"Switch 2: A Major Leap in Accessibility Design for Nintendo"
After months of intense speculation, rumors, and leaks, Nintendo fully unveiled the Switch 2 during its own Direct presentation. Not only did we receive trailers for exciting new games like Mario Kart World, Donkey Kong Bonanza, and even Nintendo GameCube games exclusive to Switch 2 Online, but perhaps more importantly, we got a detailed look at the system itself. From an accessibility perspective, the Switch 2 is undoubtedly a significant upgrade over its predecessor in nearly every way.
Several months ago, I explored my accessibility predictions for Nintendo's latest console. I hoped for more robust accessibility offerings, better utilization of Joy-Con controllers, and unique inclusive design practices. To my delight, Nintendo not only met these expectations but exceeded them with additional features. In this Access Designed feature, let's delve into the exciting and *confirmed* accessibility enhancements of the Switch 2.
New Accessibility Settings
While the Direct presentation offered limited tangible accessibility options beyond fully customizable controls for each virtual GameCube game, Nintendo released an accessibility page detailing a wealth of returning and new features. The customizable controls return, functioning similarly to the original Switch. Settings to adjust text size to three different variants are back, now with the added capability to implement High Contrast and change general display colors. The Zoom functionality, essential for blind and low vision players, also makes a comeback.
The most significant surprise from Nintendo is the introduction of a new "Screen Reader" setting. Blind and low vision individuals often rely on Text-to-Speech to navigate menus and settings. Although available only for the HOME menu and system settings, this feature is a crucial tool that allows disabled players to navigate the Switch 2 independently. The Screen Reader comes with options to choose different voices, adjust read speeds, and control volume levels. While it's unclear whether individual games will support these tools or include their own accessibility features, Nintendo's acknowledgment of their disabled audience is a positive step and piques my interest in the future of accessibility at the company.
Innovative Design
Beyond specific menu options, Nintendo introduced an inclusive tool within the newly named Nintendo Switch App, enhancing accessibility for a beloved franchise. Zelda Notes, a companion app for Breath of the Wild and Tears of the Kingdom, includes a Navigation feature that allows players to locate shops, areas of interest, and even elusive Koroks using a GPS-like user interface. The app provides audio cues and voices to guide players to their selected destinations. While it doesn't assist with precise navigation or enemies, it significantly aids blind and low vision individuals in exploring the vast overworld and reduces cognitive overload.
For cognitive, blind/low vision, and physically disabled players, the app's Autobuild Sharing tool is particularly beneficial. By scanning a QR code, players can automatically build custom Zonai tech creations if they possess the required materials. This feature alleviates the challenge of navigating complex control layouts and button combinations required to construct Zonai machinery in Tears of the Kingdom. Now, players can focus on gathering materials rather than the building process, all facilitated by inclusive design, a practice I have consistently praised Nintendo for.
Additionally, disabled individuals can share items through Item Sharing, a feature similar to Autobuild Sharing. By scanning a QR code, players can instantly access items shared by friends, reducing the physical strain of constantly searching the game world for weapons and food. While this doesn't make Breath of the Wild and Tears of the Kingdom fully accessible, it represents a significant step forward in accessibility.
Wheelchair Sports
The most unexpected announcement was Drag X Drive, a Rocket League-esque game where players control characters in manual wheelchairs on a basketball court. This game not only showcases proper disability representation but also highlights one of the Switch 2's few new hardware changes: mouse control. By flipping the Joy-Con on its side, players can move the controller across any surface, using it similarly to a computer mouse. Although we don't know the exact force required to move the cursor, this new method of control will undoubtedly have accessibility benefits for a wide range of disabled players. It's exciting to anticipate how Nintendo will further utilize this feature, offering yet another tool for disabled individuals. When combined with the variety of controller types already available on the Switch and Switch 2, Nintendo continues to innovate in controller usage.
As a Nintendo fan, I am incredibly excited for the Switch 2. While I'm hesitant to spend upwards of $450 on the system, my love for gaming began with Nintendo. Each new system brings exciting accessibility additions that demonstrate Nintendo's commitment to accessibility and inclusive design. Although Nintendo doesn't yet offer a first-party accessible device like the Xbox Adaptive Controller or PlayStation Access Controller, it is innovating in new ways to play for disabled individuals. Combined with the recent announcement of Nintendo joining other developers to create standardized accessibility tags, I believe we'll continue to see Nintendo elevate accessibility standards.
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