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Hell Welcomes All | Reimagining Accessibility in Diablo IV

Entered in Branded Content

Objective

Gaming has never been more popular, and gamers have never been more diverse. People from all walks of life and all around the world play video games, but not all of them have the same physical abilities. That’s why making Diablo IV as accessible to as many people as possible has been a core focus from the beginning. 

Prioritizing accessibility was non-negotiable, but that didn’t mean it was always easy. Thoughtful implementation of novel infrastructure requires institutional support at every level, including leadership, to ensure features like screen reader functionality, text-to-speech, audio design, and cursor customization were properly integrated throughout the design process. 

Highlighting these significant efforts was yet another way to draw attention to the importance of accessibility in game design. That’s why we created a documentary to highlight our players’ stories, told in their own words, of how being able to enjoy Diablo has impacted their lives for the better, and how player choice improves gaming for all.

This project had several key goals, including raising awareness about the critical importance of inclusive game design, highlighting methodology and player experience in the hopes of strengthening future efforts, and building general excitement for Diablo IV. 

The result was a tremendous success - but it was only possible thanks to the extraordinary dedication of many passionate and compassionate people. 

 

Strategy

We knew the best way to share these important perspectives was to let the players and developers most impacted by these efforts tell their own stories. 

Outreach began a few months before filming, starting with a look inward. We learned that our lead Accessibility Designer is an active member of a Discord group with blind members, created by Ross Minor, a gaming and tech-focused Blind accessibility professional/advocate. From there, we reached out to three well-known players in the Diablo community to discuss the importance of adaptive gameplay for those with visual impairments. 

The next step was finding the right Blizzard developers to feature. A natural choice was Drew McCrory, our Lead Accessibility Designer, who was instrumental in implementing Diablo IV’s accessibility features–along with those still to come. 

Developing the Screen Reader was a massive undertaking, so we wanted to be sure to speak with Jonathan Lawrence, Senior Software Engineer, who helped bring it to life. We also included Brock Davis, a Blizzard test analyst and lifelong accessibility advocate whose personal experience adds invaluable insight to the discussion. 

Testing is a crucial part of game development, and Blizzard’s user research team gave us a unique perspective on delivering a game with verifiably functioning accessibility features. The phrase, “never about us, without us,”  guided every step of development, and the testing team ensured that commitment remained a core priority. 

The finished documentary exceeded our loftiest expectations. By highlighting the many valuable perspectives of those in the gaming community with personal stakes and extensive expertise in accessibility, we were able to shine a light on these important efforts and do our part to push the industry toward a more inclusive future.

Results

Reactions to the finished product, and the significant company-wide efforts it documented, were overwhelmingly positive. 

By far the most important result, though, was the positive response from the accessibility community. 

YouTube comments such as, “Low vision/Vi gamer here. This video made me cry happy tears…” made it clear our ongoing efforts around inclusivity and accessibility are having a very real impact where it matters most.

And we’re just getting started. After all, games are more fun when everyone can play.

 

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Video for Hell Welcomes All | Reimagining Accessibility in Diablo IV

Entrant Company / Organization Name

Diablo IV

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