Here's my take on the current Twitter discourse: I would love to see games get to a point where big budget titles are able to graduate difficulty in ways that can address a wider variety of experiences:
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I am firmly in the camp of it not being a bad thing that every game in the year of our Lord twenty-nineteen isn't fucking Milon's Secret Castle
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last thing I'll say: if a marginalized person says that an accommodation could help them and you are in a position to advocate for them, trust them to know what they need, and do it.
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Sorry, just had another thought. Lot of folks mentioning Celeste as a good example of this design. I'm playing Yoshi's Crafted World rn and its toggle-able Mellow Mode seems to be another good example of this (feel free to challenge me on that)
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i think
@britishgaming's series on designing for disability should be required viewing for game / ux designers -- when he breaks it down it really sounds like something super obvious, things we should have been doing for years now as a baseline standard -
Thanks for sharing that! I've not heard of it (I'm also woefully uneducated on such issues) so I'll go check it out and get smarter about it.
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