Yes, options, specific features, difficulty modes, are sometimes *A* solution employed to address a particular barrier, but no, they’re not always the BEST solution. Can we always DO the best? Sadly, no. Sometimes it’s a journey. Steps. Sometimes we have constraints in game dev.
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Accessibility is about understanding, perspective, knowing player experiences for the whole spectrum of humanity. As our understanding and knowledge changes, so do our design approaches. Design. Iterate. Implement. Test: like all game design. It affects every feature and facet.
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Are access barriers only experienced by “disabled” players? Depends how someone defines disability, so no, not really. Are more profound barriers experienced by people we traditionally think of as disabled? Often, yes. We can learn most from centring disabled experiences.
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I’ve said all of this deep in long, nuanced threads about game design, development processes, and with direct examples. I guess I’m plucking these statements out to say them louder, again. And again. Everything needs to keep moving forward, and our understanding needs to grow.
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Accessibility is a mindset. It’s a widening of game design approaches. It’s a deliberate, growing extension of our understanding of player experiences. It isn’t a set of features or options on top. Sometimes that’s the solution, other times it’s a bridge or bandage. Steps.
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Lastly, I’ve been saying for years: “DIFFICULTY” is a perception. It’s relative. Yes, sometimes access barriers will lead to what *feels* like an increase in difficulty to a player (us). That means the opposite can also be true. Haven’t got to talking about that one yet

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Your threads give me life.
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As someone who is disabled, who has fought for accessibility my entire life, it means a lot you both educate.
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Wydaje się, że ładowanie zajmuje dużo czasu.
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cyborg
curiosity. wonder ∫ birdwatcher. existentialist ∫ soft, welsh. autistic/EDS•