No two people are the same, therefore, creating games for everyone is a challenge because everyone is different.

Think about the accessibility of your game. For example, when designing a game that relies heavily on colour, consider including patterns and/or high contrasting colours so that a person who is colour-blind may be able to distinguish the different colours. While including different control schemes can increase your game’s audience. For instance, the inclusion of a one-handed control scheme for a person with a broken arm or injured hand. Also, the simple addition of closed captions, instead of subtitles, means that the hearing impaired can play your game. Closed captions includes a description of important noises with text (“zombie moan” or “door opening”) as well as dialog. On a side note, almost all the games that I have include subtitles except for one, The Orange Box, which has closed captions.

It is also important to think about the characters in your game and about the message that you’re trying to convey. Once upon a time Nazi’s were the enemy in shooters, but, nowadays most modern shooter enemies are represented as Muslims. In these games you play as a white male protagonist that is shooting, and killing, people based on race and religion. But, there is one game that aims to break this cycle and question our actions as gamers. This game is Spec Ops: The Line, I highly recommend playing this game.

In my opinion, any game that features some type of social taboo will generate criticism. It might be for not representing it correctly or not including it at all and even when developers get it right there will always be that one person who complains, which BioWare discovered. In a thread on BioWare’s forum a person complained that BioWare ignored their main demographic “the straight male gamer”. This person’s complaint rested on one incident, in Dragon Age 2, where a male dwarf NPC flirted with his male character. BioWare’s David Gaider explained that “romances are never one-size-fits-all” and that “it’s such a personal issue that we’ll never be able to please everyone”. Gaider concludes that “the very best we can do is give everyone a little bit of choice” because, like I said at the beginning, everyone is different.


Bigman, A. (2015). Why all designers need to understand color blindness. 99 Designs. Retrieved from

Dena, C. Inclusive Design. Self-Directed Practitioners. Retrieved from

Pearse, K. (2011). “Straight Male Gamer” told to ‘get over it’ by BioWare. No More Lost. Retrieved from


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