Ashton Philip-Kehnscherper is a Game Designer and Researcher who recently attained both a Bachelor's and Master's Degree in Computer Games Technology. A lover of exploring new avenues for game design especially when it comes to an equal love of psychology! Having worked in groups as a project manager, designer and writer he is always excited about seeking out new opportunities.
Also the self-proclaimed king of rambling about absolutely everything games.
Mainstream video games rely heavily on the ability of players to be able to see, hear and interact with the content of their game worlds. But what happens when players have a degree of blindness or have reduced sight capabilities?
Very often video games disable game players unintentionally by not considering accessibility options. This article explores this issue and suggests a more standardised approach to accessibility options in video games.
Current difficulty systems often focus on fixed metric manipulation to appease players when it comes to difficulty, but through the use of a different cognitive neuropsychology lens, can a more 'organic' method to game design and difficulty be produced?