Considering this fact early can help us reduce or even negate cost in many cases. In the end we're just doing a disservice to ourselves by creating barriers for a portion of our audience who just want to love our games as much as we loved creating them.
Retrofitting games with accessibility options can, to your point, be expensive. However, games can be designed to be inclusive as we're going along e.g, considering minimum text sizes when building HUDs, ensuring mechanics communicate info with multiple methods of feedback, etc
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I'd also like to add that, in many cases the benefits outweigh the cost even in the case of retrofitting. From a cost case, studies suggest that disabled people are highly represented in the gaming community & personally I just think its neat that more people can play! :-)
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Ten tweet jest niedostępny.
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You wrote "including accessibility options is a loss leader" I was responding to that specific line. But i see how that came across. Im not interested in an argument but I think it's interesting to discuss the challenge that poses as a designer...
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Wydaje się, że ładowanie zajmuje dużo czasu.
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