Accessibility

In the previous chapter, we learned about the User Experience and the best practices in User Interface design. We'll now learn how to make these, and any other parts of the game, more accessible; that is, easier to use, understand, and relate to.

To begin with, we need to find ways to create a steady and frictionless introduction to the game world and the rules governing it. We then have to ensure that the game can provide a highly playable experience to players that are less experienced, skilled, or capable (be it cognitively or physically).

Last but not least, even the best games often start in a bad place, and there's no better way to find things to improve than to test our games on potential players. We'll spend the final ...

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