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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W odpowiedzi do @PixelMetal
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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W odpowiedzi do @JoeKinglake @PixelMetal
It's not unsolvable though, we can look to examples of adaptive difficulty (RE4 for example) or perhaps examples that empower player choice by giving them plentiful options to live choose the way they tackle the problems presented (Hitman)
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W odpowiedzi do @PixelMetal
I'd certainly agree with that but I dont think anyone really wants a press x to win button, it's more about having these kinds of discussions so we can figure out together how we can make our games inclusive for all & opening our audiences up without changing our vision.
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W odpowiedzi do @PixelMetal
I think there are cases for both, modes for different play styles and player types fit some games very well and if we have the budget they can be a great way to make our games more inclusive. For other games they dont necessarily fit and more clever solutions are needed.
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But isnt it exciting to open our games to those who otherwise might not have had a chance to experience them & letting them in to experience all the cool stuff we're all making? I'm not trying to tell you to make an easy mode, Im just putting forward a case for inclusive design
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