
A narrative adventure game built on branching choices.
Gcreator of Game Maker's Toolkit testMaking Games Better for Players with Motor Disabilities | Designing for Disability
Gcreator of Game Maker's Toolkit testMaking Games Better for the Deaf and Hard of Hearing | Designing for Disability
Gcreator of Game Maker's Toolkit testIs Until Dawn a Good Horror Movie?Detroit: Become Human is praised for subtitles that are plain sans serif and broken into short bursts, one clause per line. It is faulted for bundling simplified controls with an easier game, which wrongly ties motor ability to skill at decisions and puzzles. Lesson: give accessibility options their own switches, and keep text clear and short. Sources give no sales or player numbers.
Input help and difficulty should be separate settings
From Detroit accessibility notes, this page
Detroit ties simplified controls to an easier game, which is a mistake. The game needs the right stick tilted in specific ways. Its simplified control scheme also makes the game easier, with fewer chances to lose a character.
Motor ability has nothing to do with decision making or puzzle solving, so input help and difficulty should be separate settings. Quote: "What does having a motor disability have to do with your ability to make decisions or solve puzzles?"
Detroit uses a plain, easy to read subtitle font. Its clean sans serif makes subtitles effortless to read, which matters because players read while also playing.
Metal Gear Solid V is the contrast, with a scribbly, hard to read font. Quote: "This is not the time to keep up your brand identity, this is the time for clarity."
Detroit shows dialogue in short bursts, one clause per line. Short stabs of dialogue stay in the centre of the screen and match what is being heard.
Film guidelines from the BBC and Netflix cap lines at about 37 to 42 characters and two lines on screen. Batman: Arkham Asylum shows a paragraph-style line seconds before Batman hears the elevator, which reveals the moment early.
Quantic Dream style choice systems use false choices and branches that snap back. Games in this style, like Telltale's, have false choices, characters who can't die until late, and branches that return to a central point.
The source says this is fine: making a choice is often more fulfilling than seeing wildly unique consequences, and endless branches are expensive. Quote: "simply making choices is often more fulfilling than seeing wildly unique consequences play out." The source names Quantic Dream games in general, not Detroit specifically.
Its simplified control scheme is bundled with an easier game, which wrongly links motor ability to decision making and puzzle solving.
Detroit ties simplified controls to an easier game, which is a mistake. The game needs the right stick tilted in specific ways. Its simplified control scheme also makes the game easier, with fewer chances to lose a character.
Motor ability has nothing to do with decision making or puzzle solving, so input help and difficulty should be separate settings. Quote: "What does having a motor disability have to do with your ability to make decisions or solve puzzles?"
It uses a clean sans serif font that is easy to read, and gives each clause its own line in short bursts.
Detroit uses a plain, easy to read subtitle font. Its clean sans serif makes subtitles effortless to read, which matters because players read while also playing.
Metal Gear Solid V is the contrast, with a scribbly, hard to read font. Quote: "This is not the time to keep up your brand identity, this is the time for clarity."
Detroit shows dialogue in short bursts, one clause per line. Short stabs of dialogue stay in the centre of the screen and match what is being heard.
Film guidelines from the BBC and Netflix cap lines at about 37 to 42 characters and two lines on screen. Batman: Arkham Asylum shows a paragraph-style line seconds before Batman hears the elevator, which reveals the moment early.
Its games share Until Dawn's choice system, with false choices and branching paths that snap back. Beyond: Two Souls has far fewer playable characters than Until Dawn's eight.
Quantic Dream style choice systems use false choices and branches that snap back. Games in this style, like Telltale's, have false choices, characters who can't die until late, and branches that return to a central point.
The source says this is fine: making a choice is often more fulfilling than seeing wildly unique consequences, and endless branches are expensive. Quote: "simply making choices is often more fulfilling than seeing wildly unique consequences play out." The source names Quantic Dream games in general, not Detroit specifically.
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