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Game Accessibility: What It Is And Why It Matters

Whether it’s God of War: Ascension or Gears of War: Judgment, I’m sure everyone reading this has a game they are looking forward to next year. But imagine what it would be like if you had to play that game with your fingers taped together. How long would you try to fight the Locust or the Cyclops if – no matter how hard you tried – you couldn’t get your hands to move fast enough to avoid dying dozens of times in one level? How long would you try before you would put the controller aside and log on to Netflix or start to read a book? No gamer would willingly put up with these limitations, yet thousands of gamers do every day. I am one of them.

I am a disabled gamer and I am determined to keep playing. Sometimes, my disability prevents me from moving my hands fast enough to execute certain sequences in games. For example, one of my favorite games of all time is Uncharted 2: Among Thieves. Near the end of the game Drake is in a Tibetan temple, in which there are levers he must crank to open doors. The way the player makes Drake open these doors is by tapping the triangle button repeatedly. Because of the delay in my muscles, there is no way for me to tap fast enough to get him to open the door. When I realized this, I was forced to confront the idea that I had just spent $60 on a game, progressed most of the way through it without help and now had to rely on somebody else to get me past that point. Beyond that point, however, the game was easy for my hands to handle. It was literally two small sequences, opening two small doors that made the game inaccessible. For me, game accessibility is not an empty phrase or a buzzword – it’s a part of my life.  

Unfortunately, trying to define game accessibility is like trying to nail Jello to the wall. Since each disabled gamer has different limitations, we all have slightly different definitions of what makes a game accessible. The four categories of disability, sensory (sight and hearing), fine motor (hands and fingers), ambulatory (walking), and cognitive (mental), all have different issues that have to be addressed. 

It’s also important to understand what game accessibility isn’t. Game accessibility does not mean taking all of the challenge out of a game. No serious gamer, no matter what their limitations, would advocate nerfing a boss fight to the point that there is no challenge, especially given the fact that disabled gamers make up only a fraction of the entire gamer population. If the industry were to simply make games easier to help accommodate the disabled, they would end up alienating a majority of gamers. 

It is also important to realize that game accessibility is different from hardware accessibility. People who approach game accessibility tend to do so with the attitude of: “If the physical interface of a game is inaccessible, then the best way to make a game accessible is to change the physical components of controllers and systems.” This is the wrong way to approach game accessibility. While it should ultimately be the goal to create video games that anyone can play, and that means that eventually hardware accessibility will have to be addressed, a very large part of the problem can be solved by addressing game software rather than hardware. It is easier to change a line of code and make a controller layout accessible than to redesign a physical system. If total accessibility is going to be achieved it must be focused, mainly on software developers, since they are the ones that determine if a game is accessible. Oddly, the Wii, Kinect, and the push towards motion control in games, which has been an effort to involve people that previously didn’t play games, has had the unintended consequence of alienating a very large portion of the disabled gaming community.

The best definition of game accessibility, that I have come up with, is giving as many players as possible the best opportunity of completely experiencing a game. A lot of times when a disabled player is unable to fully experience a game it is not because they cannot figure out what to do. It is simply because the way a game is set up does not flex to fit their abilities. Would that door-opening sequence of Uncharted be diminished if, instead of tapping the triangle button, you simply had to hold it down? If that particular command sequence were deemed too crucial to the pacing of the mission to change it from a rapid tap to a hold, would it have been hard to give the player the option whether they would like to tap or hold the button? Many of the issues of game accessibility could be solved with a few extra customizable features. 

But the question remains: Why do we need to bother programmers to include extra features in their games to satisfy only a fraction of their audience?  The fact is gaming is more than entertainment for a lot of disabled people. Personally, games have helped me both physically and psychologically. As a small child, I used my Game Boy during therapy sessions to strengthen my dexterity and take my mind off of the pain of some of the activities. A hamstring stretch is so much easier when you’re focused on capturing Zapdos instead of the burning sensation in your legs. I’ve also found a much-needed escape from my disability in online gaming. As a gamer, hidden behind an avatar, I can be sure that people are not filtering their words through the fact that I am disabled. They’re not going to pull any punches when I mess up because they worry about my feelings. They also won’t avoid me because they see me as different.

This is why accessibility matters. If games fail to become more accessible, many disabled gamers won’t be able turn to games for the escape that games have provided them for years.

