Hi Dark,

Dark wrote:

I think so long as there are some! games around, and so long as all
game developer is stil done by  indi  devs with their own time and
money, pushing multiple  accessible too much would hurt everyone in
the long run.

My reply:

Agreed. Its really impossible to create a game that takes in account
everybodies needs at once.  Over the last three years or so I've had
suggestions for this, that, and the other thing and the assumption is
that this or that will be really easy to add. i could just add an
on/off setting for it and so on.

What people don't realize is that it will increase the complexity   of
the project  and i'd have to break the code up into multiple if
statements  and spend extra time checking if this, that, or the other
thing is true or false before executing the code.  then do this or
that.  It is both complicated, from a long term support aspect, and
requires a lot more time and energy to design. As a single developer
I'm not getting paid enough to put that extra work into it.

Dark wrote:

Btw, also an interesting point is that some access changes are good
for some disabilities and bad for others.

My reply:

Oh, that's definitely true.  There is no way to make a game like
Shades of Doom, for example, playable by a deaf-blind player without
making  some extensive modifications. Adding braille display support,
making it turned based, whatever might help a deaf-blind gamer, but
would not be compatible with a real time FPS game that Shades of Doom
is suppose to be. Likewise Shades of Doom has 3d audio support via
DirectX, but that would be of no use to a deaf-blind gamer, but is
very helpful for me in a real time FPS environment. So there is no
practical way that multiple accessibility can be addressed in a single
game unless the developer takes a lowest common denominator approach,
and even then its not 100% perfect.  As you said what helps one group
won't necessarily help another group of disibilities.

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