@Yorumi apologies for the ambiguity in the article. Character customisation can be an accessibility feature for some disabilities. For example in Ys Monstrum Nox the main character is red, and while red is great against some of the gray and dark backgrounds unfortunately it is not so great against the green areas. I have red green colourblindness and can’t actually see the characters location in some areas due to the background. Being able to change the colour of the character to a different one that works in both types of areas makes a big difference. I’m sure other types of colourblindness may have different colour preferences and difficulties. The ability to choose a suitable colour here is how it can be framed an accessibility feature while not being created solely for the purpose of aiding accessibility for disabled gamers. That’s what I meant by the difference between active accessibility features that are created for the purpose of aiding disabled gamers and passive accessibility features which are those features that already exist in games that also aid disabled gamers. I hope this clears up the ambiguity for everyone.
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Re: Feature: 5 Accessibility Features That Every Game Should Have
@Yorumi apologies for the ambiguity in the article. Character customisation can be an accessibility feature for some disabilities. For example in Ys Monstrum Nox the main character is red, and while red is great against some of the gray and dark backgrounds unfortunately it is not so great against the green areas. I have red green colourblindness and can’t actually see the characters location in some areas due to the background. Being able to change the colour of the character to a different one that works in both types of areas makes a big difference. I’m sure other types of colourblindness may have different colour preferences and difficulties. The ability to choose a suitable colour here is how it can be framed an accessibility feature while not being created solely for the purpose of aiding accessibility for disabled gamers. That’s what I meant by the difference between active accessibility features that are created for the purpose of aiding disabled gamers and passive accessibility features which are those features that already exist in games that also aid disabled gamers. I hope this clears up the ambiguity for everyone.