‘Difficulty’ in games is entirely relative to individual players; what’s ‘ultra hard’ and ‘unplayable’ for one is ‘too easy’ and ‘boring’ for another. Meaning, it’s a construct of the realities that game designers create, delicately tailored to the perceptions of their audience. And accessibility – my focus as a consultant on games, working with AAA developers like Guerrilla to Indies like Gambrinous – is an area of game design that’s often deeply misunderstood; it’s about barriers, not difficulty.