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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?
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XYCat: Especially in difficult videogames where it's easy to fail and get a game over like Stardew Valley
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dtgreene: How could you get a game over in Stardew Valley? (Is it even possible?)
I believe that comment was sarcastic.
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dtgreene: How could you get a game over in Stardew Valley? (Is it even possible?)
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Mafwek: I believe that comment was sarcastic.
In which case, the comment is spreading misinformation and shouldn't have been made.
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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.
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Mean.Jim: 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.
yes, that's exactly the point here. You can't fail in Stardew Valley
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XYCat: yes, that's exactly the point here. You can't fail in Stardew Valley
Ok, I must have missed that then. You said that Stardew Valley was a difficult game and easy to fail.
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XYCat: yes, that's exactly the point here. You can't fail in Stardew Valley
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Mean.Jim: Ok, I must have missed that then. You said that Stardew Valley was a difficult game and easy to fail.
what was I supposed to say to a complaint saying: "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." when the game in question is one where you cannot die and it saves every 15 minutes if you don't go save your progress earlier?

The only reason this "debate" is here is because someone was like "why do they mention a game I hate?!?!?", and not because the game would actually be somehow not fitting the criteria to be mentioned in regards of accessibility for disabled people.
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Magmarock: 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.
Dishonored is considered an immersive sim, and titles labeled as such are usually weak in every particular gameplay aspect compared to specialized titles because they allow you multiple approaches to a single problem, which is something that focused games don't allow. I disagree with notion that one should play focused titles since that's a matter of taste - some "jack of all, master of none" titles, others like focused titles and some like both.
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Magmarock: 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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Mafwek: Dishonored is considered an immersive sim, and titles labeled as such are usually weak in every particular gameplay aspect compared to specialized titles because they allow you multiple approaches to a single problem, which is something that focused games don't allow. I disagree with notion that one should play focused titles since that's a matter of taste - some "jack of all, master of none" titles, others like focused titles and some like both.
It's fine to have a focused game that expects (and requires) a specific style of gameplay throughout/ If it's a style I don't like, or one that I am physically unable to do, I can just simply avoid that game.

What *isn't* fine, on the other hand, is if a particular part of the game, particularly if it's a mandatory part, forces a specific gameplay style on the player that doesn't match the game's core gameplay. Stealth sequences in games like Zelda games are an example of this; another example is action sequences in otherwise turn-based games (see Ultima 1, and I remember a user complaining about this in Albion). When this happens, the player is unable to get to the part of the game they enjoy because it's gated by a part of the game that's impossible for them.
Let's talk about a different aspect of accessibility: Internationalization.

Think about how much text that Stardew Valley has. A fair bit of it is colloquial or hidden in metaphor. Think of having to translate that up the vines of language to German. A lot of it still makes sense, but I'm sure there's a phrase or several that doesn't translate out.

But here's the thing: A lot of the characters have rough writing; Clint is practically a joyless incel as written. Do you write that out literally or should you perhaps punch up the dialogue a little?

Secondarily: of how few pictograms that game uses. Pictograms are great, but they have to be identifiable. There's entire pages of ISO and other international standards regarding things like the Power Symbol, the Suspend Moon, and more.
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Magmarock: 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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Mafwek: Dishonored is considered an immersive sim, and titles labeled as such are usually weak in every particular gameplay aspect compared to specialized titles because they allow you multiple approaches to a single problem, which is something that focused games don't allow. I disagree with notion that one should play focused titles since that's a matter of taste - some "jack of all, master of none" titles, others like focused titles and some like both.
Jack of all master of none is hitting the nail right on the head, and I agree with most of what you're saying. That being said there are focused games and even even immersive sims that allow multiple approaches. For example Snake Eater is a stealth game through and through. It's linear and focused, but it also offers a lot of options to you for dealing with a problem.

On the other end of the spectrum action games like Halo also offer lots of approaches to problems.
I was going to say I had to turn down shadows in Just Cause 2 to get a decent framerate because for some reason my PC doesn't like shadows, but I see that this isn't about that.

So I will bring up something relevant: Aiming, specifically with a controller.

For whatever reason, every Night Dive release of an old game has weird ass issues with controllers, like how Forsaken has the triggers and shoulder buttons switched so if you want something rebound to LT, you want it on LB and vice versa. Or how the Turok games and Quake have awful aiming. Every other modern shooter released on Xbox One has decent stick aiming when you can change the sensitivity and dead zones and can turn off acceleration, but the Turok games and Quake have the stiffest aiming where I'm forced to turn aim acceleration on. Quake is especially awful, which I'm grateful I can play Enhanced on PC now, but swiveling to aim back when I played on Xbox is annoying and unnatural.

Oh, and Mafia III on Xbox? You can't turn off aim assist. It's broken in a buggy way. It'll say OFF but when I'm trying to shoot a moving target, it does that Halo thing where it magnets the crosshair, but it's making my shots go wide.

So the thing that makes a game accessible is to have precise controls that aren't bogged down by terrible aim assist or lack of control.
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XYCat: what was I supposed to say to a complaint saying: "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." when the game in question is one where you cannot die and it saves every 15 minutes if you don't go save your progress earlier?

The only reason this "debate" is here is because someone was like "why do they mention a game I hate?!?!?", and not because the game would actually be somehow not fitting the criteria to be mentioned in regards of accessibility for disabled people.
Sarcasm doesn't translate well over text, so I thought you were agreeing with them.
Accessibility exists only in the eye of the beholder. It means something different to everyone.

To me it means just good playability in general. Tight and polished controls, clearly communicated in-game situation and that's it.

To someone who's color blind it would mean the game has to avoid situations where this disability stops them from solving a puzzle or reading a text.

To someone with missing digits or limbs it may mean the game supporting alternative controllers and having high customizability for controls.

To your average current-day games journalist it most definitely means it has to basically play itself and not offer them any challenge whatsoever.

Ultimately it's up to the developer how many of these people they want to or realistically can accommodate. Not everything can or has to be for everyone and that's fine.
Sometimes interests and preferences simply clash or it's just not economically feasible to accomodate a group that's just 100,000 or 200,000 people globally. Even if 10% of those people were to play it which is an unrealistically high number this still may not make it worthwhile spending tens or hundreds of thousands of dollars on making this accommodation.
I had to give up on playing Star Wars The Force Unleashed at an early point on the 1st main level due to not being able to pass the QTEs. I think it was on an AT-ST or something like that. If I recall correctly it required some rapid tapping of one or more buttons and each time I was unable to tap it quickly enough it would reset the sequence or I would be killed or something (this was years ago so I don't remember the consequence of failing exactly anymore). I tried many times but due to tremors, twitching and spasms in my hands/fingers I couldn't pass it.

If it was just the normal gameplay controls I probably would have been okay. If they had just made it single button presses or tapping but not requiring doing it at a rapid pace it probably would have been doable. I was really hoping that when it came to PC I would be able to play it by maybe using the keyboard to do the QTEs in an easier fashion but I have read how horribly bugged the game is so I am not even trying it out. It really disappointed me because I really wanted to play that game when it came out.