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.
Today’s Critical Thought returns to the topic of quality of life features in games. Quality of life features are those that don’t necessarily add to a game, but make it better nonetheless. Can you think of some good examples of such features? Let me know in the comments.