Access options are the design
12 min read
By Eduardo Orellana ·
Accessibility is not a checklist added after the fun. It is the work of removing the obstacles between a person and that fun.
The obstacle is not the point
Accessibility work gets described as a list. Subtitles, a remap, a toggle for flashes, a mode that slows the action down. The list is real, and it is not the idea. The idea is that a game has already decided what the fun is, and then a second set of decisions decides who is allowed to reach it. Hearing, sight, colour, motor control, the time you need to read: each one can be an obstacle the designer did not mean to build.
A 2021 release slate is a useful census because the options had become common enough to count and still rare enough to miss. The games that did the work treated the options as part of the design, not as a forgiveness for it. A subtitle that arrives late, or a remap that does not cover the one button the game actually cares about, is a list item that failed its job. The question to ask of any option is simple. Does the person now get to play the game you thought you made?
What accessibility actually does for a player
Accessibility is design work that widens who can play, by clearing away the obstacles sitting between a person and the fun of the game.
Dialogue that a player cannot hear can be delivered as text instead. Two colors a player cannot tell apart can be separated with symbols or a custom palette. A player stuck on a wall they cannot climb can be handed an assist mode. In every case the information or the challenge survives; only the barrier goes.
A reasonable way to test how 2021 handled all of this is to look at the year's headline releases. Take 25 notable, high-selling, triple-A titles: Halo Infinite and Ratchet & Clank: Rift Apart, Deathloop and Metroid Dread, Battlefield 2042 and Age of Empires IV, and the rest of that tier. What that sample shows is a year that was genuinely encouraging, distinctly patchy, and clearly entering a new phase.
Remapping and controller options made real gains
Control options were the strongest category of the year: roughly 70 percent of the sampled games shipped full remapping, with a handful more offering fixed presets. Being able to change what a button does is often the difference between playing a game and putting it down, and that figure keeps climbing.
Ratchet & Clank: Rift Apart set the bar. On top of full remapping, it put shortcuts on the d-pad, and it offered a toggle alternative for nearly every action that would otherwise mean holding a button down. Add strong aim assist, an optional lock-on, a camera that swings behind you on its own, and traversal collapsed onto a single button.
Far Cry 6 took a different route to the same generosity. It split each controller button into press, hold, and double-tap slots, then let players assign actions across those slots however they liked. A quick no-stick-presses mode stripped out the inputs bound to clicking the analog sticks.
Elsewhere, Battlefield 2042 shipped a huge spread of controller sensitivity settings, tuned as far down as individual scope sizes. Riders Republic gave each of its many vehicles its own control scheme. It Takes Two, Guardians of the Galaxy, and House of Ashes all let players skip past button-mashing quick-time events.
The failures clustered around menus. Slow virtual cursors, of the kind found in Deathloop and Outriders, are miserable for accessibility and unpleasant for everyone else. Far Cry 6 and New Pokemon Snap used cursors too, but at least kept d-pad navigation as a way through.
Metroid Dread was the year's plainest miss. Players kept flagging how much its inputs demanded: strange moves needing several buttons held at once, sequences built on very fine analog-stick control, and a menu with almost nothing to adjust. Judged on controls alone, that is a bad result.
Subtitle quality rose unevenly across the year
Subtitles are where audio accessibility begins, and around 70 percent of the sample offered more than a bare on-off switch. A good subtitle is big, legible against whatever is behind it, and explicit about who is talking, with size, background, and speaker labels exposed in the options menu.
Guardians of the Galaxy showed what that looks like when it goes right. Configured properly, it put large text on a black plate, named the speaker, widened letter spacing, and captioned sound effects.
Two games solved the who-is-talking problem in their own ways. Hitman 3 floated speech bubbles above the heads of characters. Far Cry 6 kept up the series habit of tagging nearby audio sources with an arrow and a distance readout.
Others fell short in ordinary ways. Outriders crammed too many words onto each line and set them too small. Battlefield 2042 shipped its opening cutscene with no subtitles at all. Resident Evil Village made little effort to convey its excellent sound design to players who are hard of hearing. Tales of Arise managed passable cutscene subtitles and workable dialogue windows, then shrank the text to nothing during gameplay and combat.
The encouraging trend was narration. Forza Horizon 5, Age of Empires IV, It Takes Two, Far Cry 6, Riders Republic, Battlefield 2042, and Back 4 Blood all read their menus aloud in some form, which matters enormously to blind and low-vision players.
