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Closed captioning of video games is becoming more common. One of the first video games to feature true closed captioning was Zork Grand Inquisitor in 1997. Many games since then have at least offered subtitles for spoken dialog during cutscenes, and many include significant in-game dialog and sound effects in the captions as well; for example, with subtitles turned on in the Metal Gear Solid series of stealth games, not only are subtitles available during cutscenes, but any dialog spoken during real-time gameplay will be captioned as well, allowing players who can't hear the dialog to know what enemy guards are saying and when the main character has been detected. Also, in the video game Half-Life 2, when closed captions are activated, dialogue and nearly all sound effects either made by the player or from other sources (e.g. gunfire, explosions) will be captioned.

Video games don't offer Line 21 captioning, decoded and displayed by the television itself; but rather a built-in subtitle display, more akin to that of a DVD. The game systems themselves have no role in the captioning either: each game must have its subtitle display programmed individually.

Currently there is a big push from Reid Kimball, a game designer who is hearing impaired, to educate game developers about closed captioning for games. Reid started the Games[CC] group to close caption games and serve as a research and development team to aid the industry any way it can. Reid writes articles, designed the Dynamic Closed Captioning system and speaks at developer conferences. Games[CC]'s first closed captioning project called Doom3[CC] was nominated for an award as Best Doom3 Mod of the Year for IGDA's Choice Awards 2006 show.

 
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