This is a great reference. I am making a checklist where changes would be appropriate for Awareon without compromising gameplay. The mobility section is especially important to me. 

I have a relatively minor disability (it doesn't feel minor to me, but I can imagine) on my right hand that makes many game configurations painful or impossible for me to use. I can attest that reconfigurability, especially on the PC, makes all the difference in the world for me.

On of my co-conspirators on the Awareon project, +Philip Lye has been recovering from a brain tumor, which affects him on multiple levels.

Although I use Mouse + Keyboard myself, we will be implementing re-mappable buttons on controllers. Mouse sensitivity is an eye-opener from reading this site, so I'll look into that. I am also seriously considering game clock settings as per http://www.includification.com/mobility/item/speed-settings That should make drop-in multiplayer interesting.

The hearing section we already have covered within our planned UI. For the vision section I will try to get as much as possible. 

The cognitive section is the most difficult to conform to, because it affects gameplay. By design, Awareon will not have system-wide difficulty settings. We will have areas that are easier than others, but some places in the game will be quite challenging regardless. Enemy marking is also a problem, in a game of determining what's hiding in the shadows. I will do the best I can however, to include as many people as possible within our gameplay.

#includification   #awareon  
Originally shared by ****
Attention game designers! The Able Gamers Foundation has set up a web site that includes a colorful and informative booklet about how to make your games more accessible to people with disabilities. Most of the modifications are easy and cheap and do not harm the playability of your game in any way. Every designer should have this. Check it out!
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