I found these from a BBC news article, it appears to be written by folks with brains, and is not so limiting. At first I was hesitant to take to the idea, but after reading the basic guidelines these principles seem to just convey general good practice design rather than specifically giving impaired players a good time. That said, there may be one of two smaller points that stand out, we'll see.
http://www.gameaccessibilityguidelines.com/guidelines/
Thoughts?
Game Accessibility Guidelines
Game Accessibility Guidelines
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
Re: Game Accessibility Guidelines
I remember reading once (forget where though) that the blunt secret to accessibility is configuration options. More is better (though not strictly ideal). And that of course assumes that the rest of your design is relatively sane. Simple things like use big enough letters, spell words correctly, make sure things that are different also look different, etc.
But I do like that link you provided, it's a good resource. I think everyone who reads it should have to consciously say "No" to specific points, with really good reasoning, to get off the hook for not following that advice. Like, "Why did you leave out difficulty levels?" should have a reason that's at least "The game starts easy and gets progressively harder over time," or better, and not an excuse like "because I'm lazy."
But I do like that link you provided, it's a good resource. I think everyone who reads it should have to consciously say "No" to specific points, with really good reasoning, to get off the hook for not following that advice. Like, "Why did you leave out difficulty levels?" should have a reason that's at least "The game starts easy and gets progressively harder over time," or better, and not an excuse like "because I'm lazy."
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