Readability remained the most overlooked category
Visual accessibility covers everything a player has to see and read: the world, the heads-up display, menu copy, icons, prompts, and the objects you can interact with. A few games get there by default with clean fonts and generous UI. Most need options, and too few provided them.
The simple fixes did show up. Age of Empires IV let players scale the UI up. Life is Strange: True Colors swapped its handwritten text for a plain font on request. House of Ashes offered larger text. None of that is difficult, and all of it helps.
A couple of games went much further. Far Cry 6 let players outline enemies and pickups in a color of their choosing. Ratchet & Clank: Rift Apart pushed hardest of all, draining the color from the background so enemies, pickups, and other objects became big, unmistakable shapes.
Colorblind support followed the same split. Far Cry 6 led, letting players set the color of many individual elements independently, and Battlefield 2042 was close behind. A lot of other games reached for a full-screen filter instead, an approach that stays doubtful because it repaints the entire image rather than fixing the specific piece of information the player cannot read.
The lapses were annoying precisely because they were cheap to avoid. Outriders had text small enough to hurt, and a large-font setting that seemed to change almost nothing. Deathloop picked a ridiculous menu font and gave players no way out of it. On the whole, readability was the area most studios left alone.
Challenge settings grew more adjustable
Difficulty stayed the argument nobody wins. Metroid Dread, Returnal, and Deathloop each set off the usual round of debate about whether hard games owe players a way to soften them. A more useful question skips the principle: which games actually let a player shape the challenge to fit themselves?
Forza Horizon 5 kept doing this well. Players chose how much the car helped with steering and braking, how hard the rival drivers pushed, and whether the whole game should run slower to buy more reaction time.
Ratchet & Clank: Rift Apart had slow motion too, but bound it to a button so players could summon it in the moment rather than living inside a permanently sluggish game. Psychonauts 2 offered to switch off fall damage, make Raz stronger, or make him invincible outright. Guardians of the Galaxy laid out a long list of sliders and switches for assembling a custom difficulty, sitting next to the usual designer-authored modes.
Familiar comfort settings turned up across the sample as well. Toggles for screen shake and camera bob to reduce motion sickness. Separate volume sliders so a player can isolate the sounds that matter. Extra warnings or navigation help in particular games.
Life is Strange: True Colors could warn players before the volume or brightness jumped. Outriders drew a Dead Space-style line toward the next waypoint. Forza Horizon 5 and Halo Infinite both added prosthetics to their character creators, which is representation rather than a mechanical option, but it signals a studio paying attention to disabled players.
Existing games kept getting patches
New releases were not the only place accessibility moved in 2021. A number of older games picked up meaningful features long after launch.
Sea of Thieves kept adding options update by update. Hellblade: Senua's Sacrifice gained controller remapping and colorblind settings. Amnesia: Rebirth added a horror-free Adventure Mode in the same spirit as SOMA's Safe Mode. Disco Elysium: The Final Cut voiced the entire script. Even the shaky Grand Theft Auto remasters brought a few new accessibility options to games that had none.
The point is that a game's accessibility is not fixed on release day. Patches can close gaps, answer what players report, and drag an older title up to something closer to current expectations.
Platform holders and publishers set very different paces
Microsoft did the most visible work in 2021. It revised the Xbox Accessibility Guidelines and opened a route for developers on the platform to submit games for evaluation and feedback. It put out a free four-hour training course and tagged accessible titles in the Microsoft Store. It shipped console-level features including Night Mode, quick settings and colour filters.
That investment showed up downstream. Age of Empires IV, Halo Infinite, and Forza Horizon 5 all arrived with serious accessibility feature sets. Forza Horizon 5 stands out because accessibility was treated as a core pillar of the design, which pushed it into systems across the project instead of leaving it as a late bolt-on.
Sony contributed too, including a PlayStation Store page collecting accessible games, though the results there leaned more on which studio was making the game. Insomniac was the clearest example of doing it right, keeping accessibility near the middle of its process and carrying good solutions forward. Plenty of what Ratchet & Clank: Rift Apart offered grew out of ideas already tried in Marvel's Spider-Man: Miles Morales.
Ubisoft worked the same way, with Far Cry 6 inheriting a lot from previous entries in the series. EA ran strong initiatives of its own, among them releasing five accessibility patents, including the Apex Legends ping system. Square Enix had good showings in both Life is Strange: True Colors and Guardians of the Galaxy.
