Accessibility analysis

The Legend of Zelda series

 
 
 
 

This analysis was done as part of a UX course during my second year at ISART DIGITAL, with the help of two other Game Designers.

The assignment consisted in choosing a AAA games licence and analyzing its evolution in terms of options and accessibility efforts -especially in relation to people living with disabilities- from the licence's first game to the most recent episode. To do this, we used this site listing accessibility guidelines as a reference point.

 
 
 

Listing the game chronologically

Each of the games that make up the Zelda licence was therefore analysed based on various accessibility criteria (such as motor, cognitive, visual or sound), in accordance with three accessibility levels (basic, intermediate or advanced).

 
 

Finding pain points

Finally, we pointed out the biggest flaws or points that could be improved in the most recent game, The Legend of Zelda: Breath of the Wild. Those pain points could indeed make the game less accessible or enjoyable to a disabled audience, in the motor and/or visual occurance.

 

 

Suggesting solutions

We then came up with some solutions or ways to improve the game in order to overcome these problems.

 

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