CIU111 Week five Blog by Richard Tilbury
Inclusive Design
Summary
In this lecture, the topic is about inclusive design, which means accessible to as many different types of people as possible, and being able to cater to those people.
Catering to a specific audience while also including features for people who might not be experienced with it. It means you may have to include or exclude things you may/may not like to cater to the wider audience.
There’s a lot of things a designer has to take into account when creating something for people to use, you can’t create something that is shown as being racist or sexist without being criticized heavily.
Hatred (Hatred, 2015) is a prime example of a game that was made for a particular market, and it is regarded as a “un-publishable” (Alex Wawro, 2014) game as it centers around a man who’s purpose is to kill cops.

Relative Discussion
The points brought up in the lecture are heavily related to my area of study, Games Design, as I ave to try and cater to the widest demographic with whatever project I work on. If I was working as an employee for a game design company I wouldn’t have to worry about it as much, but if for indie developers, it’s a big thing to keep in mind. You have to make sure your game is not racist, sexist, anti-religion or offensive in some way to people, otherwise your product will get brought down by people hating on it.
Reflection Summary
From this lecture I have learnt that you cannot possibly cater to every single person, it’s impossible, what is possible is that you can cater to the widest demographic with your product. Obviously work that is direct at specific demographics will mostly likely hit the mark if they get the project right.
References:
Alex Wawro. (2014) Valve pulls Hated from Greenlight, calling it unpublishable. http://www.gamasutra.com/view/news/232379/Valve_pulls_Hatred_from_Greenlight_calling_it_unpublishable.php
Hatred. (2015) Destructive Creations. http://destructivecreations.pl/