Twitter | Search | |
Susan (is not OneOddGamerGirl anymore) Dec 21
So I've been trying to get through *some* of Below & I just cannot get into it no matter how much I try. And this has started & I talking about designing for & w/ different groups in mind & how if this was practiced more often, games would be better for everyone.
Reply Retweet Like
Susan (is not OneOddGamerGirl anymore) Dec 21
Replying to @SusanCantPlayIt
Like, for example, it's clear that sound design plays a HUGE role in Below. If you don't make an effort to communicate that to Deaf players, you're losing a huge audience.
Reply Retweet Like
Susan (is not OneOddGamerGirl anymore) Dec 21
Replying to @SusanCantPlayIt
And in RDR2 today I finally unlocked fast travel. Had this been available from the start, I wouldn't have walked away from it for two months because I got sick of the slow, tedious travel.
Reply Retweet Like
Susan (is not OneOddGamerGirl anymore) Dec 21
Replying to @SusanCantPlayIt
Same thing with Just Cause 3. I gave up less than an hour in because I need precision aiming and to get it, you have to first be good enough at shooting to unlock it. (This one thing kept me from buying Just Cause 4.)
Reply Retweet Like
Susan (is not OneOddGamerGirl anymore)
I understand that games are created with a specific vision in mind and they're meant to be played a certain way, experienced a certain way. Except... when you force your ideal experience on people that CAN'T experience it, you likely lose them as customers forever.
Reply Retweet Like More
Susan (is not OneOddGamerGirl anymore) Dec 21
Replying to @SusanCantPlayIt
And no, not all games can be fully accessible and enjoyed by all the people, but, let go of your ideal vision just a little bit and consider how it will be experienced (if it even can be experienced by other people) and add accessible features however you're able to.
Reply Retweet Like
Susan (is not OneOddGamerGirl anymore) Dec 21
Replying to @SusanCantPlayIt
Of course, release your game in your specific vision and let those that can experience it in the way you envisioned them playing it. But make optional things that make it a little easier, even if it isn't perfectly in line with the plot or how it *should* be played.
Reply Retweet Like
Michael Gale Dec 22
Replying to @oneoddgamergirl
Considering completion rates of most games are incredibly low, maybe a little story and side mission cruft could be sacrificed for a little accessibility in early stages.
Reply Retweet Like