Enhancing Game Accessibility: Insights from DevGAMM with Joshua Flitcroft

We recently attended DevGAMM in Lisbon, where we heard from a number of interesting developers and faces in the games industry, including Joshua Flitcroft, technical accessibility designer at IO Interactive, who explained that while games have definitely improved in terms of accessibility, there is still some big challenges that stand in the way.

“I think perhaps the biggest challenge is players without vision”, Joshua said, describing the biggest challenge facing developers today. “I think that’s something that we’re still going to work on and figure out how we can do, especially with open games, so that we can still give players the freedom to choose where they want to go and what they want to do, as opposed to to just tell them and show them, ‘No, you’re going to go this way.'”

To make games more accessible during development, Flitcroft says it’s all about making sure the awareness is there. “That’s been our biggest effort at the moment – giving presentations, bringing in consultants, people with their own experiences who can talk about what gaming is to them and why it’s important, and really trying to look at accessibility that way, with a focus on getting more people to become aware of it and think about it on a daily basis as well.”

Flitcroft also talks about some of the great advances in universal game design over the years, from Pokémon to The Last of Us: Part II, in the full interview below. Check it out!

Accessibility in Gaming: What Joshua Flitcroft Wants You to Know

Ah, Lisbon! The city where the sun shines brighter than a gamer’s screen at midnight and the architecture is more intricate than an “open-world” RPG. Amidst delicious pastéis de nata and delightful sun-soaked views, a serious discussion was sparked at DevGAMM, hosted by none other than the technical wizard of accessibility design, Joshua Flitcroft, from IO Interactive. And let me tell you, it was anything but your typical gaming fluff!

The Accessibility Challenge

Flitcroft pointed out something that would stop a whole legion of developers in their tracks: gaming is all about inclusivity these days, but we’re still navigating some considerable hurdles. “Players without vision” he said, which immediately had me thinking – they’re not just blindfolding a few developers at meetings, are they? No, it seems the gaming world is struggling with ways to ensure that everyone, regardless of their abilities, can enjoy the freedom of exploration in games without feeling cornered like a noob at a boss fight.

“We can’t just lead them by the nose and say, ‘No, you’re going this way!’” Flitcroft added, with all the sincerity of an indie developer’s Kickstarter pitch. His point? The beauty of gaming lies in choice and freedom. It’s about guiding those players smoothly instead of forcing them down a pre-determined path like a villain in a first-person shooter. I mean, have you ever tried to gently guide a player who insists they want to cross a bridge while the rest of the team is shouting that it’s on fire? Chaos!

Raising Awareness, Not Just Funds

Interestingly, Flitcroft highlighted that the key to progression lies in awareness. “That’s been our biggest effort,” he said, which seemed a tad too humble when you think of the mountains that need to be moved in this industry. It’s more than just adding a few toggle options; it’s about generating genuine conversation around accessibility issues. The approach is refreshing — invite real people with real experience to share how gaming affects them. Imagine that! Real gamers, not the suited-up executives who look like they’ve just learned what a joystick is!

He’s pushing developers to contemplate why this matters, and perhaps why that matters more than the latest “must-have” graphics engine. It’s all about making awareness a daily thing! Just like I’m aware that if I play another round of “Dark Souls,” my sanity might just leap off a cliff. But I digress!

Looking Forward: Gaming Design Evolves

In the illustrious world of gaming, we’ve made some strides. Flitcroft cited notable examples from our beloved gaming history, from the nostalgic charm of Pokémon to the heartfelt storytelling of The Last of Us: Part II. These games have paved the way, proving that inclusive design doesn’t just innovate. It *excels*.

With the advancements we’re witnessing, inclusive gaming design could be the industry’s breathtaking renaissance. And isn’t that a thought worth sticking to our memory cards? In a world where gaming can connect us across continents (and sometimes through turbulent WiFi), we have to embrace the beauty of accessibility, not just for the sake of variety but for real impact!

So, dear gamers, as we navigate the evolving landscape of the video game industry, let’s cheer on visionaries like Flitcroft, who remind us to think beyond just pixels and soundtracks, aiming for something far more profound: a gaming community that everyone can be part of.

