Re: How should mainstream developers make interfaces accessible?
Wow, so many thoughts and ideas. I like Ironcross32's idea. It would most likely save corporations hundreds, thousands, or millions of dollars, depending on what they want to do. They can focus on what they want their game to have while their accessibility team implements the accessibility portion. Most programs that have TTs don't usually reinvent the wheel (some do, but most don't), and instead rely on the operating system to do the heavy lifting, which is exactly what an operating system is good at. Leave the TTs work up to the OS; don't attempt to create your own. You'll probably miss something.
On the TTS vs. self-voicing debate, I'd prefer TTs honestly. TTS offers various possibilities that voice acting just doesn't. TTs can keep up with the fast paste action of a game, can be repeated (if added), can be sped up or slowed down, can be altered in pitch, and is ridiculously dynamic. TTS doesn't need thousands of samples just to speak -- those samples are embedded in the speech synthesis engine, and are so small they can be accessed and combined such that no one will notice them as individual components. While it is true that voice acting does add more atmosphere and emotion to a game, it also takes lots of time, lots of money, and hundreds to thousands of man-hours just to get right. Not to mention all the various versions you'd need.
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