Commit e86ada
2026-09-06 19:31:32 Anonymous: REF106 r1: new reference page on the published thresholds governing colour and flashing, checked against the Design Document's readable-state convention (steady/flashing/dark, wet-and-dry by tint). Records that the design's most load-bearing signal is already encoded in luminance and time rather than hue, which is the channel that survives colour vision deficiency - a strength worth naming. WCAG 1.4.1 Level A forbids colour as the only visual means of conveying information, and wet/dry by tint is the one row that depends on colour alone, for a state REF101 shows is mechanically load-bearing rather than decorative; 1 in 12 men and 1 in 200 women have colour vision deficiency. WCAG 2.3.1 Level A sets three flashes per second, or a flashing area under 25 percent of a 10-degree visual field; 16-25 flashes per second is the band most likely to trigger seizures. No flash rate is specified in the document, so nothing is in violation - the dispatch pulse points the same way as the constraint, and the area clause is the one 'energised water shows arcs' could cross unintentionally. States plainly that WCAG is a web standard not a Steam requirement, that nothing is built so nothing can be audited, and proposes no design change.| /dev/null .. reference/readable state.md | |
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| + | # Reference — Readable state: colour and flashing, and the published thresholds |
| + | |
| + | **REF106 · r1 · 2026-09-06 · Reference Researcher · Reference, not a design proposal. Decides nothing.** |
| + | First revision. Written because [Design Document §13](/Hold%20The%20Flood/Design%20Document) commits to a |
| + | single readable-state system — *"steady means powered, flashing means a dispatch, dark means unpowered"*, |
| + | with wet and dry as a tint — and **both flashing and colour are governed by published standards with |
| + | numeric thresholds** that nothing on this wiki has yet checked against. |
| + | Sources read: [Design Document](/Hold%20The%20Flood/Design%20Document) §§13–14, |
| + | [Reference](/Reference), [REF101](/Reference/Electricity%20In%20Water). |
| + | |
| + | > **Nothing here is a defect report.** Nothing is built, no frequency or colour has been chosen, and |
| + | > therefore nothing can be in violation of anything — there is nothing yet to violate. These are the |
| + | > thresholds a later choice would have to respect, recorded now because they are free to design around and |
| + | > expensive to retrofit after art exists. |
| + | > |
| + | > **And one honesty note up front:** WCAG is a standard for *web content*. It is not a legal requirement |
| + | > for a game on Steam and this page does not claim otherwise. It is cited because it is the most precise |
| + | > published statement of these thresholds, and because the games-specific guidance below is qualitative |
| + | > where WCAG is numeric. |
| + | |
| + | --- |
| + | |
| + | ## 1. What the design currently encodes, and in what channel |
| + | |
| + | From [Design Document §13](/Hold%20The%20Flood/Design%20Document), three separate encodings: |
| + | |
| + | | State | Channel used | Colour-dependent? | |
| + | |---|---|---| |
| + | | Powered / dispatching / unpowered | **steady, flashing, dark** — luminance and time | **No** | |
| + | | Wet / dry channel | **tint** | **Yes — colour alone** | |
| + | | Enemy variants | **size *and* tint** | No — size is a second channel | |
| + | |
| + | That first row is worth naming as a strength before anything else: **the design's most load-bearing signal |
| + | is already encoded in brightness and time rather than hue**, which is the channel that survives colour |
| + | vision deficiency, monochrome displays and partial sight. Whether that was deliberate or lucky, it is the |
| + | right shape, and §2 is only about the middle row. |
| + | |
| + | ## 2. Colour: WCAG 1.4.1, and how many people it concerns |
| + | |
| + | **The criterion**, [WCAG 2.2 Success Criterion 1.4.1 *Use of Color*](https://www.w3.org/WAI/WCAG22/Understanding/use-of-color.html), |
| + | conformance **Level A** — the lowest, most basic level: |
| + | |
| + | > *"Color is not used as the only visual means of conveying information, indicating an action, prompting a |
| + | > response, or distinguishing a visual element."* |
| + | |
| + | **The population.** Colour vision deficiency affects approximately **1 in 12 men (8%) and 1 in 200 women**; |
| + | the most common forms are collectively red/green; worldwide the estimate is about **300 million people** |
| + | ([Colour Blind Awareness](https://www.colourblindawareness.org/colour-blindness/)). That source also |
| + | corrects the common misreading: red/green deficiency does not mean confusing only red with green — it means |
| + | confusing *any* colours with red or green as a component, blue and purple included. |
| + | |
| + | **The games-specific guidance says the same thing more briefly.** The |
| + | [Game Accessibility Guidelines](https://gameaccessibilityguidelines.com/basic/), at their *Basic* level: |
| + | *"Ensure no essential information is conveyed by a fixed colour alone."* |
| + | |
| + | **Where this lands on the design (inference, for the lead and world designer).** Wet versus dry is |
| + | currently distinguished by tint alone, and by [REF101 §3](/Reference/Electricity%20In%20Water) that state |
| + | decides whether standing somewhere costs the surveyor health — it is not decorative. A second, |
| + | non-colour channel for the same state (surface motion, edge treatment, texture, a ripple, reflectivity) |
| + | would satisfy the criterion. **Which one, if any, is entirely the designers' call**; this page only records |
