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Nowadays, video games provide a variety of options - adjustable graphics, keyboard mapping, or audio settings are not an innovation anymore. For some of the players, this is just additional facilitation, but for others, an essential requirement to be able to play. What is accessibility in games, and how can it affect players with disabilities?

We decided to partner up with gaming experts on that matter – Can I Play That?, a versatile platform of all sorts of information regarding accessibility in video games, and created a special Collection of Accessible Games. And during our Winter Sale their accessibility is even better!

We believe that education and spreading awareness about integration and inclusiveness in gaming is very important, we also realize that some of you might’ve never heard of, or even considered such aspects of video games. You might be wondering, what does it even mean, in what ways can games be accessible for people with all sorts of disabilities?

Well, we’re here to dispel all your doubts – with help of no one else, but Joshua Straub; Editor-in-Chief of DAGERSystem, the partner company of Can I Play That?

DAGERSystem, as well as Can I Play That? is the source of information about accessibility in games – their mission being to empower, inform, and provide educational and charitable services to disabled persons and their support structures regarding the accessibility of video games; focusing on education and advocacy of issues. Can I Play That? is a wing of their journalism initiative, working together to create the largest resource for game-accessibility information!

Without further ado, we asked Joshua: what makes a game accessible?



That’s a question that I’ve been asked hundreds of times over the last 10 years and it's been my privilege to try and answer it. Whether its developers working on a new title, journalists trying to understand one of the fastest growing markets in gaming, or parents trying to find a hobby for a child with limited options, most of my career has been answering that question in its various forms. It’s not an easy question. Accessibility should support a developer’s vision, rather than override it. After all, gaming by definition includes challenges, and any challenging activity will exclude some people. And so that is why the definition of accessibility that I use is giving the highest number of people possible the best opportunity of enjoying the game. In my own personal gaming habit, this means that I love the old Assassin’s Creed games despite the fact that the main gameplay was usually pretty inaccessible for me. I should probably mention that I have cerebral palsy, and have been confined to a wheelchair since I was 3. I have limited strength and reflexes in my hands which can make a lot of video games unplayable if they require rapid movements or precise timing.

Despite this, I spent hundreds of hours on multiplayer matches, even when the main Assassin’s Creed campaign was inaccessible, because accessibility ultimately boils down to enjoyability rather than a set list of features or a certain level of completion.

Once I realized this, it was relatively easy to boil down all accessibility into three overarching principles which I call the three F’s of accessibility: Flexibility, Forgiving Nature, and Fun.

Flexibility is when a game allows players to approach challenges from multiple angles to best suit their needs. For me, this was perfectly illustrated by the original Dishonored, a game which lets you live out the assassin fantasy through any number of unique approaches. Whether it was going in guns blazing or sneaking around in the shadows, my time as Corvo was incredibly fun and accessible. The flexibility meant that I could attempt to accomplish a mission in one way, and if I was unsuccessful, for example at stealth, I didn’t automatically lose. I could pivot between multiple play styles depending on what I was physically capable of doing. In fact, it was primarily this flexibility that earned Dishonored a nomination to the Dagersystem Diamond Award, which is given out every year to the best accessible game.



Forgiving Nature is even easier to define. You see, players with physical challenges will reach a fail-state when playing video games more often than players that are not disabled. The most accessible games out there are the ones that don’t punish players by making them replay large portions of the game when they do fail. Clei Studio’s turn-based spy game, Invisible Inc. is one of my favorite indie titles because it allows me to set different levels of challenge for each run through, so some games I feel like playing on iron man where my squad of spies are on a tight time table and I don’t have any rewinds to compensate for mistakes, other playthroughs I can give myself unlimited rewinds and make the game just as forgiving as I want. It’s completely up to me and how capable I’m feeling during any given run through. This kind of forgiving nature is why I will routinely point people to this game as one of the most accessible PC titles ever made.



