11 votes

Sekiro: Accessibility in games is about far more than 'difficulty'

2 comments

  1. [2]
    Heichou
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    I am always very for making games accessible to disabled players. Games are what many people turned to to escape real life problems and anxieties and no one person deserves that escape more than...

    I am always very for making games accessible to disabled players. Games are what many people turned to to escape real life problems and anxieties and no one person deserves that escape more than anyone else. Normally I find the "difficulty setting" argument tiresome when waged on the usual battleground, but tweaking a game or adding options for those who physically cannot complete a game is something that sounds wonderful. I wonder if MS's new controller for this purpose would work for a game like BB/Souls/Sekiro?

    4 votes
    1. vord
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      I do agree that accessibility is important for games... But I don't think it should extend fully to the game design space, much the same way other creative works do not have these limitations. I...

      I do agree that accessibility is important for games... But I don't think it should extend fully to the game design space, much the same way other creative works do not have these limitations.

      I think the vast majority of important accessibility can be achieved by fairly simple things that do not drastically alter game design. Things like completely configurable controls (a staple of any good PC game), basic awareness of color blindness and deafness cover the most important factors of accessibility, without being a huge burden on creativity.

      Beyond that, it's really a matter of subjectivity, and so long as there are a wide selection of different games available, and people can get refunded if a particular game doesn't meet their needs, I don't see a huge need for an extended debate.

      4 votes
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