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Diablo IV Developer Outlines Accessibility Features

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On June 6, a new plane of Hell will open, giving way to endless hours of demon-slaying fun in Diablo IV. The team saw this as an opportunity to improve the accessibility offerings within the game, and they took careful steps to ensure that every new feature added would break down barriers that kept players from playing—a flame that guided them all through development.

OUR GUIDING FLAME
"The only limitation to adventuring in Sanctuary should be interest, not capability," said lead accessibility designer Drew McCrory when the team began ideating on the game's potential accessibility features. Starting with the bedrock laid forth in Diablo II: Resurrected, the team began to construct accessibility features that struck a balance between being useful for players with disabilities while being careful not to mar gameplay for others. From there, the team continued to smooth out the rough edges of the features in their incubation tank until they provided additional usability without altering the core gameplay loop. What they were left with were accessibility options that empower as many players as possible.




Diablo IV hosts over 50 individual accessibility features, with some aids to dexterity, reading text, and vision highlighted below. Once you get your hands on the game, we urge you to navigate to the Settings menu and tinker with each option until the experience suits your individual needs.

DEXTERITY ASSISTANCE
Button Remapping - Customization runs deep in Diablo IV, and controls are no exception. All of your inputs, whether a keyboard and mouse or controller is being used, can be remapped to complement your preferences and capabilities. We want wanderers to feel comfortable and confident as they dispatch Hell's minions.



Skill Toggle and Action Wheel Activation
By enabling this feature, you can transform the need to hold a button to cast a Skill into a toggle. The same can be applied to choices on the Action Wheel as well.

Certain Skills (such as the Barbarian's Whirlwind) require by default that the player press and hold a button. Skills of these types continue until their associated resource cost runs out or the button to cast them is released. We acknowledge that some players might have fatigue concerns and the requirement to hold the button might hamper their ability to enjoy the destruction they're causing.

Swap Left and Right Sticks
Enabling this feature allows the default inputs for your analog sticks to be remapped to one side of the controller, allowing the player to control their most vital button and analog stick inputs with only one hand.

Persist Target Lock
Demons seldom travel on their lonesome, often roaming Sanctuary in threatening packs. Among the chaos of a skirmish, it can be difficult to hit your intended target with an attack. Enabling Persist Target Lock will ensure your Skills and weapons stay focused on an enemy instead of whiffing.

TEXT ASSISTANCE
Cinematic Subtitles - Subtitles are enabled by default, but players can alter the font color, scaling, and even the text's background opacity to suit their needs.



Speech to Text
Using your device's microphone, our built-in Speech to Text software can transcribe what you say into the chat. Some in-game activities, like felling massive world bosses, benefit from a team of coordinated players. We want to equip everyone with the ability to join in on the conversation and strategy of reclaiming Sanctuary from hellish horrors.


VISION ASSISTANCE
Font and Cursor Resizing - The text displayed throughout the game can be changed between 3 size options—small, medium, and large—all while maintaining the visuality fidelity of the default menus.



In-Game Gear Audio Cues
An audio cue will play when you hover your cursor over an item to help you locate it. Additionally, we now allow you to control which rarity of items play their audio cue upon being dropped. So, if you wanted to only hear when Legendary Items drop to increase your farming efficiency, you can make that happen.


We wanted to give players an additional channel of communication with which to intake gameplay-specific information. When gear drops from enemies, by default you'll see the animation and a color signifying the rarity. This feature introduces the addition of sounds to ensure players of all abilities can locate their loot while simultaneously culling demons.


Gear that is on the ground also has ambient audio cues to alert players that not only are there items for them to collect, but also the rarity of item. Like above, players can decide which types of items and rarities play their cues.

Player and Item Highlighting
To increase readability, this feature can be enabled to have players, enemies, objects, and NPCs outlined by a personally selected color highlight. We felt that players should be able to quickly glance at the screen and instantly glean as much information as they can.



This ensures that no matter how tense combat gets in Diablo IV, players can make the best split-second decision possible.

Screen Reader
Diablo IV contains a built-in screen reader and supports JAWS, NVDA, and other third-party screen reading software. With a robust world comes a lot of text; we wanted players with reduced vision to be able to jump right in and grasp an understanding of the gear they are using, as well as options available to them in Shops. Enabling this feature will allow players to have the text located on in-game menus read aloud to them. Plus, there's a suite of options that allow players to adjust the volume, speed, and type of voice that reads to them.


WHAT'S NEXT
Our accessibility ambitions don't end here. We urge players to provide direct feedback via our official accessibility email address with any ideas or feedback they might have. With your help, we'll continue to redefine what accessibility looks like in the Diablo universe and can ensure the game will only become more accessible year after year.

We'll see you in Sanctuary on June 6!
  • The Diablo IV Team

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"The only limitation to adventuring in Sanctuary should be interest, not capability", $70 game


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I watched a number of videos on youtube a couple of weeks ago and it didn't seem like the classes were balanced. I mean, there's how many classes? Is there not only five, being barbarian + rogue + sorcerer + necromancer + druid? I was thinking about getting it and trying it since it would be my first time in the Diablo world. Nevertheless, the thing that turned me off to it was the idea that its just another unending grind/farm-fest keeping up with the Jones type of game.
 