The final overarching principle behind accessibility is completely subjective and that is fun. Disabled gamers are an incredibly diverse group. They’re as diverse as any other gaming population, some enjoy Stardew Valley, while others want Dark Souls. It's because of this diversity that I get really frustrated when people try to say that an accessible game always has an easy mode. The overarching issue is not whether or not you can succeed, but if you have fun while you are playing. Therefore, quality should be the first thing that any game developer strives for in order to make accessibility matter. The way that I say it when I’m speaking to developers is that “the only thing worse than a good game you can’t play, is a bad game you can.” That’s because as a disabled gamer, I want to have the freedom to choose the experience that best suits me. I don’t want to be shunted off to the side into a subset of “accessible games'' that were built specifically for me. I would rather struggle against a game that all of my friends are excited about rather than an obscure title that I can platinum but is a slog to get through. It's for this reason that I have over 200 hours in Firax’s squad-based alien shooter, XCOM 2. For my money, that game is not only incredibly easy for my hands to handle, but it also is incredibly fun and, in my case, a little bit addictive. The reality is, though, that turn-based games aren’t for everyone, and so I’m not going to sit here and say that it’s the most accessible game ever, full stop, because accessibility is as unique as a player’s individual tastes, and everybody should have the right to find a game they enjoy.

It’s been my pleasure to collaborate with GOG on a collection of high-quality, highly accessible games. The CIPT team has played each of these titles and can vouch for how much we enjoyed playing them and how accessible they were.



If you would like to learn more about accessibility and CIPT mission, make sure to visit their site. We would like to thank Joshua for this incredible dose of knowledge and sharing with us his personal experience. We believe that gaming should be for everyone, with no exceptions and strongly support the mission of bringing accessibility of the games into the spotlight. Should you be interested in accessible titles, make sure to see our Collection created in cooperation with Can I Play That?
...... Okay, we get it. Now more releases GoG. Let's move it along. Already depressed no Dawn of War today. Maybe tomorrow....
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what the fuck is a stardew valley screenshot doing in a post about accessibility. the dev refused to patch in manual saving anytime, deliberately wasting players' time, forcing them to either lose progress or let the dictate when they stop playing. the complete opposite of accessible.
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Dohi64: what the fuck is a stardew valley screenshot doing in a post about accessibility. the dev refused to patch in manual saving anytime, deliberately wasting players' time, forcing them to either lose progress or let the dictate when they stop playing. the complete opposite of accessible.
So people with which disability are disadvantaged by the saving system?
Craft the World (yes, I know it's an old one...) can be played entirely with the mouse. Though there is the left CTRL keyboard key to access the secondary row of UI on-screen buttons for object placement. But dragging the currently needed object (for placement) from the craft menu to the default row of on-screen buttons can/will achieve the same thing...
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Dohi64: what the fuck is a stardew valley screenshot doing in a post about accessibility. the dev refused to patch in manual saving anytime, deliberately wasting players' time, forcing them to either lose progress or let the dictate when they stop playing. the complete opposite of accessible.
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XYCat: So people with which disability are disadvantaged by the saving system?
I believe it's called "working as a game journalist".
Accessibility Rule No 1 for me: given the minimum or recommended System Requirements and the Game Options available, I'm able to (confortably) play the game on my home PC(laptop). I hate it when all that is covered, options are set to potato PC and yet a power-hungry game boosts Video or CPU fans to max(accessibility broken: noise tolerance) for no obvious reason.
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Dohi64: what the fuck is a stardew valley screenshot doing in a post about accessibility. the dev refused to patch in manual saving anytime, deliberately wasting players' time, forcing them to either lose progress or let the dictate when they stop playing. the complete opposite of accessible.
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XYCat: So people with which disability are disadvantaged by the saving system?
I'd say it handily violates the 2nd and 3rd "F" in the article (if you've read it).

Not very forgiving when you have to reach a checkpoint to save your game and having to replay stuff/lose progress due to the saving system is generally not fun.
Post edited December 22, 2022 by idbeholdME
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Dohi64: what the fuck is a stardew valley screenshot doing in a post about accessibility. the dev refused to patch in manual saving anytime, deliberately wasting players' time, forcing them to either lose progress or let the dictate when they stop playing. the complete opposite of accessible.
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XYCat: So people with which disability are disadvantaged by the saving system?
As someone with a disability: Why do I need one to have the "right" to ask for accessibility? Manual at-will saving is one of the best accessibility features ever, and its lack is actually one of the main reasons for me to skip a game.
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XYCat: So people with which disability are disadvantaged by the saving system?
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idbeholdME: I'd say it handily violates the 2nd and 3rd "F" in the article (if you've read it).

