‘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.

Topics:  aaa   guerrilla   indies   gambrinous   i m   souls-likes   continue   accessibility   games   difficulty   players   barriers   

 

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