A methodology called \u201cdual channel\u201d is pivotal to addressing this balance. The UX team’s efforts ensure players receive sensory information in multiple forms \u2013 sonically, visually, and haptically. Furthermore, options from the 2018 game, mainly text and icon size customization, are back and more elaborate than before so that all the in-game writing is legible. Abilities like Spartan Rage, quick-turns, shield strikes, and even high-contrast palettes are triggerable with swipes on the DualSense controller’s touchpad. And auto pickup makes heady battles more manageable, so replenishing health or rage meters with the respective stones in a given area won’t require much thought. \u201cAccessibility features are not just accessibility features,\u201d Pavlin tells me. \u201cThey also help to improve the experience for everyone. Ragnar\u00f6k is about moving into the next phase. For us, that meant including more people, making sure that people can customize more, and making sure that it’s a comfortable play experience for everybody.\u201d<\/p>\n
Camera navigation assistance orients the view towards current objectives, platforming can be automated, and controller visualization lets streamers share moment-to-moment button inputs with wider audiences. These are just a few of the options players can tweak. But Pavlin still yearns to expand Ragnar\u00f6k’s overall accessibility. \u201c60-plus features is tremendous to get to,\u201d she says. \u201cI still think we can do better. I think we can push it further. But honestly, I feel like people will be excited to see just how many more players can play. And if I can push a feature to the point where one more player \u2013 just one more player \u2013 could play, then that would be the greatest thing in the world; to be able to see that one player and understand how that lets them connect with the community and connect with everyone.\u201d<\/p>\n