Not very forgiving when you have to reach a checkpoint to save your game and having to replay stuff/lose progress due to the saving system is generally not fun.
Especially in difficult videogames where it's easy to fail and get a game over like Stardew Valley
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XYCat: So people with which disability are disadvantaged by the saving system?
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Mueslinator: As someone with a disability: Why do I need one to have the "right" to ask for accessibility? Manual at-will saving is one of the best accessibility features ever, and its lack is actually one of the main reasons for me to skip a game.
You don't need one, that's why I wasn't asking whether you need rights to anything, but which disability is the most affected.
Post edited December 22, 2022 by XYCat
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Dohi64: what the fuck is a stardew valley screenshot doing in a post about accessibility. the dev refused to patch in manual saving anytime, deliberately wasting players' time, forcing them to either lose progress or let the dictate when they stop playing. the complete opposite of accessible.
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XYCat: So people with which disability are disadvantaged by the saving system?
Not everyone can play for significant blocks of time. Perhaps a player gets a headache after playing the game for a while, and needs to take a break.

(There's also similar situations with triggering content, where some players can handle that, but only in small doses, but I don't think that's an issue for Stardew Valley.)

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idbeholdME: I'd say it handily violates the 2nd and 3rd "F" in the article (if you've read it).

Not very forgiving when you have to reach a checkpoint to save your game and having to replay stuff/lose progress due to the saving system is generally not fun.
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XYCat: Especially in difficult videogames where it's easy to fail and get a game over like Stardew Valley
How could you get a game over in Stardew Valley? (Is it even possible?)

The idea of getting a game over in Stardew Valley reminds me of getting a game over in SimCity, which is possible but rather rare (you have to be unable to pay back a loan you took from the bank, which means you need to have taken out the loan in the first place).

VVVVVV and Celeste are considered very difficult games, and yet they have very frequent checkpoints. Also worth noting that these games have accessibility menus allowing you to do things like slow down the game. Celeste has control remapping; VVVVVV doesn't yet, but at least has redundant controls (and can easily be played with just 3 fingers on one hand).
Post edited December 23, 2022 by dtgreene
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XYCat: Especially in difficult videogames where it's easy to fail and get a game over like Stardew Valley
You don't need one, that's why I wasn't asking whether you need rights to anything, but which disability is the most affected.
Sounds like you've never played Stardew Valley. You can't fail in Stardew Valley, and you can pretty much save any time you want (not where though). The game saves when you sleep in a bed, which you can do at any time. You can craft/buy/find a consumable warp totem that teleports you back to your home, and later in the game there is an item you can by that does it without the need to craft/buy warp totems.

You will get exhausted and pass out if you run out of energy or you're not in bed by 2am. Energy can be restored by food or drink. If you don't make it to your home by 2am, you pass out and wake up in your bed the next day. You will lose 10% of your money or 1000g, whichever is less. You will have a note in your mailbox from a random person saying they found you and carried you home and a reason for the missing money.

If your health reaches zero, you don't die. One of several random things happen, like a villager waking you up, or waking up in the clinic, and like passing out you lose some gold. Dying in a dungeon causes you to lose up to 5000g, and there is a chance of losing an item, which you can pay to have recovered.

Stardew Valley isn't the type of game you'd play briefly and quit anyway. A game day is ~15 minutes, so if for some reason you had to quit without saving, you won't lose much time.
Oh boy where to start with this one. When it comes to accessibility in games the thing that bothers me the most in when developers get lazy and just throw in cheats and call them "accessible" no they're just cheats.
Examples include: Psychonauts 2, Tunic and Boomerang x.

The problem with this type of approach is that it easily ruins the psychology of the game design. Games such as Dark Souls aren't just about a hard challenge. The brutal win all or lose all design is supposed to make you stressed and on the edge of your seat. Knowing that at any time you can change this (even if you don't) destroys the psychology at play. It's like playing Poker with pretend money, it's just not the same.

There are plenty of people with disabilities that want this experiences, and there are plenty of people who just want to cheat and make excuses because they just don't get it.

In my opinion the best way to tackle disabilities, would be from the hardware side as much as possible. Game designers can do things like make subtitles easier to read but when it comes to physical disabilities, it stand to reason that the solution should also be a physical one such as special type of keyboard or game controller.


One final point I wish to make is the subject of diversity. Both Steam and GOG have a massive catalog full of games. Rather than try to make every game more divers, I think it makes the most sense to make the catalog divers.

