Can Inaccessibility Make A Game Better? This Game Makes A Strong Case For It

The article discusses the visual novel game "And Roger" and its use of inaccessible gameplay mechanics to enhance the emotional impact of the story. The game follows the life of a couple, with the wife, Sofia, progressively losing her memory to dementia. The gameplay consists of quick-time events (QTEs) that reflect Sofia's struggles, forcing the player to experience her physical and mental exhaustion. Despite the author's background as a disability reporter, they found that the inaccessibility of the QTEs actually made the game more impactful, as it allowed them to better connect with Sofia's journey. The article concludes that while the game's approach is not recommended for all titles, in this case, the lack of accessibility enhanced the emotional resonance of the experience.
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