Accessibility in games
Game accessibility has matured rapidly since the late 2010s. What was once a small number of dedicated activists pushing for subtitles and remappable controls is now an established discipline with shared guidelines and a clear set of expectations for any serious release.
The four areas
Game accessibility is usually broken down into four overlapping categories, matching the categories used in the W3C’s broader Web Content Accessibility Guidelines (WCAG) but adapted for games:
- Visual — color-blind modes, scalable UI, high-contrast options, screen-reader support for menus.
- Auditory — subtitles, captions for environmental audio, visual indicators for directional sound, adjustable audio mix.
- Motor — remappable controls, hold-to-press conversion, button-mash auto-press, adjustable difficulty.
- Cognitive — clear tutorials, optional waypoints, adjustable text and game speed, autosave, skippable cutscenes.
The Game Accessibility Guidelines
The Game Accessibility Guidelines at gameaccessibilityguidelines.com are the industry-standard reference. Maintained by a consortium of accessibility consultants and developer-advocates since 2012, they list around 100 specific recommendations across three tiers (basic, intermediate, advanced). The site is freely available and is widely used in studio production briefs.
A separate, related effort is the Accessible Player Experiences (APX) framework from AbleGamers, which structures accessibility recommendations around player-experience patterns rather than feature lists.
Color-blind support
Approximately 8 % of men and 0.5 % of women have some form of color-vision deficiency. The most common is red-green (deuteranopia / protanopia); blue-yellow (tritanopia) is rarer. Good color-blind support involves more than just a filter:
- Game elements distinguished by shape and pattern, not only color.
- Optional color-blind modes that remap critical UI hues (red enemies / green allies in tactical games is a classic problem area).
- Avoiding red-on-green or yellow-on-blue combinations where critical information depends on the distinction.
Subtitles and captions
Subtitle support has moved from “dialogue only” to comprehensive captions covering ambient sound, speaker identification, and even non-verbal cues. Best practice now includes:
- Adjustable size, color and background opacity.
- Speaker labels for off-screen dialogue.
- Captions for important non-dialogue audio (gunshots, footsteps, environment).
- Sensible default settings (many games still ship with subtitles off, which is a problem).
Key remapping and motor accessibility
Full key / button remapping has become standard. More advanced motor-accessibility features include:
- Hold-to-press conversion — toggle versus hold (sprint, aim, crouch).
- Button-mash auto-press — single button replaces repeated tapping.
- QTE accommodations — quick-time events can be slowed down or skipped.
- One-handed control schemes — presets for players using one hand.
Hardware support is also growing: the Xbox Adaptive Controller and the Sony Access Controller are both designed around customisability for players with limited motor function. Both are widely supported in modern releases.
Examples done well
- The Last of Us Part II (Naughty Dog, 2020) — widely cited as the high-water mark for AAA accessibility, with over 60 options.
- Celeste (Maddy Makes Games, 2018) — a famously difficult platformer with comprehensive “assist mode” settings (slow speed, invincibility, infinite stamina) that let players define their own difficulty.
- Forza Horizon 5 (Playground Games, 2021) — sign-language interpretation for cutscenes, in addition to a comprehensive accessibility menu.
- God of War Ragnarök (Santa Monica Studio, 2022) — broad coverage across all four categories, with detailed audio-cue settings for blind and low-vision players.
For browser and casual games
Accessibility in small browser titles is uneven. Game-jam entries rarely have time for proper accessibility work; established casual portals often inherit web-accessibility issues from their host pages. The good news is that browsers themselves provide accessibility scaffolding (zoom, screen readers, OS-level color filters) that often partially compensates. The bad news is that many casual portal games rely heavily on color and time pressure, which limits how much OS-level accessibility can help.