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Nevertheless, the thing that turned me off to it was the idea that its just another unending grind/farm-fest keeping up with the Jones type of game.
Fwiw that is what Diablo has done since always. I played it a bit during the beta weekend. It plays well reminds me a lot of D2 which I like. It runs pretty great too and the story was nice. As for MP no idea I shut that garbage off
 
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I watched a number of videos on youtube a couple of weeks ago and it didn't seem like the classes were balanced. I mean, there's how many classes? Is there not only five, being barbarian + rogue + sorcerer + necromancer + druid? I was thinking about getting it and trying it since it would be my first time in the Diablo world. Nevertheless, the thing that turned me off to it was the idea that its just another unending grind/farm-fest keeping up with the Jones type of game.
Well... if you don't want to keep up with the Jones, try this one


Best ARPG ever made IMHO. Offline based, so there ARE no metrics, but your own, and the game is extremely inviting to multiple playthroughs with not five classes, but NINE classes and 36 (!) combinations (called masteries here) You build your class up out of two skill lines. This game's progression curve is set up so beautifully. You're not farming to farm, you're just running through the game / story in three difficulties and by the time you reach Ultimate, you have a decked out character and you'll have learned a crapload about its mechanics and ways to build. Its absolutely glorious - a perfect middle ground between complexity, freedom of choice and replayability. Also, there is so much content in the game now with the expansion that you will hit level cap before even finishing it all. And then there's a crapload of secrets and unique bosses left to discover still. No eternal mapping like in Path of Exile, you're not going to forever run dungeon X or Y for a specific drop either. The end game is several challenge modes and gauntlet-like dungeons, plus a special mode called Crucible. But most likely, you'll just feel completely motivated to try any of the epic stuff you found earlier to build something completely new.

But honestly, I have to say that Diablo, even 3, never really did 'push me to keep up' with anyone. I prefer playing ARPGs solo, self-found... trading for your killer build/items isn't fun. Its like Ebay'ing your character, screw that. The games still do offer that frequent dopamine shot whenever you find an item you really can use well, imho, even for all the things they lost and the farm friendly environment they present. Diablo 2 was really a lot worse in terms of farming, much more investment required. I think D4 can give you a decent experience, even if its not as deep as a Grim Dawn. I'm an ARPG fan, so I'll dive in regardless of it being less optimal to my personal taste... :)

Also, wrt the 5 classes, keep in mind that every class can be built in multiple ways, some becoming viable after having specific items or gear characteristics; others just appear for you because you understand the game better; and you will likely want to restart a playthrough more often than not as leveling choices are definitive. Diablo 3 killed that principle, and was a lot less game because of it, being able to change build on the fly completely destroys the idea of settling on an idea and making it work - essentially, this type of game is like a deckbuilding exercise, finding that sweet spot of stats and abilities to overcome all challenges. If you can view the game like that, there isn't 'a farming game'. There is a puzzle to solve with a mix of brains and good gaming.
 
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Well... if you don't want to keep up with the Jones, try this one


Best ARPG ever made IMHO. Offline based, so there ARE no metrics, but your own, and the game is extremely inviting to multiple playthroughs with not five classes, but NINE classes and 36 (!) combinations (called masteries here) You build your class up out of two skill lines. This game's progression curve is set up so beautifully. You're not farming to farm, you're just running through the game / story in three difficulties and by the time you reach Ultimate, you have a decked out character and you'll have learned a crapload about its mechanics and ways to build. Its absolutely glorious - a perfect middle ground between complexity, freedom of choice and replayability. Also, there is so much content in the game now with the expansion that you will hit level cap before even finishing it all. And then there's a crapload of secrets and unique bosses left to discover still. No eternal mapping like in Path of Exile, you're not going to forever run dungeon X or Y for a specific drop either. The end game is several challenge modes and gauntlet-like dungeons, plus a special mode called Crucible. But most likely, you'll just feel completely motivated to try any of the epic stuff you found earlier to build something completely new.

But honestly, I have to say that Diablo, even 3, never really did 'push me to keep up' with anyone. I prefer playing ARPGs solo, self-found... trading for your killer build/items isn't fun. Its like Ebay'ing your character, screw that. The games still do offer that frequent dopamine shot whenever you find an item you really can use well, imho, even for all the things they lost and the farm friendly environment they present. Diablo 2 was really a lot worse in terms of farming, much more investment required. I think D4 can give you a decent experience, even if its not as deep as a Grim Dawn. I'm an ARPG fan, so I'll dive in regardless of it being less optimal to my personal taste... :)

Also, wrt the 5 classes, keep in mind that every class can be built in multiple ways, some becoming viable after having specific items or gear characteristics; others just appear for you because you understand the game better; and you will likely want to restart a playthrough more often than not as leveling choices are definitive. Diablo 3 killed that principle, and was a lot less game because of it, being able to change build on the fly completely destroys the idea of settling on an idea and making it work - essentially, this type of game is like a deckbuilding exercise, finding that sweet spot of stats and abilities to overcome all challenges. If you can view the game like that, there isn't 'a farming game'. There is a puzzle to solve with a mix of brains and good gaming.
I just might pick up the package deal of Grim Dawn on GOG, (base game + 3 expansions iirc ) but I'm probably going to wait for a sale since its around $55 USD.
 
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