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apolloooo 10/24/17 9:42:26 AM #1: |
since the last topic went kaput because the TC flew off the handle for no reason.
my lazy copy/pate from my post in that topic: Does the game built around "accessibility" or that access is an additional feature to get new players learn the mechanics and system? tl;dr: good = example of good easy mode in dark souls where enemies do less damage, but same level design, behaviour, etc bad = making dark souls linear hallway and 1 button spam combat for "accessibility" even more tl;dr: good = training wheels design mentality bad = pacifier that pump dopamine into your brain design mentality --- http://i.imgtc.com/iJyp6bF.png http://i.imgtc.com/ZBw36Qh.png Thanks for the peeps that made the pics <3 if i make typos it means i am on phone ... Copied to Clipboard!
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kirbymuncher 10/24/17 9:55:12 AM #2: |
depends what type of accessibility we're talking here
colourblindness friendly mode: sure subtitles for people with hearing problems: sure but at some point I think there's no realistic way to make the game accessible for everyone. Some genres could probably have modes intended for completely blind people but most games I think it just wouldn't work (that said I know some blind people have completed games obviously not intended to be played like that so maybe anything is possible with enough perseverance) your example of a dark souls easy mode only goes so far, if someone has say, an actual impairment that prevents them from properly using the controls (an easy one would be to imagine someone with only one hand) then all you do by halving the damage enemies deal is doubling the length of time before they die. I'm not sure you can always actually account for this without having your game turn out to be something else entirely unless that's not the sort of accessibility you meant --- THIS IS WHAT I HATE A BOUT EVREY WEBSITE!! THERES SO MUCH PEOPLE READING AND POSTING STUIPED STUFF ... Copied to Clipboard!
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hollow_shrine 10/24/17 10:00:38 AM #3: |
When I think of accessibility I think of UI design that helps people that are visually or aurally impaired in some way. Features that compensate for colorblindness by also making sure to give icons unique shapes in a addition to unique colors, and audio visual cues synced up to audio cues so that people was hearing issues can catch them. It can be really small easy quirks too. I would like to see more of these make their way into how game developers design their games, but so few people think about it already, it seems way far down their list of priorities.
kirbymuncher posted... Yeah, I agree. --- The n- word seems to be in Google's T9 swipe dictionary and I literally can not. 15 Transwomen of color have been murdered since 1/1/2017 ... Copied to Clipboard!
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Dragonblade01 10/24/17 10:00:49 AM #4: |
... Copied to Clipboard!
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philsov 10/24/17 10:04:08 AM #5: |
apolloooo posted...
artificial disadvantage What makes a disadvantage artificial or natural? --- Remember that I won't rest, 'til we share the same tense Just know, to me, you're better late than never again. ... Copied to Clipboard!
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apolloooo 10/24/17 11:57:18 AM #6: |
philsov posted...
apolloooo posted...artificial disadvantage Artifificial usually comes from number bloat in most games. Like playing rpg, if the devs are lazy, they would make the boss just have 5x more HP and attack. While good difficulty are the ones that give you hard time, but fair. For example, hard mode in divinity original sin 1, enemies have more advanced skills, and items, and still fair, because most of the time, you have access to tje same ability and skill, and with good resource management, you can counter it. It give you agency over how combat goes. Whilst bloating stat just add another time but not effort required in completing the challenge. --- http://i.imgtc.com/iJyp6bF.png http://i.imgtc.com/ZBw36Qh.png Thanks for the peeps that made the pics <3 if i make typos it means i am on phone ... Copied to Clipboard!
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