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More accessibility improves games

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The expulsors, Developed by People Can Fly & published by Square Enix, and recently released to fairly positive reviews, is another prime example of a game with very useful accessibility features. When you select a search for tracking, you can tap on the console’s direction pad (PC Tab key), and you’ll see a white line on the ground in front of you for your destination or search. Area maps are small and show travel points with large flag marks, and there is an icon to let you know where you are on the map at the moment. If you play with friends and interrupt the battle, you don’t have to worry about the loot that is closer to them or the iron that may be harvested. Pressing the direction pad (PC H key) will automatically pick up items wherever you are.

Mechanics like this make it easier to navigate the playing field, pick up items, reduce the time you spend going back, review places you’ve been on, and perform other difficult tasks when you have memory problems. When confusion arises and you begin to forget where you are, these opportunities easily become a grace to save. Road markers are key to memory loss, and the game becomes much more frustrating to have a guide to travel from point A to point B, with frequent map control points that make it easy to travel fast. I’ve spent too many hours counting on games like that Border territories go in circles trying to guess where I should be. The marker can literally be around a cliff, and yet I try to remember looking at a wall for 30 minutes and trying to navigate where I am for another two hours.

How developers can help

Beyond these examples, developers can go a little further as if a message appears, “we see you’ve been in this area for a while. Do you need help with where to go?” Or “Do you want to enable auto-route for your next search?” Tips are key to knowing what players need to do. Developers can help you implement a detection method if you have been searching for items for some time by adding arrows or tips to help determine the items mentioned. Some games do something like this, where if you spend too much time looking for something, it shines or makes a sound as you approach it. This can also be an alternate menu option for those who choose not to use it.

Controls can be another obstacle. If your character appears stuck or you repeatedly get lost in front of the enemy, it would be helpful to remind them what the controller buttons do or that ordinary key links may be useful but buried in the control menu. For games with complex combinations, it’s always a good idea to make sure there are reminders that are easy to access through the pause menu. It is often difficult – for any player, not anyone with memory problems – to return to a game and remember how it is played or what the control scheme is. It becomes even more confusing as the levels progress and as the button combinations become more complex. Imagine sitting and thinking, “What should I do again?” while you’re trying to enjoy your current game session, or even “Where am I going from here? I’m lost. ”When you get confused and fail, the first thing that comes to mind is to turn off the game.

Accessibility is not like “Easy Mode”.

These accessibility options do not necessarily facilitate a game. It allows people like me with cognitive challenges to have the hope of having fun in the game.

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