You're designing a game with conflicting accessibility views. How do you ensure everyone's needs are met?
In game design, accessibility can often present a conundrum, especially when your audience has diverse needs. You're tasked with creating an experience that's enjoyable for all, yet you face conflicting accessibility views. How do you navigate these waters? The key is to understand that accessibility isn't a one-size-fits-all solution and that by embracing a range of options, you can cater to a wider audience without compromising the game's core experience.
To ensure your game is accessible, start by understanding the specific needs of your players. This involves research into various disabilities and how they might affect gameplay. For example, color blindness can make it difficult to distinguish between certain colors, so offering a colorblind mode can be a simple yet effective solution. Similarly, understanding the challenges faced by players with hearing impairments or motor disabilities can guide you in implementing features like subtitles or customizable control schemes.
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While one design might not fit all and it is also not possible to accomodate every single need since accessibility needs could vary a lot, what would help is to understand the most common kinds of users. Can we apply a 80:20 rule to see if we can cater to 80% of the users? This would help in designing and catering to needs of a large number of users
When designing for accessibility, it's crucial to consult with experts and members of the disabled community. They can provide invaluable insights into the practicality of your design choices and suggest improvements. This collaborative approach not only enhances the game's accessibility but also fosters a sense of inclusivity. By engaging with experts early in the design process, you can avoid costly revisions later on and ensure that your game is welcoming to all from the outset.
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Consulting experts who have designed such games is an absolute must. They would give valuable pointers and insights and things to keep in mind. Also its helpful to have a set of users who have worked with such users and/or users themselves who can give feedback on the go as the game is getting developed. Both these perspectives will add value
Flexibility in design is paramount for an accessible game. This means creating options that allow players to tailor the gaming experience to their individual needs. Adjustable difficulty levels, for instance, can accommodate a range of skills and abilities. Moreover, incorporating scalable UI elements and remappable controls can empower players with the freedom to modify the game interface and interaction to suit their preferences and requirements.
Iterative testing with a diverse group of players is essential for refining accessibility features. By observing players with different disabilities interact with your game, you can identify areas that need adjustment. This continuous feedback loop allows you to make incremental improvements, ensuring that each iteration of the game becomes more accessible than the last. Remember, testing should be an ongoing process throughout development, not just a final checkpoint.
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Effective testing begins early. Ensuring your prototypes are tested by diverse players early on helps in identifying issues before they become more difficult to solve later on. Example: Identifying your game is reliant on understanding dialogue may lead to implementing a feature like subtitles early-on. This can also result in a secondary benefit of the feature being better integrated as it is kept in mind throughout development.
Educating players about the accessibility options available in your game is just as important as implementing them. A well-designed tutorial or an easily navigable options menu can make a significant difference in how players perceive and utilize these features. Clear communication helps players understand the intent behind certain design choices and encourages them to explore the full range of accessibility settings provided.
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Yağız Gür
Game Producer
(edited)Do you know why Microsoft included Solitaire on their computers? It was to teach people how to drag and drop files. In my experience, teaching players your unusual mechanics requires two things: a lot of money and a lot of time. Instead, design with 80% familiar experience and apply 20% innovation.
Striking the right balance between challenge and accessibility is a delicate task. You want to maintain the game's core challenge while also making it playable for those with disabilities. This might involve creating alternative modes or assistive features that can be toggled on or off according to the player's preference. The goal is to ensure that all players, regardless of their abilities, can experience the satisfaction that comes with overcoming a game's challenges.
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Lograr el equilibrio adecuado entre el desafío y la accesibilidad es una tarea delicada. Desea mantener el desafío principal del juego y, al mismo tiempo, hacerlo jugable para personas con discapacidades. Esto puede implicar la creación de modos alternativos o funciones de asistencia que se pueden activar o desactivar según las preferencias del jugador. El objetivo es garantizar que todos los jugadores, independientemente de sus habilidades, puedan experimentar la satisfacción que conlleva superar los desafíos de un juego.
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