Polaris Accessibility
Last updated
Last updated
Accessibility in video games is essential for creating inclusive experiences, where every player, regardless of physical or sensory abilities, can enjoy and interact without barriers. With Polaris, we’ve developed a set of toggleable modules that adapt gameplay to various needs, turning the system into a real-time co-pilot offering immediate support.
Inclusion: Video games and virtual worlds should be accessible to everyone to ensure access to content and promote equality and participation.
Flexibility for Everyone: Even those without disabilities may benefit from assistance (e.g., during moments of fatigue or stress); Polaris’s modules enable a personalized experience.
Standards and Social Responsibility: The video game industry, with its significant advances, is increasingly geared toward “design for all.” Investing in accessibility means following international guidelines and enhancing brand reputation.
Extended Game Longevity: An accessible title attracts a larger audience, increasing player retention and the game’s potential reach.
Collision Avoidance: Automatically prevents collisions with obstacles or objects.
Auto Movement: Moves the character or vehicle (ship, car, etc.) forward or backward, stopping or adjusting speed and rotation toward a target.
Auto Alignment: Selects the best objective or route based on context (mission, enemy, waypoint), taking player needs into account.
Random Movement: Offers a sense of freedom, preventing a “rail” feeling in open-world games.
Auto Attack: Automatically engages enemies.
Auto Target: Handles aiming autonomously, using a priority engine to pick the most relevant targets.
Describer: Provides voiced descriptions of locked-on objects or triggered events (e.g., entering a new area), ideal for visually impaired players or those who prefer a more guided narrative.
Interlocutor: Beyond simply describing the situation, it asks the user what they want to do (“Would you like to attack or move elsewhere?”), keeping the player actively involved.
Override Movement/Alignment/Attack: Lets you enable the “Auto” modules (Movement/Alignment/Attack) while still allowing the player to take manual control anytime.
Eye Tracking: Enables movement and interface control with your gaze; includes sub-options like Driver Mode (speed control via eye movement), Align with Eyes (turning toward the gaze), and Target HUD (aiming and slowing game time by looking at a target).
Blind Mode: Automatically configures parameters to create a “co-pilot” for visually impaired players. Users can still decide whether to maintain control over attacking or movement.
Players with motor disabilities.
Activates Collision Avoidance and Auto Movement to travel in an open-world RPG without constantly pressing directional keys.
Adds Auto Attack for chaotic combat, leaving only manual target selection (Auto Target) if desired.
Visually impaired.
Uses Blind Mode with Describer and Interlocutor for vocal updates about enemies and environments.
In a space simulator, Eye Tracking (paired with a pointing device or voice commands) can help confirm movement choices.
Veterans Players Seaking Comfort.
Even those without disabilities can benefit from a lighter configuration: for instance, Auto Alignment to automatically follow the main mission path, focusing on advanced combat strategies.
Random Movement to freely explore an open world and discover random even
Ethical Responsibility: Video games are entertainment, art, and culture; offering this experience to the largest number of people is a moral duty.
Economic Value: A broader, more inclusive community means more players, higher engagement, and a positive market reputation.
Ongoing Innovation: Working on accessibility drives experimentation with new solutions (such as Eye Tracking and semantic AI) that often become industry standards, improving gaming for everyone.
Our ultimate goal is straightforward yet ambitious: ensuring that every player, regardless of ability, can fully enjoy the wonder and magic of video games.