In many cases, it would be easy to make additional visual cues, and to not do so can simply be chalked up to laziness.īut my big question is, are there particular cases when not adding those cues can be justified? And if there are, what are they? It is easy to see why making a puzzle that relies on pure audio cues is a bad move from an accessibility standpoint. As an example, if you want to do puzzles that are “about sound”, deaf people will unfortunately, but necessarily, be excluded. However, I think there is some tension between accessibility concerns and the pursuit of particular subject matter. Obviously, I think that accessibility is an important and often ill-addressed concern, and my goal with the game is to never make a puzzle difficult for reasons that have nothing to do with its subject matter. ![]() This was an interesting and challenging conversation, and has left me thinking a little bit about what’s involved in making a game more accessible, and how that intersects with the design of Taiji. This week, I chatted with a deaf accessibility advocate for games. ![]() Let’s not even get into how behind the curve I am from an aesthetic point of view. Obviously this is just considering design work. There are some areas that I’m pretty happy with as is, but there is still a lot of work to be done to improve some other areas. Overall, I think the game is in a pretty good place moving forward. ![]() Essentially, just solving them all and taking notes on what might need to be improved or removed. So, I’ve finally finished up auditing all the puzzles in the game.
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