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Early preview - How Accessible Were This Year's Biggest Games?

Hey! Here's an early preview of the next video, which is my annual wrap up of the year's accessibility options. Lemme know what you think!

Early preview - How Accessible Were This Year's Biggest Games?

Comments

First off, really glad to see that there's been so much improvement in this area! It's great to see all the new options that are now available (I found myself curious about some since I've taken on a couple injuries and just generally gotten older). Also very curious about how you'll end up looking at accessibility from here on. While I feel like getting to this stage is great, pushing past this is where even more cool accessibility and innovation can happen. Thanks again for this!

jt

As a game designer and developer myself, I feel there is an important point there you failed to mention. Sure, execution is not perfect, but for some of these multi-million titles, perfect execution would push the budget to unbearable proportions. This is why indie games are easier to make more accessible. The smaller a game is, the less money you need to spend to properly implement an accessibility feature. You do not see screen readers in indie games, for example, because a lot of them do not have voiceover at all. So, they just need to make their font accessible. Do not get me wrong, accessibility is extremely important, but sometimes it cannot be as important as other aspects of the game. And time and money are both limited for most projects.

Damyan Momchev


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