How Sekiro Could Have Done Accessibility

How Sekiro Could Have Done Accessibility

We’ve talked about how Sekiro manages it’s difficulty, and found that in general, the game suffers a lot from a lack of options. Sekiro is a very specific kind of game, meant to be played a very specific way.

But what about those who want to experience the game, but need a little bit of help getting there? Let’s brainstorm some accessibility options Sekiro could have added.

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Difficulty, Accessibility, and How Sekiro Failed at Both

Difficulty, Accessibility, and How Sekiro Failed at Both

Whenever a high-profile, difficult game is released, we see the same arguments about difficulty and accessibility in games, and few titles have embodied this phenomenon as wholly as Sekiro, Many people feel they just can’t play the game, whether because it’s too hard, or because it’s lacking accessibility options.

So let’s look at why that feeling is valid, and how Sekiro could have done it better.

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How Devil May Cry 5 Encourages You to Play the Right Way

How Devil May Cry 5 Encourages You to Play the Right Way

One phrase you will often hear if you hang out in gaming circles for a while, is that “there’s no wrong way to play a game”, but I don’t necessarily agree. I think one of the biggest successes in Devil May Cry 5 is that they did a good job of guiding the player down the path that is the most fun to play.

Here’s how they accomplished that…

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Redesigning Red Dead Redemption II's Menu

Redesigning Red Dead Redemption II's Menu

Previously, I posted talking about the UI/UX of Red Dead Redemption II, and came to the conclusion that, it wasn’t really worth trying to fix or analyse. But after thinking about it, and talking to friends and colleagues about it, I eventually came to the conclusion that perhaps the game’s pause menu was one area that actually was worth a look. So here is my attempt at redesigning that menu from the ground up.

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Smash Ultimate and Learning from Mobile Design

Smash Ultimate and Learning from Mobile Design

Mobile games get a pretty bad rap these day. People tend to look at them as exploitative, and only designed around making money. In a lot of cases they aren’t even wrong. They aren’t entirely wrong either, but the truth is that in reality, there is a lot more than that that goes into making a successful mobile game. I’ve always felt that there are a lot of concepts that, if applied smartly, could add a lot of value to a game.. So let’s look at just how Smash Ultimate does exactly that.

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User Experience, Gamification, and Why Red Dead Redemption II is a Bad Video Game

User Experience, Gamification, and Why Red Dead Redemption II is a Bad Video Game

In theory, a UX designer’s job is to solve the problem of “It wasn’t anybody’s job to think about this from the player’s point of view, and now we accidentally have an unintuitive game that’s hard to understand, and a chore to play”.

But what happens when that’s the point?

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The Wide World of Incremental Games

The Wide World of Incremental Games

Incremental games have always kind of fascinated me. Even before the genre really existed, I always thought it was really interesting whenever a game would allow you to continue making progress while offline, or not actively engaging with it. I’ve played a lot of games in this genre over the years, and they all have wildly varying designs and success levels, so I thought I would take a look at some of the titles that I know best, and try and pick out what sets the successful ones apart from the pack.

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