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Making a game accessable to non gamers is not the same as making a game for non-gamers ...

What it comes down to is how intuitive the controlls are and how the difficulty level ramps up. If you start off a FPS game (as an example) under the assumption that the gamer has already played other FPS games at their highest difficulty you might start off at a difficulty level which is far higher than the average gamer will enjoy, and the number of things that you expect the gamer to do at the same time may become frustrating to a large portion of your audience.