Solutions to cognitive issues involve adding elements to the game that will help remind the player of what they need to do and also allow the player to modify elements of the game as they see fit. Many games provide solutions but there is no standard and each game is different so it is difficult to know how effective each game is.
Tutorials, and being able to toggle them
The Witcher 3’s menu screen, which has a tutorial toggle, along with other accessible options
Contextual in-game tips, tell players what to do in multiple places (through text in a menu and from characters in-game).
The Witcher 3 has a feature that highlights important game elements as hints to the player
Action intensive games or sequences, such as quick time events, can be difficult for people with cognitive-related conditions. A way for game developers to help with that problem:
Regular speed
Slowed down
//To be implemented in the game engine's update function
timeScale Object = 0.5;
fixedDeltaTime object = 0/02F * timeScale object;
//To revert time back to normal
timeScale Object = 1;
fixedDeltaTime Object = 0.02F;
While slowing time down would help players handle the game’s action, it can be difficult to implement depending on the game. If it isn’t a regular mechanic in the game, then another solution is to remove the action sequence or give players a choice of difficulty.
While many modern games come with scaling difficulty or difficulty modes, some games do not offer the choice to players.
Any coding solution for this problem would require these changes:
Some game items can be difficult to see, especially if they are placed in a chaotic scene. Some solutions to fix this would be:
There are various plugins and particle effects for game engines thatc an be applied to game objects.
Tutorial for how to make sparkles in Unity