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I was recently interviewed by Eurogamer as part of this article about  cognative accessibility and video games.  As someone whose disabilities often impact memory and mental processing,  a lot of the accessibility tools I value are often not thought of as  acessibility tools at all.

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Why don't we talk more about cognitive accessibility?

Pokémon has reached its ninth generation with Pokémon Scarlet and Violet, representing the series' first foray into an open world. Results so far have been mixed, with particular focus on the games' poor technical performance. However, the move to an open world has inspired other problems that, while not alien to the series, are exacerbated by the extra freedom afforded players.

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Perpetual Noob

This is a great article. I had not thought much about minimaps, wayfinding, quest logs, etc as accessibility before and this has changed my perspective on cognitive accessibility for the better. Thank you for contributing to the article and sharing it. 🙂 Though it is disheartening to learn that the industry as a whole is removing more and more cognitive accessibility options/features. I hope that trend reverses. These features could be turned on or off at a player's discretion. Don't want a quest log? Turn it off. Want wayfinding? Turn it on. And so on. I know that increases development load/time but making a game that allows for the most people to play it and enjoy it is a worthy goal.

Anonymous

Thank you, Laura, for your continuous work, and especially for this piece. As someone working with quality assurance in games, I try to bring up accessibility issues and opportunities in my day to day. I often find myself revisiting your videos and articles for insights on how to talk about accessibility. I still have a long way to go, but I have learned a lot from you. Once again, thank you!