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 this Critical Thought, I talked about Quality of Life issues and some of the major red flags in game design for when you need to improve your playability.
Today’s Critical Thought looks at the use of quality of life game systems or mechanics. While not the most important elements, they help to make your game easier play and more accessible to an audience. On the flip side, many F2P designers use these for fun pain mechanics.