usually keep each line short and limit the number of lines on screen. Games should learn from that discipline instead of dumping full paragraphs into a corner of the display.

Short subtitle chunks keep the eye near the center of play, reduce reading time, and avoid spoiling dialogue beats before the audio reaches them. Batman: Arkham Asylum shows the problem when a subtitle reveals a line before the player actually hears the corresponding event.

When a subtitle needs two lines, the break should land at a natural point in the sentence. Split clauses, thoughts, and phrases in ways that preserve meaning instead of chopping the text wherever it happens to fit.

Give players enough time to read

Subtitles should remain on screen long enough for the player to read them, especially when a character speaks quickly. Staying visible for the exact duration of the spoken line may not be enough.

Broadcast and streaming guidelines often treat reading speed as a timing problem, not a guess. Games should do the same. Fast speech, dense lore, unusual names, or combat pressure may all require more generous subtitle timing.

A tiny visual gap between subtitle changes can also help. Streaming subtitles often flash off briefly between lines so the viewer notices that the text has changed. Without that gap, players can miss a new line because the subtitle block appears continuous.

Identify who is speaking

When a player cannot hear the difference between voices, it can be hard to know which character is speaking. That matters in cutscenes, radio chatter, party banter, stealth encounters, and crowded scenes.

One solution is to put the speaker's name at the start of each line. That is clear, but it can add length and repeated reading. Another solution is to name a character when they first speak, then use a consistent color for later lines.

Whatever the method, the player should not have to infer the speaker from camera framing alone. Subtitles should carry enough context to make the dialogue understandable without audio.

Caption all meaningful dialogue

A common failure is subtitling cutscenes and main characters while ignoring ambient chatter, guards, bystanders, radio calls, and small one-off lines. That background dialogue can still matter.

In a stealth or immersive-sim context, a guard's spoken line may tell the player whether a disguise works, whether an area is restricted, or whether danger is about to escalate. If that line is not subtitled, the player loses information the game expects them to use.

The rule should be simple: if dialogue can inform, warn, amuse, direct, characterize, or change how the player understands the scene, it should be available in text.

Do not hide gameplay information in sound

Games use sound for more than dialogue. Footsteps, gunfire, enemy barks, explosions, item pickups, animal noises, ultimate-ability callouts, and alarms can all carry gameplay-critical information.

Overwatch characters announce powerful attacks with distinctive voice lines, which lets hearing players react even when the enemy is off-screen. Without captions or a related visual cue, deaf and hard-of-hearing players may receive none of that warning.

The principle is straightforward: critical information should not be conveyed exclusively through sound. If a grenade is incoming, a voice bark can help, but a clear visual indicator should carry the same warning.

Closed captions should include sounds and direction

Valve's games provide a useful model because their closed captions cover more than spoken dialogue. They can describe gunshots, enemy chatter, explosions, and other important sounds, bringing more of the game's soundscape into text.

The next step is direction. Minecraft uses left and right arrows in its sound subtitles so players can orient around noises. Final Fantasy XIV can visualize sounds around the player. Fortnite's visual sound indicators show footsteps and gunfire as icons around the character, making both the type and direction of the sound easier to understand.

For multiplayer games, designers also need to think about fairness. If a visual audio indicator gives too much competitive information, it may need to be default, mandatory, or balanced as part of the game's normal information layer rather than treated as an optional advantage.

Sound puzzles need alternatives

Some games are explicitly about music, rhythm, or listening. That is fair. But a game that is not otherwise about sound can still suddenly block progress with a puzzle based on tones, notes, or environmental audio.

The Witness contains puzzles that require listening to sounds in the environment. Undertale originally had a piano puzzle where the player had to hear a tune in one room and reproduce it elsewhere. For a deaf or hard-of-hearing player, a puzzle like that can become a hard stop.

The fix does not have to remove the puzzle. It can provide a visual representation, an alternate clue, a skip, an optional route, or a delayed hint. Undertale was later patched so the answer appears if the player waits near the statue, giving players another way through.

Options should be available before play

Accessibility depends on options. Subtitle size, speaker names, subtitle backgrounds, caption detail, visual audio cues, and separate volume sliders can all help different players solve different problems.

Separate audio sliders are especially useful. If a player can reduce music or ambience while raising dialogue or effects, they can tune the mix to match their hearing, speakers, headphones, or environment.

Those options also need to appear before the first spoken line. An accessibility menu before the game starts, or a clear subtitle button during the opening scene, prevents the player from missing the beginning while hunting through menus. It would also help if games settled on a more predictable place for subtitle settings instead of scattering them across audio, gameplay, language, and accessibility menus.

The mute test is simple and revealing

Auditory accessibility can become ambitious. Moss, for example, lets Quill communicate in American Sign Language, which is a wonderful example of designing for communication instead of treating accessibility as a checklist.

Most games can still make major progress with simpler steps: readable subtitles, complete captions, visualized audio cues, alternatives to sound-only puzzles, and options that players can configure before the game begins.

A practical test is simple: put the game on mute and try to play. If important dialogue, warnings, puzzle clues, enemy tells, or navigation cues disappear, the game is asking some players to play without information everyone else receives.