For example in the article they mentioned that they liked Dishonored because if you suck at stealth you can take an action approach. But personally I don't think Dishonored does Stealth or action particularly well. I would say get a game that focuses on one, and does it well. There are just so many games that if for some reason you can't or don't want to play a it; whether it's related to taste or accessibility, there will be something in the catalog that suits you.
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The main reason Dishonored is accessible isn't "you can choose stealth vs vs action", it's the fact enemy alert states are portrayed visually (the 3 lightning bolt bars above enemies heads) in addition to audibly, ie, one of the few stealth games actually playable by deaf / hard of hearing gamers.
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XYCat: So people with which disability are disadvantaged by the saving system?
Stardew Valley probably wasn't the best example of a "game-breaker", but if someone is limited to short gaming time-periods, checkpoint-only save systems with checkpoints placed 10-30mins apart can be significantly anti-accessible. In many cases forcing replays over & over is done less for any "challenge" and more for cheap padding (a 12hr game with quicksaves usually = 12hr actual content whilst 12hr checkpoint-only can easily be 9-10hr game padded out via forced replays) or consolization ("we designed solely around game controllers but ran out of buttons for F5/F9 so checkpoints for everyone"). For the same reason, so many games on Steam also have people begging in the discussion area to add simple things like rebindable keys (because the devs didn't bother play-testing keyboard + mouse once even for 5mins).

Edit: If you're asking for a list of disabilities that could mean limited play-time there are literally hundreds where fatigue / concentration are primary or secondary symptoms from the obvious Chronic Fatigue Syndrome & Fibromyalgia to various Acquired Brain Injuries, Anaemia, auto-immune disorders, diabetes to Cancer treatment (it turns out that being hammered with chemo doesn't exactly leave you brimming with energy...)
Post edited December 23, 2022 by AB2012
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AB2012: The main reason Dishonored is accessible isn't "you can choose stealth vs vs action", it's the fact enemy alert states are portrayed visually (the 3 lightning bolt bars above enemies heads) in addition to audibly, ie, one of the few stealth games actually playable by deaf / hard of hearing gamers.
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XYCat: So people with which disability are disadvantaged by the saving system?
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AB2012: In many cases yes. Stardew Valley probably wasn't the best example of a "game-breaker", but if someone is limited to short gaming time-periods, checkpoint-only save systems with checkpoints placed 10-30mins apart can be significantly anti-accessible. In many cases forcing replays over & over is done less for any "challenge" and more for cheap padding (a 12hr game with quicksaves usually = 12hr actual content whilst 12hr checkpoint-only can easily be 9-10hr game padded out via forced replays) or consolization ("we designed solely around game controllers but ran out of buttons for F5/F9 so checkpoints for everyone"). For the same reason, so many games on Steam also have people begging in the discussion area to add simple things like rebindable keys (because the devs didn't bother play-testing keyboard + mouse once even for 5mins).
I've seen games with no checkpoints for longer than that.

* One part in Arc the Lad 2 took me close to 2 hours with no place to save. What's especially infuriating is that the dungeon does have at least one spot that heals you fully, but doesn't let you save there. (Essentially, to get through that part I had to leave the console on.)

* In classic Mega Man, you can get password saves, but once you reach the endgame (when you enter the main villain's castle), there are no more saves (any password you get will take you back to the start of the castle). This isn't too bad in Mega Man 2 and 3, but in 4-6, there are more castle stages, enough for a typical player to not be able to finish in a reasonable length playing session. If you game over, you can continue from the level you game overed on, so why not let the player save then? (Note that Mega Man 1 has no save feature at all.)

Final Fantasy 3 is also a huge offender. In order to beat the game from the last possible save point, you have to:
* Climb through a rather lengthy dungeon.
* Defeat the boss at the end of the dungeon, who, I believe, is harder than any optional boss in the game (not counting the 3D remake's Iron Giant).
* Sit through a bunch of cutscenes, and lose a battle that's scripted to be impossible to win. After this, you get fully restored, but again don't get the chance to save.
* Go through yet *another* dungeon, that you can't leave. Here, there are 4 bosses to kill, each of which is harder than the one you just fought. (Also, if you want more ribbons, you have to fight more optional fights, but those aren't that hard.)
* Then, you can fight the final boss, after a pre-final boss cutscene.
* And, of course, after you beat the boss, there's still the ending cutscene.


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AB2012: The main reason Dishonored is accessible isn't "you can choose stealth vs vs action", it's the fact enemy alert states are portrayed visually (the 3 lightning bolt bars above enemies heads) in addition to audibly, ie, one of the few stealth games actually playable by deaf / hard of hearing gamers.
Or by players who prefer to play with the sound off, or are playing the game in a noisy environment.
Post edited December 23, 2022 by dtgreene