
Wii Programming Guidelines
5 Photosensitivity
5.1 About Photosensitivity and These Guidelines [Information]
These guidelines are intended to be used in the development of video games for the Wii platform.
Unlike films and television programs, which produce only one sequence of images each time they are
played, one video game can produce an infinite sequence of images. This is because video games
are interactive, so that each time a game is played, a different sequence of pictures and images will
be displayed, depending on the choices and inputs made by the game’s player or—in the case of
multi-player games—players. In addition, the luminance of images displayed in three-dimensional
games are not simply those of the video game artist’s original image but are the result of the game’s
programming processes, which render the image in a three-dimensional form in a three-dimensional
space, with variations of light, shadow, distance, orientation and player perspective. These variables
also are affected by choices made by the individual player.
Because of these infinite variations that are possible within a single game, it may be possible with
many games that certain player inputs will cause screen imagery that will exceed the suggested limits
described below. Developers should try to design games that comply with the limits when the games
are played with normal gaming strategies and inputs, with the recognition that it may still be possible
for player inputs to cause sequences of images that may exceed the suggested limits, particularly if
the gameplay is idiosyncratic or counterintuitive. It must also be remembered that compliance with
these guidelines or with any other guidelines that have been or will be developed may reduce the
incidence of photosensitive seizures, but they will not eliminate them or eliminate seizures that occur
during video gameplay from causes other than the visual content of the games.
These guidelines attempt to take what medical science has learned about the images that can trigger
photosensitive seizures in the universe of susceptible individuals and, in a few paragraphs, apply it to
the infinite variety of imagery produced by modern video game technology. Medical research in this
area is still developing, and the particular susceptibilities of photosensitive persons vary widely from
individual to individual. As the developers of other guidelines have recognized, it is impossible to craft
guidelines that will eliminate all risk of seizures, and the measures taken should be proportionate to
the risks involved and should not stifle developers’ creativity, imagination or freedom of expression. It
may be possible that a game, even though complying with the guidelines, may produce a problematic
sequence. Alternatively, a sequence out of compliance with the guidelines may not be problematic in
its context. It is therefore recommended that all games, before final release, be reviewed by one or
more persons knowledgeable about photosensitivity who can check for potentially problematic
sequences. It is also recommended that such persons review decisions to deviate from the guidelines
when that may be desirable for the artistic or creative imperatives of a game.
These guidelines use the following lighting technology terms:
•Luminance is a quantifiable measurement of the observed brightness of an object—in this case, of
a video screen.
RVL-06-0132-001-I 20 ©2006 Nintendo
Released: October 11, 2006 CONFIDENTIAL