Tag Archives: games

For Video Games, Easy Mode Equals Better Accessibility // Tiny Girl Tiny Games – Nintendo 3DS, Mobile, and More

I’m currently playing Mario & Luigi: Paper Jam, and largely enjoying it. It’s no Paper Mario: Thousand Year Door, but few things in life are.

Like all games in the Mario RPG family, Paper Jam expertly mixes action with menu-based commands.

You’d think “The ‘A’ button controls Mario’s actions, and the ‘B’ button controls Luigi’s actions” is as easy as instructions get, but apparently there’s some kind of bottleneck on my nerve impulse highway. The commands that whip between my brain and fingers go careening over the guardrail, and Luigi dies.

Then I discovered Mario & Luigi: Paper Jam offers clear cues indicating which brother an enemy has its sights set on. The cues, which are optional and can be turned on and off on the fly, give my reflexes and my brain sufficient time to chat and formulate a plan for survival.

See, I’ve had coordination issues all my life. I still mix up my left and my right, and I have to pause to make sure I’m not putting on my clothes backwards. … I see a lot of “wtf, this chick can’t use scissors or a pencil, lol.”

I definitely wouldn’t equate it to being disabled in any regard, but nevertheless I have little control over the quirk, and it’s made things kind of weird and difficult at times.

I’m not asking for EVO to include a “Hooray, Everyone’s a Winner!!” bracket. I’m asking people to remain calm when Nintendo offers kids, busy parents, and people with varying physical weaknesses and disabilities the option to skip a level in Yoshi’s Wooly World instead of forcing them to stay mired in some level of Bad Sweater Hell.

Source: For Video Games, Easy Mode Equals Better Accessibility // Tiny Girl Tiny Games – Nintendo 3DS, Mobile, and More

Games reveal the contrasting colors of accessibility

I had to hear it from Wil Wheaton.

Talking to the creators of open-world hit game Uncharted on his show,Conversations with Creators, the geek legend praised a feature that helps you guide protagonist Nathan Drake around its vast, sprawling environment: “And I love there’s that subtle yellow path,” he said. “I never got lost!”

When I heard him, my eyes widened. …

Why didn’t I know about the yellow path? Because I never saw it. I was born with an extremely rare eye condition known as achromatopsia nystagmus.


I know what you’re thinking. “Okay, Anton. We get it. Gaming while achromat is tough. Did you have any solutions?” Yes. Yes, I do. And the cool thing is that some solutions are so easy, AAA developers will facepalm for having not considered them before.

Curated by (Lifekludger)
Read full article at Source: Games reveal the contrasting colors of accessibility

How to expand your audience with Game Accessibility

We make games for others to enjoy. We want to reach the largest amounts of players possible within our target group. There are many decisions we can take in our design process to improve the feel of our game. We can invest time on the core mechanics, the aesthetics, and the sound design. All that is of great importance.

We want our games to keep the players in a mental state of flow as much as possible. Our games should try their best to keep the player immersed in its world. In other words, our role as designers is to provide a good user experience. That is the field of UX design. It is all about making our creations usable, enjoyable and accessible.

Those 3 components of UX design are deeply linked to one another. Your game will hardly be pleasant if its UI is hard to navigate, or if its rules are unclear or ever-changing. That both relates to usability and accessibility. As you guessed, we are going to focus on accessibility here, one of the 3 pillars of user experience design. Game accessibility is an emerging field of study that focuses on making games more accessible to all gamers. Disabled ones in particular.

Curated by (Lifekludger)
Read full article at Source: How to expand your audience with Game Accessibility