Cutting down to just five games for the past 12 months was a challenging process.
00:00 - Intro
01:40 - Criteria for Game of the Year
03:20 - R.E.P.O
06:10 - Like a Dragon: Pirate Yakuza in Hawaii
08:40 - Tiny Bookshop
11:48 - Bridge Command
16:30 - PEAK
20:40 - Death Stranding 2
25:30 - Powerwash Simulator 2
28:10 - Clair Obscur: Expedition 33
32:40 - Schedule 1
36:00 - This game will end in 205 clicks
39:15 - DOOM: The Dark Ages
41:30 - Dispatch, Pokémon Legends Z-A, Ball X Pit and Donkey Kong Bonanza
44:30 - Where to find us
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Cutting down to just five games for the past 12 months was a challenging process.
00:00 - Intro
01:40 - Criteria for Game of the Year
03:20 - R.E.P.O
06:10 - Like a Dragon: Pirate Yakuza in Hawaii
08:40 - Tiny Bookshop
11:48 - Bridge Command
16:30 - PEAK
20:40 - Death Stranding 2
25:30 - Powerwash Simulator 2
28:10 - Clair Obscur: Expedition 33
32:40 - Schedule 1
36:00 - This game will end in 205 clicks
39:15 - DOOM: The Dark Ages
41:30 - Dispatch, Pokémon Legends Z-A, Ball X Pit and Donkey Kong Bonanza
44:30 - Where to find us
Abletop - Episode 6 - Board Game Accessibility Bits Bobs
Ctrl, Alt, Access
46 minutes 29 seconds
9 months ago
Abletop - Episode 6 - Board Game Accessibility Bits Bobs
Timestamps
00:00 - Intro
01:22 - Making Board Games Accessible
04:18 - Building Up a Teach & TCG Tangent
14:26 - Rubber Banding
18:51 - Randomness
26:01 - Financial Accessibility
29:48 - Canvas Mobility Spotlight
31:18 - Asmodee Access+
35:23 - Game & Rule Adaptations
44:37 - Outro
Quick Points
💜 No board game can be 100% accessible. Don’t let the fact you can’t make it accessible to everyone stop you from doing what you can to allow more people to play.
🚧 Games are made of intentional barriers, accessibility is about unintentional barriers that arise which cause a mismatch of experience for players with access needs. As you design, ask yourself where unintentional barriers are happening, this will help you to solve them by design as opposed to in retrospect.
🪜 Consider a staggered teach for your game, across one or multiple plays of the game, to help players get comfortable with rules before adding more.
📶 Games that start simple and build in complexity as play goes on can be a good way to holistically incorporate a teach into a game experience.
🐚 Include catch-up or rubber-banding mechanics in your game to help level the playing field for players who are behind, especially on games with a live score track.
🎲 Consider ways to mitigate randomness, not just in dice but in other places with randomness, like card draw.
♟️ Provide access to basic resources/cards as a backup to a random card/item, to give players more agency and a greater feeling of control over randomness.
🛍️ Give ways for players to reset shops / offerings to help give them more ways to search for the resources they need.
🎁 Try to do as much for accessibility as possible in standard versions of your game so players don’t need to invest in add-ons or alternative components.
📂 Provide free resources to allow players to adapt common barriers in your game to their needs, such as free print-at-home stickers.
♿ If possible you could create specialist versions of your game to accommodate accessibility barriers, but try to keep the cost comparable to the original version.
🃏 Create cut-outs in boards to help with picking up cards.
🔓 Allow and promote players bending rules to fit access needs.
🎛️ Provide variations of gameplay that address unintentional barriers in your rulebook, online or in FAQs.
Ctrl, Alt, Access
Cutting down to just five games for the past 12 months was a challenging process.
00:00 - Intro
01:40 - Criteria for Game of the Year
03:20 - R.E.P.O
06:10 - Like a Dragon: Pirate Yakuza in Hawaii
08:40 - Tiny Bookshop
11:48 - Bridge Command
16:30 - PEAK
20:40 - Death Stranding 2
25:30 - Powerwash Simulator 2
28:10 - Clair Obscur: Expedition 33
32:40 - Schedule 1
36:00 - This game will end in 205 clicks
39:15 - DOOM: The Dark Ages
41:30 - Dispatch, Pokémon Legends Z-A, Ball X Pit and Donkey Kong Bonanza
44:30 - Where to find us