[games_access] Looking for feedback
Thomas Westin
thomas at westin.nu
Sun Apr 19 15:07:46 EDT 2015
Aha, OK, but as such features are overlapping testing for usability and playability, I think it is doable. This is often done in various prototypes during various stages of development.
Best regards,
Thomas
> 19Apr 2015 kl. 08:23 Chad Philip Johnson <chad at anacronist.com>:
>
> I'm thinking more about accessibility accommodations that would also
> work to contribute to the core experience and improve gameplay.
>
> A simple example that comes to mind is making a target on an enemy
> standout clearly from the rest of its form. Perhaps the color is a
> bright red against a dark blue (done tastefully, of course). In this
> case, the target is much more visible because of its high contrast and
> you have made the player's objective very clear: keep shooting the red
> spot until your enemy is defeated.
>
> Perhaps a subtler example would be to allow multiple puzzles in a level
> to move forward to the next zone, but only one needs to be solved.
> Puzzle A emphasizes sound clues while puzzle B emphasizes visual clues.
> The player would then choose which puzzle he or she wants to complete in
> order to move forward. Aside from from making the game more accessible,
> it would also achieve the following: 01) add replay value because
> another puzzle could be attempted the next time through, and 02) create
> a higher probability that the player will be able to figure out a way to
> advance through the game and not give up in frustration.
>
> --
> Chad Philip Johnson
> Anacronist Software
>
>
>
>
>
>> Date: Fri, 17 Apr 2015 09:32:39 +0200 From: Thomas Westin
>> <thomas at westin.nu> To: IGDA Games Accessibility SIG Mailing List
>> <games_access at igda.org> Subject: Re: [games_access] Looking for
>> feedback Message-ID: <00B71BB3-F47B-4ADB-BDA3-133AB6556A5D at westin.nu>
>> Content-Type: text/plain; charset="utf-8"
>>
>> Hi Chad,
>>
>> I don?t think developers need to make two versions of the game for
>> focus group testing or different markets. Just having a setting in a
>> file or database with a binary switch should work:
>> ShowAccessibilityOptions = true/false
>>
>> Or do I misunderstand something?
>>
>> Unless of course, the accessibility is integrated with the game
>> mechanics, but then we are talking more about specially designed games
>> like audio games and not games in general.
>>
>> Best regards Thomas
>
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