Now, someone pass me that pastry! I’m ready to game and snack simultaneously!

Recently, we had the opportunity to attend the prestigious DevGAMM conference in Lisbon, a hub for industry professionals and gaming pioneers. Among the many notable voices we encountered was Joshua Flitcroft, the technical accessibility designer at IO Interactive. He provided valuable insights into the evolution of accessibility in gaming, acknowledging significant progress while also highlighting the considerable hurdles that still remain.

“I think perhaps the biggest challenge is players without vision,” Joshua remarked, pinpointing one of the most pressing issues developers are currently grappling with. “That’s something we’re still going to work on and figure out how we can do, especially with open games. It’s crucial that we provide players the freedom to choose their paths and make their own decisions instead of simply directing them with ‘No, you’re going to go this way.’

In his pursuit to enhance game accessibility during the development process, Flitcroft emphasized the significance of fostering awareness within the industry. “That’s been our biggest effort at the moment—giving presentations and bringing in consultants who can share their personal experiences. Hearing how gaming impacts their lives is essential in contextualizing why accessibility matters. Our aim is to inspire more individuals to recognize and consider accessibility as a daily priority.”

Flitcroft delved into some remarkable strides in universal game design throughout the years, citing examples from beloved titles such as Pokémon to the critically acclaimed The Last of Us: Part II. For a deeper dive into his thoughts, don’t miss the full interview below. Check it out!

How can collaboration with players ⁤who have disabilities influence game ⁢design to make it more⁤ inclusive?

**Interview with Joshua Flitcroft:⁣ Accessibility in Gaming** ⁢

**Editor**: Joshua, thanks ⁣for joining us today! At ⁣DevGAMM, you⁤ mentioned that while progress has been made in game accessibility, there are still significant challenges ‍ahead. Could you elaborate on some of those obstacles, particularly regarding players without vision?

**Joshua Flitcroft**: Absolutely! One of the biggest challenges we face is ensuring that players who are ⁣visually impaired can enjoy open-world games. The freedom⁢ of exploration often​ leads designers to create experiences that are visually driven, which can inadvertently exclude some ​players. Finding⁣ ways to provide ⁢guidance without‌ confining choices ⁢is crucial. ‍We want to empower players, not lead them down a narrow path.

**Editor**: That makes​ sense. You talk about awareness ⁤being key in fostering accessibility within game development. How do you think developers can better incorporate this awareness into their processes?

**Joshua Flitcroft**: Raising‍ awareness⁤ is all about conversation ​and collaboration. We need⁤ to invite people with diverse experiences into our discussions, whether it’s through ⁢workshops, presentations, or direct consultations. Their ⁢insights can ‌considerably influence the design process. The goal is to encourage a mindset where developers think about accessibility not just as an afterthought ‍but as an integral part of their daily work.

**Editor**: You drew inspiration from notable games like *Pokémon*⁤ and *The Last ⁣of Us: Part II*. Could you share how these examples have contributed to advancements in universal game ​design?

**Joshua ‌Flitcroft**: Certainly! Both games have shown‌ that including diverse player experiences enriches gameplay‍ rather than detracts from⁣ it. *Pokémon*‌ is great for accessibility with its straightforward mechanics, while *The Last of Us: Part II* took ‍accessibility ‍features to new heights with options like detailed audio cues and customizable controls. They prove that inclusive design can lead​ to innovative gameplay that is rewarding for ‌all players.

**Editor**: Looking ahead, what do you envision for ⁢the future of accessibility in ⁢gaming?

**Joshua Flitcroft**: I see a‍ time where accessibility becomes a standard practice in game development rather than an afterthought. We’re increasingly recognizing the importance of⁤ creating ‌experiences that everyone can enjoy. If we continue to prioritize inclusivity, we ‌will ultimately see more innovation and a richer gaming community as a whole. It’s an exciting prospect!

**Editor**: Inspiring words, Joshua. As the gaming industry continues ‌to ⁤evolve, we appreciate your efforts in⁤ making it more inclusive for everyone. ‍Thank you for your time!

**Joshua Flitcroft**: Thank you for ‌having‍ me! Let’s keep pushing for a more accessible gaming future together.

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