There are absolutely emulator mods that swap out the image assets in the game for any controller you would like, including the steam deck, steam controller, Xbox controller, and PlayStation controller. If you are feeling lazy, head to your preferred non-google search engine and type in “Tears of the Kingdom Mod Manager” and you will find helpful software that enables one-click installation of many mods.
I don’t understand how you could fault the game developer for not supporting this feature, since it is made by a company that sells specific hardware that they guarantee support for.
As far as color issues, I too share color vision deficiencies but everything I have encountered has been carefully designed with shapes in mind so that color is only an enhancement. I STRONGLY believe that this approach to design is much, much, much more accessible than any toggles and filters buried in menus. Could you share with me some examples of where color was key to solving a puzzle or identifying an enemy or item?
>There are absolutely emulator mods that swap out the image assets in the game for any controller you would like, including the steam deck, steam controller, Xbox controller, and PlayStation controller. If you are feeling lazy, head to your preferred non-google search engine and type in “Tears of the Kingdom Mod Manager” and you will find helpful software that enables one-click installation of many mods.
>I don’t understand how you could fault the game developer for not supporting this feature, since it is made by a company that sells specific hardware that they guarantee support for.
I'm not sure if you're misunderstanding my complaint, and/or if I'm misunderstanding that part of your comment.
It's my fault for being overly succinct. The interpretation of mine seemed obvious when I wrote it, but reading it back now after your comment, mine is definitely ambiguous.
I don't really care that the onscreen prompts doesn't match the controller labels I use for the emulator. That's very much a "me" problem that I could solve if motivated. I'm playing on a 360 controller so I am not motivated.
(Thank you for the info about a mod manager, but I'm fine with manual mods too. It was implied but not stated in my OP that I'm already using some. At the moment, DynamicFPS at 30FPS, with TotK_1.1.2_ChuckPatch=FSRDisable+QualityReduceFix+Shadow1024+1008p.)
My deep frustration is that Nintendo make it clear they don't care about any sort of accessibility, the lack of in-game button remapping in ToTK on Switch is just one of many symptoms of that.
Say, for a hypothetical example, I am someone with limb difference or someone with issues with muscle memory, using a licensed controller. I can't just scroll across the ToTK menu to settings and move "jump" to A and "use" to Y etc. Why?
Button remapping is a standard feature for most games elsewhere, not least because it's something non-disabled people want. And nobody thinks, "I hate this has an option to map buttons how I want."
Another related symptom is Nintendo, unlike the other two competitors in the space, don't have an accessibility controller. It took Hori to step in to do that. (The Hori Flex. MS have the widely praised XAC, Sony's PS5 Accessibility Controller is on pre-order with a launch here in December.)
Nintendo was leading the way in making cardboard origami robot controllers and a fucking fitness hula hoop though.
As for examples of colour blind issues, Ultrahand welds are green.
radic202 on GS:
>I have Protanopia (unable to tell the difference between Red and Green), hence it makes is sooooo difficult when using the hand to move and assemble items. I do manage though by targeting well or by pure luck. There are some other instances where I can't see a cliff or item located in the grass but that is OK for the most part.
I wanted to give an example image before realising that if you too have colour vision issues, this may be an especially dumb idea on my part.
But to illustrate Ultrahand as radic202 above when sticking some wood together, I took a screenshot of the first decent Ultrahand video I found on YT and shoved through pilestone's Color Blind Vision Simulator with the R/G Blindness option.
Possibly a relatively extreme example but I picked a random frame to screenshot that had a lot of green weld and brown wood in it: https://imgur.com/a/I0NZvIz
Yeah, you can manage to use Ultrahand, but it's vastly more difficult than if you could just set the weld colour to blue.
Nintendo didn't bother adding options for customisation of stuff like this for people with different needs, knowing that about 8% of men are colourblind and there are lots of people with limb difference or other physical difficulties.
Hell, those of us who played Zelda on the NES have a worryingly increasing risk of deteriorating eyesight, arthritis, and dementia in our near future. Old age is a bastard.
But instead Nintendo put in a menu option to turn off the HUD for prettier pictures or whatever... Thanks Nintendo(!)
Any real accessibility for people with differing needs in Nintendo games is by accident, not by design. Any accessibility stuff that's only needed by people with different needs isn't even an afterthought because "fuck those people".
I don’t understand how you could fault the game developer for not supporting this feature, since it is made by a company that sells specific hardware that they guarantee support for.
As far as color issues, I too share color vision deficiencies but everything I have encountered has been carefully designed with shapes in mind so that color is only an enhancement. I STRONGLY believe that this approach to design is much, much, much more accessible than any toggles and filters buried in menus. Could you share with me some examples of where color was key to solving a puzzle or identifying an enemy or item?