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Dan Marshall: It was ‘astonishingly easy’ to add accessibility options

Dan Marshall, of Size Five Games, says adding accessibility features to Lair of the Clockwork God was “all pretty straightforward, easy work.”

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Lair of the Clockwork God
Size Five Games

Dan Marshall, of Size Five Games, says adding accessibility features to Lair of the Clockwork God was “all pretty straightforward, easy work.”

The year is 2020. Technology has never been more advanced. And yet, we live in a bizarre, regressive world where anti-vaxxers are on the rise, the UK is leaving the EU of its own volition, and the President of the United States yells at an autistic teenage girl for daring to suggest that his generation perhaps doesn’t ruin the planet for future generations.

In the world of video games, one obvious symptom of this intellectual vacuum is the anti-accessibility crowd. From gatekeepers who want to preserve the rarity of their “achievements” to those who are simply incapable of human empathy, there are still people who don’t believe video games need accessibility features. In 2020.

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They’re dead wrong, by the way. (And if you disagree with that, maybe don’t read our website? We’re big advocates of accessibility in games and we’re frankly better off without you, thanks.)

Dan Marshall, of Size Five Games, spent a few hours this weekend adding accessibility features to upcoming game Lair of the Clockwork God. A sequel to Time Gentlemen, Please! and Ben There, Dan That!, Clockwork God is a mash-up of indie platformer and the series’ classic point-and-click adventure mechanics. It’s obviously a text-heavy game.

We spoke to Marshall via email, to ask about the process of making Lair of the Clockwork God more accessible, and why it’s important.

“I have been useless at all this stuff,” Dan concedes, “but the reality is it’s always good to make sure the game can be enjoyed by as many people as possible. Getting a game out the door is hard, and I do think it’s understandable when this kind of stuff hasn’t been implemented, because that pre-launch to-do list is so incredibly long, and especially for smaller indies who have such astonishingly low resources.”

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“So for me, this kind of thing has always sadly fallen off the back burner,” he continues. “This time around I’m in the fortunate position to have the cash and resources behind me to spend a little time thinking about and implementing a few minor changes, that make the game so much more enjoyable for so many people.”

“Oddly enough, Lair of the Clockwork God’s themes kind of deal with all this,” Marshall explains. “By the nature of the beast, that it’s written by and starring two straight white guys… I mean, there’s obviously nothing we can do about that, so we’ve tried to be mindful every step of the way making sure the game is as inclusive elsewhere as possible.”

“The script itself deals head-on with topics like the ‘wokeness’ of the indie scene, or getting older and feeling out of place with new trends and other peoples’ needs… y’know in the game Ben’s this kind of relic from the LucasArts era, and Dan’s desperately keen to be part of this new vibrant indie movement he’s heard so much about, so taking the steps to make the whole game as accessible as possible kind of goes hand-in-hand with all that.”

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So how easy has the process been, to add accessibility options to Lair of the Clockwork God?

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“Astonishingly easy, to be honest. I spent about 4-5 hours total adding 9 core changes (including some that people had recommended over Twitter), and honestly,” Marshall says, “it was all pretty straightforward, easy work, which is exactly what I need right now. In the scheme of things, that’s probably less time than I spent choosing the colour of the options menu, so it’s worth doing.”

Lair of the Clockwork God accessibility options

“And yeah, some of it was just unbelievably quick. Two lines of code and a new toggle added to the menu and it’s in. So why not do it? There’s obviously some bigger stuff that’s likely to let’s say, break everything, and I’ll do my best to get them in before launch. Lesson learned for the next project is: it’s just sensible to keep this stuff in mind the whole way through!”

For little more than an afternoon’s work, Lair of the Clockwork God is now a far more accessible experience.

Clockwork God now includes options for a dyslexic-friendly font, and adjusting the size, colour, speed, and labelling of text to make it easier for everyone to follow. This might not seem like a big deal if you don’t need it, but it will literally be the difference between someone being able to play the game or bouncing off it.

The year is 2020. Fictional Ben may be insistent that Lair of the Clockwork God’s mechanics stay rooted in 1991, but just like his in-game counterpart, real-life Dan is making sure it’s a modern video game, too.

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Tom is an itinerant freelance technology writer who found a home as an Editor with Thumbsticks. Powered by coffee, RPGs, and local co-op.

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