When it comes to accessibility in games, the first aspect people always look for is an options menu. From customizing controls, adjusting subtitle size, or even activating varying colorblind filters, these settings help to dismantle any inaccessible barriers that could appear. And this constant search for features has become the primary topic when examining a title’s overall accessibility. Disabled players praise or criticize developers on social media platforms, and even content creators and publications will release videos or articles exploring menus to help disabled players make informed purchases. Yet, options alone do not make for an accessible game.
Before I explain further, I am not advocating for the removal of accessibility settings. I regularly scour menus to find features that suit my needs. I rebind keys, increase my mouse sensitivity, or even toggle actions like aiming or sprinting. I understand the importance and necessity of innovating, especially with groundbreaking settings like Audio Descriptive Cutscenes. But this notion that a game’s accessibility is solely based on what it does or doesn’t include in a menu ultimately holds back the greater accessibility movement.
The disabled experience is incredibly multifaceted. Even people with the same disability as me – Spinal Muscular Atrophy Type II – have varying levels of strength, stamina, and general mobility. While certain accessibility features are crucial for me to play games, some options may serve no purpose or may not be enough for other players. This is where inclusive design practices thrive.
Inclusive design is the concept of game
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