dai11y 25/11/2020

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Accessible Game Design / Accessible Player Experiences

  • I came across accessible.games while watching the 2020 Video Game Accessibility Awards. It lists the basic “access design patterns” to follow when developing your games. Examples include “second channel” (such as captioning that alerts you to incoming attacks; not just relying on sound) and “improved precision” (allowing gamers to adjust sensitivity of mouse/controller input). There are also “challenge design patterns”, which are patterns to follow once you’ve got the basics sorted, which go beyond core access into the realm of inclusion, so that people can fully enjoy your game. Examples include “slow it down“, allowing gamers to adjust game speed or reduce enemy damage so that they can successfully progress through the game.

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