Blame
|
1 | # Readable Visual Information |
||||||
|
2 | |||||||
|
3 | Reference sources retained from research dated 2026-09-06. These are resources for design decisions, not a completed accessibility assessment. |
||||||
|
4 | |||||||
|
5 | - [Game Accessibility Guidelines — Basic](https://gameaccessibilityguidelines.com/basic/): game-specific guidance, including conveying essential information through more than colour alone. |
||||||
| 6 | - [W3C: Use of Color](https://www.w3.org/WAI/WCAG22/Understanding/use-of-color.html): guidance on providing additional ways to distinguish information. |
|||||||
| 7 | - [W3C: Three Flashes or Below Threshold](https://www.w3.org/WAI/WCAG22/Understanding/three-flashes-or-below-threshold.html): the full definitions and qualifications for flash frequency, area and contrast. |
|||||||
|
8 | |||||||
|
9 | WCAG addresses web content; citing it here does not establish a legal requirement or certify a Steam game. Consult the complete criteria when assessing effects rather than treating one isolated frequency as a guarantee of safety. |
||||||
|
10 | |||||||
|
11 | For a proposed interface, identify the information the player needs, the signals carrying it, and how it remains understandable when colour or another channel is unavailable. A mystery can leave fictional meaning unknown while still presenting controls and immediate hazards clearly. |
||||||
