How do you remaster a game—a game made over twenty years ago no less—for a modern, accessibility-focused era, without disrupting the balance of what defined the original? Discussing that at GDC 2022 was Drew McCrory, UX and accessibility lead at Vicarious Visions under Blizzard Entertainment, who worked on last fall's Diablo II: Remastered, an almost beat-for-beat remake of 2001's Diablo II: Lord of Destruction.
In his talk, McCrory highlighted his personal philosophies behind making games more accessible, detailing what was altered in the remaster, what worked, and what didn't, based on the feedback of the remaster's players.
McCrory says they were many spirited debates early on in the remastering process over the issue of legacy versus modernity. Where's the line between sensible quality of life updates and honoring the original, authentic experience? For example, an early suggested change was the addition of a charm bag, something separate from the inventory to hold those performance boosters specifically. But while that change would make sense for modernity, it didn't support the game's legacy, nor did it necessarily increase accessibility, either. They eventually landed on a middle ground that emphasized making as little modernizations as possible except those that make the game more understandable and playable.
The list of what they included was numerous and included colorblind toggles, larger fonts and UI scaling, automatic gold pickup, hold to toggle options, camera shake disabling, an attack miss indicator, toggleable subtitles, and NPC greeting subtitles, among others. One thing they identified as a need for improved combat feedback, particularly an attack miss text indicator that would let players know when a
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