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Ctrl, Alt, Access
Ctrl, Alt, Access
36 episodes
3 weeks ago
We're back to relative health, and it's time to auto attack and bonk our way to seated dancing revenge. 00:00 - Intro 01:23 - Arevya / Stardew Valley 04:38 - Just Dance 08:16 - Ghost of Yotei 17:08 - MegaBonk 22:30 - Hades 2 25:12 - Star Trek Ressurgence 28:09 - Lego Voyagers 32:17 - News / Peak 36:03 - Microsoft Withdraws IDF Azure Access 39:09 - Brazil Bans Under 18 Lootboxes 42:40 - GA Conf USA Schedule 46:22 - Outro
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Education
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We're back to relative health, and it's time to auto attack and bonk our way to seated dancing revenge. 00:00 - Intro 01:23 - Arevya / Stardew Valley 04:38 - Just Dance 08:16 - Ghost of Yotei 17:08 - MegaBonk 22:30 - Hades 2 25:12 - Star Trek Ressurgence 28:09 - Lego Voyagers 32:17 - News / Peak 36:03 - Microsoft Withdraws IDF Azure Access 39:09 - Brazil Bans Under 18 Lootboxes 42:40 - GA Conf USA Schedule 46:22 - Outro
Show more...
Education
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Abletop - Episode 6 - Board Game Accessibility Bits Bobs
Ctrl, Alt, Access
46 minutes 29 seconds
7 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 ๐Ÿ’œ No board game can be 100% accessible. Donโ€™t let the fact you canโ€™t make it accessible to everyone stop you from doing what you can to allow more people to play. ๐Ÿšง 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. ๐Ÿชœ 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. ๐Ÿ“ถ 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. ๐Ÿš 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. ๐ŸŽฒ Consider ways to mitigate randomness, not just in dice but in other places with randomness, like card draw. โ™Ÿ๏ธ 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. ๐Ÿ›๏ธ Give ways for players to reset shops / offerings to help give them more ways to search for the resources they need. ๐ŸŽ Try to do as much for accessibility as possible in standard versions of your game so players donโ€™t need to invest in add-ons or alternative components. ๐Ÿ“‚ Provide free resources to allow players to adapt common barriers in your game to their needs, such as free print-at-home stickers. โ™ฟ 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. ๐Ÿƒ Create cut-outs in boards to help with picking up cards. ๐Ÿ”“ Allow and promote players bending rules to fit access needs. ๐ŸŽ›๏ธ Provide variations of gameplay that address unintentional barriers in your rulebook, online or in FAQs.
Ctrl, Alt, Access
We're back to relative health, and it's time to auto attack and bonk our way to seated dancing revenge. 00:00 - Intro 01:23 - Arevya / Stardew Valley 04:38 - Just Dance 08:16 - Ghost of Yotei 17:08 - MegaBonk 22:30 - Hades 2 25:12 - Star Trek Ressurgence 28:09 - Lego Voyagers 32:17 - News / Peak 36:03 - Microsoft Withdraws IDF Azure Access 39:09 - Brazil Bans Under 18 Lootboxes 42:40 - GA Conf USA Schedule 46:22 - Outro