I recently wrote a gamasutra article on an arcade-style iOS game I released that has an unusual gameplay mechanic-- it uses sound rather than visuals for its gameplay. I'd posted this in the Music and Sound forum, and someone suggested I post it here as well, since the article is about game design and not really about music and sound
The article also discusses accessibility since an audio based game is obviously of interested to the visually impaired gaming community.
Here's the IGDA's definition of Accessibility:
“Game Accessibility can be defined as the ability to play a game even when functioning under limiting conditions. Limiting conditions can be functional limitations, or disabilities — such as blindness, deafness, or mobility limitations.”
Which also got me thinking---
How much do you, as a game designer, consider accessibility in the process of designing your game? (if you read the article, you'll find that the answer for me was "obviously not enough!")