War of the Chosen (5)

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.

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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.

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