[games_access] games_access Digest, Vol 57, Issue 4
foreversublime at hotmail.com
Wed Jan 7 11:59:11 EST 2009
I found Thomas' suggestion interesting for a few reasons... but I'll cut to the chase... I forwarded Thomas' email to a friend that replied in part:
"Wow, very cool. But you have to remember that that's something of a practice already done in comic books for decades :)"
Question: Is anyone here a comic book guru? My friend may have just been cheeky. I know some professional comic writers and could ask if they have further guidance on the subject of typography... but if those bases are covered here already feel free to add your input as to how games are NOT like comic books. *wink.
From: thomas at pininteractive.comTo: games_access at igda.orgDate: Tue, 6 Jan 2009 11:20:26 +0100Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4and also color coding is a problem for those who are deaf + color blind
perhaps using bold for male, normal for female or some non-color indication (in addition to color coding)
+ similar for types, e.g
italic for hazard, normal for friendly
underscore for information
On 6 jan 2009, at 05.55, Reid Kimball wrote:
I think they are very important because deaf players can't hear thatone voice sounds female and another sound male for example. You couldcolor code, but must be consistent so that players learn that green isalways for one character and no other. But then you lose the abilityto color code sounds by type, (hazard, friendly, information) like Idid in Doom3[CC].Based on color theory some colors do not mix well, so yes, blackbackground can pose problems for text in certain colors. Forgive mefor not making a comprehensive list now. If someone who knows colortheory can let us know which colors shouldn't be used for text on ablack background please share.
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