We call them “screen readers,” but most screen readers in games aren’t actually screen readers. They’re carefully designed narration systems using text-to-speech to approximate what a screen reader does because the real thing usually can’t access the game at all.
In this fast, slightly irreverent tour of game narration, we’ll look at why traditional screen readers and games don’t play nicely together, what players actually need from a “screen reader,” and how developers can build screen-reader-like experiences that work. You’ll leave understanding both the technical problem and the design patterns that can make your game playable without sight.