When subtitles and captions aren't present during game experiences (like FMVs, non-player character (NPC) chatter dialogues, or other audio cues), a player might miss out on a game's backstory, important context within the game's storyline, and key tasks and objectives that inform gameplay.
Players can adjust the option before starting the game, or subtitles are enabled by default. This ensures that players don't get dropped into a long introduction cinematic without being able to follow along.
When the Gears 5 title is launched for the first time, subtitles and captions are enabled by default. After the initial FMV is played, players are presented with the accessibility menu screen to configure their accessibility settings moving forward.
In The Outer Worlds, players can toggle on or off \"Conversation Subtitles,\" \"Bark Subtitles,\" and \"Cinematic Subtitles\" separately from one another. The \"Conversation Subtitles\" setting can be further configured to display all subtitles when NPCs talk, minimal subtitles (only shows the last line from an NPC when player options are shown), or toggled off.
The detailed descriptions of each subtitle setting help players from a cognitive perspective. These descriptions are straightforward, as opposed to leaving players to guess, or learn by trial and error, what the difference between subtitles \"on\" versus \"minimal\" means in regard to their gameplay.
Unlike static text in menus, subtitle and caption text for spoken dialogue is typically only displayed on-screen for short periods of time. Given this, developers are encouraged to offer larger minimum default sizes for caption and subtitle text to facilitate ease of rapid reading.
Length: Avoid long lines of text (more than 40 characters), especially when the dialogue is fast. When text appears rapidly, longer lines of text are harder to read than shorter ones. Show no more than two lines of subtitles on screen at a time (three can be used in exceptional cases).
Background color: Players should be able to place a solid background behind subtitle and caption text to ensure readability of that text, regardless of the game's background. (For example, white text presented over light desert sand looks virtually invisible to the player.) The color of this background should be configurable by the player.
Placement: Ensure that important UI/gameplay elements are designed to avoid being obscured by subtitles when scaled to the largest size. This can generally be achieved by ensuring that placement is toward the bottom of the screen.
In Forza Horizon 4, the Accessibility settings menu allows players to change subtitle display settings. The game has a preview text option that can be activated by pressing the view button. Players can see what their current display configurations will look like before starting the game.
Additionally, you can also change the size of the subtitle text, the colored background for the text, and even how far apart the letters are. The Accessibility functions for subtitles sure have grown greatly in gaming. So you should never have to struggle to read silly cringy sarcastic dialogue from your favorite ever again!
Large blocks of text also have a cognitive impact. The less text is present at any one time, the easier it is to take it the entire subtitle at a glance and quickly get back to looking at the gameplay.
From the TV industry there are set standards across many countries and broadcasters. They vary slightly from one country to another, but for HD output they all recommend a maximum of somewhere between 37 (Australia) and 40 (Finland) characters per line, and a maximum of two lines (three in exceptional circumstances only). If a subtitle does run across multiple lines, keep the top line the longest, but try to keep them roughly even length, e.g.
Another simple solution is having subtitles turned on by default. If developing for XB1/Android/iOS, there is a system level subtitle on/off preference that can be pulled in and applied as your default.
If a temporary UI element (e.g. QTE prompt) appears in that space at any point, temporarily move the subtitles up a little to avoid overlap. If the elements are large and would push the subtitles up into the top half of the screen, move them all of the way to the top. The following example relates to playback controls, but would apply equally to things like QTE prompts or large in-game menus: Dynamic subtitle positioning.
While subtitles should fit as closely as possible with art direction, this must not come at the cost of readability. If it does, the design of the subtitles has failed at a fundamental level. Customisation (see next point) can neatly solve any clash of interests.
There are distinct use cases for subtitles. Some people only glance at them occasionally and want them to be unobtrusive, others rely on them completely and want them to be as clear as possible. So allow some or all of the following to be customisable (ideally with a live preview of the results):
What you have then is a system that displays whatever the most important subtitles/caption is at that exact time: at a frantic moment it might show you only critical speech instructions and life-or-death environmental prompts, but at a more sedate point it has time to show you more of the contextual background sounds.
There is a general lack of data on subtitle/caption usage. The 79% CNet survey is obvious justification for investment in subtitles, but it is pretty unscientific, a relatively small sample and representative of people who read the article and felt strongly enough about responding, rather than actual players of any particular game.
But even without gathering/sharing data, and even without any of the ten best practices, just taking care of size, contrast and amount of text per subtitle will allow your game to be a more enjoyable experience for many more people.
Square Enix has finally offered up some details of its upcoming Switch game, Dragon Quest Builders 2, complete with the ridiculously long subtitle The God of Destruction Malroth and the Vacant Island.
Pocky plays all sorts of games, including FPS, indie, and VR (virtual reality) games. On top of his gaming videos, he also posts vlog videos once in a while, which allows a fun glimpse into the world of a Japanese gamer with a top-secret identity. He also speaks quite fast, which is a good challenge for intermediate to advanced Japanese levels. While gaming he shares his thoughts, confusion, and amusement with his audience, and the results are always fantastic.
To use our automatic subtitle generator, go to our video editor and click Captions on the left menu. Next, choose Auto and select the video and language to generate subtitles automatically. If you want to upload a custom subtitles file, select that option from the drop-down.
Another sans serif font, Rubik, was designed by Philipp Hubert and Sebastian Fischer. Later, the Hebrew component was redesigned by Meir Sadan, and the Cyrillic component by Alexei Vanyashin. With its gorgeous rounded corners dispensing a quite bold character than a classic one, it goes well with subtitles that demand greater attention.
Popularly used for professional and academic purposes for many years now, Arial is an elegant choice for subtitles too. Its softer and fuller curves with diagonally cut terminal strokes express the versatility of this typeface on different screens.
Developed by Lukasz Dziedzic, Lato is a simple and stunning font from the sans serif typeface family. Semi-rounded, sleek and stylish, this font is easy to read, which makes it a fantastic option for in-video texts and subtitles.
Georgia is a classic serif font inspired known for its legible and elegant letterforms. The well-spaced typeface is excellent for long sentences, and the bubbly look makes it a great choice for subtitles for lifestyle videos and vlogs, etc.
With its unusual name, this open-source slab serif typeface creates gorgeous subtitles for any video design project. Designed by Sol Matas for Huerta Tipografica, Bitter is crafted for comfortable reading on all digital screens.
Square Enix has kept rather mum about their upcoming RPG sequel Bravely Second including if the game will make it stateside at all. Japan, however, got a dose of details regarding the sequel to the 2012 hit Bravely Default, including the reveal of both box art and the game's subtitle.
Officially titled Bravely Second: End Layer, the subtitle is presumed to hint at the direction the story may take, much like the purpose of the official title of the first game, Bravely Default: Where the Fairy Flies. Square Enix also revealed that Bravely Default's Tiz Arrior will join fan-favorite Edea Lee in the sequel, journeying to rescue the wind vestal, Agnes Oblige. It was also revealed that players who buy a first-print edition of the game will receive free exclusive costumes for their characters.
Amazon will be featuring Twitch Creators to speak internally to Amazon and Twitch employees about digital access and inclusion. This series will include creators StaceyofGotham, Steve Saylor, and Steven Spohn of AbleGamers. Each will be sharing stories about their journey as a creator and their experience as gamers with disabilities who serve as consultants on accessibility within the gaming space. 59ce067264