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Comments
  • Wow Josh, I never looked at it that way. I suppose because I've been blessed not to have a disability, I never considered the other side of the coin. Thanks for sharing your view, I know it's not easy to put those kinds of things out there sometimes. Another reason GI has been required reading in my house for over 10 years.
  • Wow...that was actually really deep and I never thought of that before...
  • Very good article, never really looked at it this way. Gives a whole new perspective

  • Game on brother.

  • Josh, I'm glad you bring up this topic, as I'm sure any other disabled gamer will appreciate that their concerns are being addressed. You're right, there should be options for turning off physically demanding aspects of games, such as rapid-button press sequences which do basically nothing to contribute to the quality of the game or cutscene that they're implemented in. They could easily put an on/off section in the menus for those kinds of rapid button-press sequences, the same way you can alter brightness, turn on subtitles, etc. Unfortunately, I don't think video game companies are going to implement that kind of feature unless enough they hear enough noise from the disabled community. Honestly, it probably isn't even a thought that crossed their mind. And I know you said that physical hardware adjustment shouldn't need to be implemented, but I think the best way to overcome physical obstacles like that in the near future is to purchase a rapid-fire controller or one that allows you to download macros button functions for specific games. Unfortunately with that, that's also considering "cheating" in online games, where if you're detecting for doing so, you could get your account banned. However, you should be able to play with that type of controller offline with no repercussions.
  • Josh, this is deep stuff. i love this article. thank you much for putting your word in. i never thought about this before. .

  • I'm really happy to see you bring this issue up with the readers. It's true that a large portion of the gaming population think disabled gamers wish to "nerf" the games they love, and it's important to inject reality into this troubled perspective. I hope you post more about your experiences.

  • Very good article, never really looked at it this way. Gives a whole new perspective
  • Great article! I agree about everything you said.

  • Hmm... Very good, very good...

  • I truly loved this article, I never finish long articles but I really thought it was interesting the whole way. This will put game accessibility in my mind now. :)
  • Excellent point. It must suck to be a disabled gamer. Maybe people at Sony, Microsoft, & Nintendo can use patches to add accessibility options in the future or something.
  • good article and i agree.  

  • I think there should be some customizable features in the gameplay options menu for disabled gamers, forsure. "The fact is gaming is more than entertainment for a lot of disabled people." it's more than entertainment for alot of people, disabled or not. "If the industry were to simply make games easier to help accommodate the disabled, they would end up alienating a majority of gamers." There needs to be the customizable features, no doubt, but in terms of difficulty in general, atleast in my eyes, games have gotten ridiculously easy, so much so to the point that I've been finding myself playing games less and less. I can't even say that games cater to the casual gamer, but the casual 8 year old gamer, with the only difference being the amount of violence, language, and/or sexual content. The only games I find myself really playing are online multiplayer games, because that's the only challenge I can find these days. Which sucks because I can't think of a genre that doesn't have games that I enjoy.
  • Great topic. Knowing how much I've relied on games through my life to help me through what are effectively mental disabilities, I can't even begin to imagine how important and meaningful the escape of video games is for those with physical disabilities.

  • Mod
    I am not disabled, and I hate those moments in games when you have to mash a button over and over to do something. It is silly and unecessary. I do hope the industry can become better about accessibility, though as you mentioned, it isn't as easy as some may think. If controller mapping had been included in Uncharted 2, then mashing any of the other buttons would have likely been just as challenging. I clearly don't have the answers, but I support open and thorough discussions to accomplish the things you have mentioned.
  • I hope this ends up in the next GI so i can be seen by a larger audience.

  • Fantastic article. I am not disabled like you but I understand where you're coming from as a colorblind gamer. A lot of times I can't distinguish colors and it is really frustrating when there is no color blind mode, especially in multiplayer games where it's hard for me to tell the teams apart.
  • Nice read. Gave me a new perspective.

  • I remember a couple years ago there was an announcement about an alternative control pad or something, and people here were rather callous about the whole thing... they couldn't grasp the importance of such a development because it didn't affect THEM. But gaming is a diverse community, and gaming can make a difference - and it is a mass media, yearly release schedules be damned.

    Quick-time events are stupid and shouldn't be keeping anyone from playing. I also remember the whole problem about the absurdly small text in Mass Effect 2 and Bioware's careless reaction to it... that's when it all started with them. I couldn't read it either, but they flat-out stated that they couldn't be bothered to think about it. You have to work with your audience, not spit at them because some people can't be like everyone else. I'm not physically disabled myself, but I'm glad to see someone speaking out and hopefully making others aware of this issue.

    Gaming should be for everybody, and it should be as accommodating as other aspects of life, or else we're flushing away this for the sake of being mainstream.
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