The familiar disappointment was regional. Many Japanese releases trailed the rest of the sample. Shin Megami Tensei, Persona 5 Strikers, Guilty Gear, and Resident Evil Village all skipped options that had become near-standard in a lot of western games. The sample-wide figures were roughly 70 percent for control remapping and roughly 70 percent for subtitle options; drop the Japanese titles and those rise to about 80 percent and 100 percent. Monster Hunter Rise and New Pokemon Snap were real exceptions, but the gap was still hard to miss.
Smaller studios contributed the sharpest ideas
The survey concentrated on big-budget games because their money and their audience justify holding them to a high bar. Independent games in 2021 were nonetheless full of inventive accessibility thinking.
Boyfriend Dungeon carried content warnings for difficult themes and let players switch off a mechanic where the player character's mother phones with advice, in case that relationship landed badly. Boomerang X shipped serious contrast options, including custom highlights on the enemies that matter most. Chicory: A Colorful Tale opened up a wide range of settings, from flashing effects down to individual sound effects.
Loop Hero wore a retro look but let players kill the CRT effect and trade the pixel font for a normal one, which made it far easier to read. Toodee and Topdee bundled an assist mode with adjustable game speed and infinite lives. The Outer Wilds DLC let players dial down its jump scares.
Two of the year's most interesting cases were audio-first: The Vale: Shadow of the Crown and Blind Drive can both be played without sight. Neither bolted accessibility onto a visual game. Each was designed from the start so that the audio carried all the information a player needs.
Accessibility has become the baseline, not the bonus
Taken as a whole, 2021 was a good year. Nearly every game in the sample included at least one option aimed at a specific need. More than half had a dedicated accessibility or assist menu. Many surfaced those options during the first boot, and a few had screen readers switched on out of the box.
Which means the conversation has moved. Subtitles and controller remapping are now normal in the majority of large releases. Independent developers are pushing hard, and so are Microsoft, EA, and Ubisoft. Accessibility stopped being an unusual bonus and became something a studio is expected to deliver.
That is an enormous change over a short period. Ten years earlier, mainstream coverage of games hardly touched accessibility or disability. By 2021 there was steady reporting on features, on disabled players, on studio programs, and there were specialist reviews. The subject is not going away.
The work now is making these systems actually function. An accessibility menu counts for very little if what is inside it is inconsistent, broken, unexplained, or too thin to solve the problem it is named after.
From counting features to judging whether they work
A number of 2021's features read well in a menu and then fell apart in play. Guardians of the Galaxy had excellent subtitles that could glitch. Deathloop let players toggle sprint but not aim; Hitman 3 let them toggle aim but not sprint. Far Cry 6's captions could flatten every creature into one generic animal noise, harmless bird and lethal crocodile alike. Battlefield 2042's menu narrator tripped over basic menu words almost immediately.
So the question worth asking has changed. Not "does this game have accessibility options" but "are the options any good": robust, dependable, easy to find, and tested with the people whose play depends on them. You find that out the only way anyone finds out anything about a build, which is by running it and playing it.
The route forward looks like more accessibility consultants on staff, accessible systems built into engines and internal tools rather than reinvented per project, knowledge moving between studios, and iteration driven by player feedback and telemetry. It also needs more reviews written by disabled players, because a survey like this can count what options exist but cannot report what it feels like to lean on them every session.
That is why outlets such as Can I Play That and DAGER, and databases like Taming Gaming, carry real weight. They assess games specifically for accessibility, with disabled players involved in the assessment. The more standard these features become, the more that kind of evaluation outvalues a tally of menu entries.
2021 leaves an optimistic lesson with a demand attached. Games ship more accessibility features than they ever have. The next job is making those features good enough to rely on.
Build it in Flockbay
In the Flockbay app, build the smallest version of the game and then play it under a constraint you do not usually have: no sound, or one hand, or text that must be large. Change the one thing that blocked you. That change is the option. Do not collect a page of toggles you have not felt.
The AI game maker will build the ordinary version first. A start-here template keeps it small enough that one constraint is easy to test.
Keep reading
- The warning has to be visible
- Assist mode is a tone of voice
- The HUD is part of the design
- Build accessibility in from the start as a student game maker
Accessibility is not a menu you bolt on at the end. It reaches into controls, feedback, readability, challenge, and testing, and the only way to know whether your own options work is to play the build and find out.
More notes on designing games