My piece about accessibility vs playability has spurred a lot of discussions, but I still feel people aren’t grasping the difference between the two. Features that are designed for accessibility don’t always affect playability and vice versa. For this multi-part series, we’re going to take a deeper look at major elements behind playability, and we’re starting off with the concept of quality of life features.
For our live show this week, we caught up after my sunburn incident to talk about the meltdown of Blizzard over the recent Hong Kong incident. For our second topic, we talked about the use of secondary systems in videogames
Covering games through Game-Wisdom has put me in a unique position compared to other people when it comes to games journalism. I don’t normally seek out AAA or mainstream games to play, but I’m always happy to dive into the wonderful weird world of indie titles. Therefore, indie games tend to dominate my best-of lists each year.
But most people don’t pay attention to the indie space, and why they do, they become so fixated on a particular game that it blinds them to the rest of the market, and why I want to talk about the problems with having “indie darlings.”
For this cast, I spoke with Mark Lemmert of 6502 Workshop who is making the most modern retro example of a game I’ve seen yet — designing Nox Archaist using the Apple 2 framework to make a new CRPG.