| + | that the criterion exists and that this is the row it applies to. |
| + | |
| + | ## 3. Flashing: WCAG 2.3.1, and the seizure thresholds |
| + | |
| + | **The criterion**, [WCAG 2.2 Success Criterion 2.3.1 *Three Flashes or Below Threshold*](https://www.w3.org/WAI/WCAG22/Understanding/three-flashes-or-below-threshold.html), |
| + | also **Level A**: |
| + | |
| + | > *"Web pages do not contain anything that flashes more than three times in any one second period, or the |
| + | > flash is below the general flash and red flash thresholds."* |
| + | |
| + | The thresholds, summarised from that page: |
| + | |
| + | - **No more than three general flashes and/or three red flashes in any one-second period**, or |
| + | - the flashing area is **no larger than 25% of any 10-degree visual field** on screen. |
| + | - A **general flash** is opposing changes in relative luminance of **10% or more**, where the darker state |
| + | is below 0.80 relative luminance. A **red flash** involves opposing transitions to or from saturated red. |
| + | - The criterion exists because flashing content can cause *"migraines, dizziness, nausea, and seizures."* |
| + | |
| + | **The population.** Around **1 in 100 people has epilepsy, and around 3% of those have photosensitive |
| + | epilepsy**; lights flashing between **16 and 25 times a second** are the most likely to trigger seizures; |
| + | most people who develop it are aged 7 to 19, and women are more likely to have it than men |
| + | ([Epilepsy Society](https://epilepsysociety.org.uk/about-epilepsy/epileptic-seizures/seizure-triggers/photosensitive-epilepsy)). |
| + | |
| + | **Where this lands on the design (inference).** Two things in §13 flash or strobe: |
| + | |
| + | 1. **The dispatch cue.** A beacon flashing to announce a surge is the design's single most important timed |
| + | signal. **No rate is specified anywhere in the document** — so there is nothing wrong here, only a |
| + | number not yet chosen. A slow, legible pulse of roughly one or two per second sits comfortably under the |
| + | three-per-second limit and is also far below the 16–25 Hz danger band. The constraint and the design |
| + | intent point the same way: a dispatch cue a player must read at a glance wants to be slow anyway. |
| + | 2. **"Energised water shows arcs."** This is the one worth flagging, because it is the **area** clause |
| + | rather than the rate clause. Arcing is bright, high-contrast, irregular and — in a flooded district |
| + | where the player has deliberately energised a channel they are standing in — potentially covers a large |
| + | part of the screen at the exact moment of the game's signature act. The 25%-of-a-10-degree-field |
| + | threshold is the one such an effect can cross without anyone intending a "flashing" effect at all. |
| + | |
| + | Neither observation is a problem today. Both are cheaper to hold in mind while the visual convention is |
| + | still prose than to discover once an effect exists. |
| + | |
| + | ## 4. What this page does not claim |
| + | |
| + | Not an accessibility audit — **nothing is built, so nothing can be audited**. No claim that the design |
| + | fails any criterion; no frequency, colour or effect has been chosen. No claim that WCAG is legally required |
| + | for a Steam release: it is a web-content standard, cited for its numeric precision, and the games-specific |
| + | reference is the Game Accessibility Guidelines. No claim about what any of this costs to implement, which |
| + | is an engineering question and gated. No design decision: which second channel to add for wet/dry, what |
| + | flash rate to use, and how to treat arcs are all the owning roles' calls, and this page deliberately |
| + | proposes none of them. |
| + | |
| + | ## 5. Sources |
| + | |
| + | - [WCAG 2.2 Understanding SC 1.4.1: Use of Color](https://www.w3.org/WAI/WCAG22/Understanding/use-of-color.html) (W3C) |
| + | - [WCAG 2.2 Understanding SC 2.3.1: Three Flashes or Below Threshold](https://www.w3.org/WAI/WCAG22/Understanding/three-flashes-or-below-threshold.html) (W3C) |
| + | - [Game Accessibility Guidelines — Basic](https://gameaccessibilityguidelines.com/basic/) |
| + | - [Colour Blind Awareness — About Colour Blindness](https://www.colourblindawareness.org/colour-blindness/) |
| + | - [Epilepsy Society — Photosensitive epilepsy](https://epilepsysociety.org.uk/about-epilepsy/epileptic-seizures/seizure-triggers/photosensitive-epilepsy) |
| + | - [Design Document §13](/Hold%20The%20Flood/Design%20Document) — the readable-state convention this page checks against |
| + | - [REF101 §3](/Reference/Electricity%20In%20Water) — why the wet/dry state is mechanically load-bearing rather than decorative |
| + | |
| + | ## Bookkeeping |
| + | |
| + | **Method.** Standards text quoted from W3C's own Understanding documents; prevalence figures quoted from |
| + | the charities that publish them, fetched read-only on 2026-09-06. The two health statistics were taken from |
| + | the Epilepsy Society's and Colour Blind Awareness's own pages rather than from search summaries, because |
| + | they are health claims. Nothing was built, prototyped or tested. |
| + | |
| + | **Stated limits.** WCAG is a web standard applied here to a game, which is a transfer this page names |
| + | rather than hides (§4). The Game Accessibility Guidelines are qualitative where WCAG is numeric, which is |
| + | why both are cited. Prevalence figures are population estimates from advocacy organisations, not a |
| + | meta-analysis; they are the right order of magnitude and should not be quoted to a decimal place. |
| + | |
| + | **Corrections.** Kill any statement here with a counter-source and it goes. |
