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This week's episode of Design Delve is now available!

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Wolverine's Design Discourse Is Only Partially Deserved | Design Delve

This video is brought to you by Crystals of Irm, an old-school RPG with a distinctive combat system and dungeon crawler elements. – https://store.steampowered.com/app/1971470/Crystals_Of_Irm/ In today's episode, J & Ludo dive into Insomniacs Wolverine to see if the hates its been receiving is warranted or not. Support us on Patreon: https://www.patreon.com/SecondWindGroup Second Wind Merch: https://shop.secondwindgroup.com/ Music used in order of appearance: Intruder - Stray OST The Abyss - Hyper Light Drifter OST Checking in - Celeste OST The Notebooks - Stray OST Dead City - Stray OST Secret Lab - Stray OST

Comments

Ubersupersloth

I partially disagree with the whole “we should be championing accessibility features”. In a vacuum, they’re good. They make the game more enjoyable or even just playable for people with various disabilities. However, development man-hours are a finite resource and the more time and money is put into the accessibility features, the less time is put into the rest of the game. I think there should be a balance between accessibility features, how easy they are to implement and how many people they help. Subtitles and colorblind mode? Helps a lot of people and are pretty easy to design. Arachnophobia mode? Seems reasonable. Spiders are the most common phobia. But when it gets super specific, it gets diminishing returns.

Thall

Generally I would agree, but if you made more than one game in the same engine those features should be a package or module or whatever you wanna call it you can just slap onto a gameplay feature, with some fx designers fitting it to the specific style. If it requires a lot of workhours to fit it into a new game of the same engine, you fucked up the architecture. And THAT is purely a skill issue, not a "ran out of time" issue. So yea, initial development would take a while. Anything after that should take barely any time at all.

Ubersupersloth

Good point. And, if you’re making an engine that will be used for multiple games, that changes the maths. May as well go all out for that minor to moderate bump in accessibility for multiple games. That’s just good forward planning.

Peter James

Whilst I agree that accessibility doesn’t come for free, it’s also not likely to amount to much leakage or scope creep that tend to plague AAA projects, because they’re not what the core experience is built around. Designing an open would before pivoting mid-development to a linear experience would have wasted orders of magnitude more money. The benefit of accessibility features is that they tend to be clearly scoped, and don’t need to be perfect, just good enough to achieve their goal of making the game more playable to specific audiences.

Ubersupersloth

Oh. I wasn’t referring to this game in particular. The mismanagement of this game will have cost more than all its accessibility features by a significant margin.