Santa Monica Studio's UX designer Mila Pavlin has outlined what you can expect from God of War's accessibility feautes in a new interview.
Speaking to Game Informer, Pavlin elaborated on what drove her to make the story of God of War Ragnarok more accessible. «This is a fantasy epic,» Pavlin says. «This is about a father and son. This is about fate and the Nine Realms. And the ability to go into that, regardless of your background, and be able to experience all this rich detail and history and story? That drives me every day.»
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Pavlin and her team generally concentrate on four key areas when it comes to accessibility: vision, hearing, motor skills, and cognitive understanding. Features like the high contrast mode will help make the game clearer visually, audio cues and captions help auditory needs, and environmental targets can be slowed down to pull off certain skill shots.
«Accessibility features are not just accessibility features,» Palvin said. «They also help to improve the experience for everyone. Ragnarök is about moving into the next phase. For us, that meant including more people, making sure that people can customize more, and making sure that it’s a comfortable play experience for everybody.»
Palvin also believes that the team can do better than more than 60 accessibility features. «I think we can push it further. But honestly, I feel like people will be excited to see just how many more players can play. And if I can push a feature to
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