- Joined
- Mar 5, 2023
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This was an idea I have been wondering about recently.
So I was working on perfecting a difficulty setting, and having fun working out ways to make harder difficulties more tough - other than just stats and numbers etc.
So puzzles are harder, secrets more hidden, quest requirements more tricky, attacks more complex to pull off, whatever.
But then I was thinking. Hold on. How often do we think about "How easy is this game to access for a more diverse number of people?"
I will give an example, I was talking once to a guy who has one hand. He gets sad a lot, because he loves games, but can really only play some types, for obvious reasons with the dexterity.
Then we have maybe people who have different types of cognitive or neurological capabilities, or maybe who cannot do math the same as others, etc.
So for these people, just making enemies easier and more EXP drops, it will not help really in the other areas of the gameplay, only battles.
So my idea, maybe it sounds excessive. I am trying to make a difficulty setting. Called something like "Accessibility Mode". (Not called something like "Very Easy", so then it is less likely to give a sad feeling.)
My idea is having things like for example:
The street brawler character I have, with complicated button combos for special attacks, maybe work a way to use a different system for it, for people who can't press the buttons fast. So take away the timer from the combos.
Or lets say people who have memory problems from injury. Maybe I can make more hints if the switch is on for Accessibility Mode. Things like that.
Another thing I thought was having more clues in the quest tracker, and being less cryptic or difficult.
My idea too is having a series of questions after picking the difficulty, saying like which parts people have trouble with and so it doesn't just apply all of them if not needed.
I am wondering any more aspects of things which I could apply, or whether people think this idea is important anyway. It is extra work, but not really so much I think if you do it in simple but effective ways.
I feel like too many games, there is this idea of "get good". But for many people in life, it isn't possible that way.
So I was working on perfecting a difficulty setting, and having fun working out ways to make harder difficulties more tough - other than just stats and numbers etc.
So puzzles are harder, secrets more hidden, quest requirements more tricky, attacks more complex to pull off, whatever.
But then I was thinking. Hold on. How often do we think about "How easy is this game to access for a more diverse number of people?"
I will give an example, I was talking once to a guy who has one hand. He gets sad a lot, because he loves games, but can really only play some types, for obvious reasons with the dexterity.
Then we have maybe people who have different types of cognitive or neurological capabilities, or maybe who cannot do math the same as others, etc.
So for these people, just making enemies easier and more EXP drops, it will not help really in the other areas of the gameplay, only battles.
So my idea, maybe it sounds excessive. I am trying to make a difficulty setting. Called something like "Accessibility Mode". (Not called something like "Very Easy", so then it is less likely to give a sad feeling.)
My idea is having things like for example:
The street brawler character I have, with complicated button combos for special attacks, maybe work a way to use a different system for it, for people who can't press the buttons fast. So take away the timer from the combos.
Or lets say people who have memory problems from injury. Maybe I can make more hints if the switch is on for Accessibility Mode. Things like that.
Another thing I thought was having more clues in the quest tracker, and being less cryptic or difficult.
My idea too is having a series of questions after picking the difficulty, saying like which parts people have trouble with and so it doesn't just apply all of them if not needed.
I am wondering any more aspects of things which I could apply, or whether people think this idea is important anyway. It is extra work, but not really so much I think if you do it in simple but effective ways.
I feel like too many games, there is this idea of "get good". But for many people in life, it isn't possible that way.