Learn > Game Design FAQ's > Play-Speed: Allow for a varied range of control over play-speed

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Play-Speed: Allow for a varied range of control over play-speed

Author:
Michelle Hinn
Date added:
Sunday, 07 June 2009
Last revised:
Thursday, 10 June 2010
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Answer

ScenarioMary has a friend who also uses a similar accessible controller to hers (a larger flight stick and buttons rewired and hooked up to separate larger buttons, or switches). Her friend, who was born with cerebral palsy, finds that most of the time games move too fast for him to enjoy them. He likes to play games but there's no way he can keep up with what she would consider a reasonable speed (and remember, Mary is the platform game lover with muscular dystrophy) but that's the lowest speed that the game allows for.

How to Solve It

Another aspect of parametric difficulty, the speed at which a game moves (and the relative speeds of entities within that world) is defined by the numerical values that make up that world (as well as the technological limits of the hardware). Users with mobility or cognitive difficulties may wish to experience gameplay at a different pace. Slowing the entire game helps compensate for slow reaction times, difficulty with rapid controller manipulation, cognitive difficulties regarding the processing of visual information, and so forth. Once again, this may feel like "cheating" to some gamers, but access to these kinds of options makes the world of difference for certain players with disabilities.

Some games use relative speed changes as part of their core play design -- bullet time, for instance, typically slows both player and enemy movement speed within the game world, but slows enemy speed more greatly. It might be a more difficult proposition for developers to allow players to tune this nature, if only from an interface perspective.

The exact needs of users can be determined only by testing, however, and the games industry has as only scratched the surface of user-solicited difficulty features. At the very least, developers should not assume that the speed they comfortably play at is the only speed at which the game can be enjoyable, or even challenging.

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