The bottom line
Games can serve players with cognitive disabilities when developers give them options to control motion, sensory load, text, information, pace and difficulty. No single fix works for everyone, so choice is what lets each player build a setup that suits them.
Key takeaways
- Cognitive disabilities cover many conditions, so one fixed design cannot fit them all. 0:27
- The category runs from epilepsy to dyslexia to learning difficulties.
- Even for simulation sickness, there's no one-size-fits-all solution, so players need several settings to find what works.
- Motion and sensory overload can be reduced by letting players switch off the effects that cause them. 1:15
- Camera effects to make optional include weapon bob, head bob, screen shake and motion blur, plus field of view and sensitivity controls.
- Just Shapes & Beats can turn off flashes, and Stardew Valley lets you change its falling snow pattern. The Harding analyser tests recorded gameplay for flash and pattern problems.
- Text is easier to read when it is clear, stays on screen and can be set in a dyslexia-friendly font. 3:13
- Use a clean sans serif in mixed case, 1.5x line spacing, lines under 70 characters and a solid background.
- 14% of players who finished The Last Door chose the Open Dyslexic font.
- Players with slower information processing need simple instructions, guidance and room to practice. 4:19
- Assassin's Creed Odyssey repeats the objective in a few plain sentences with key words highlighted, and keeps it on screen for the whole mission.
- Red Dead Redemption 2 offers a GPS line, and Super Mario Odyssey's assist mode draws blue arrows on the floor.
- Replayable tutorials, practice modes and hub worlds like the castle in Super Mario 64 let players learn without pressure.
- Control over pace and difficulty lets players take the time they need and recover from mistakes. 6:28
- Celeste lets you change game speed, and manual saves with screenshots let players retry different strategies.
- Dishonored tweaks individual mechanics, SOMA can turn off enemies and Furi makes you invincible.
Making your game more accessible to those with cognitive disabilities isn't the astronomical task it might seem.
Game Maker's Toolkit
Chapter summaries
0:00 Simulation sickness
Simulation sickness comes from the eyes and inner ear disagreeing, so camera design and player options matter most in 3D games.
- Seeing motion while sitting still makes the body react badly. 0:50
- It shows up most in first and third person 3D games.
- A crosshair option helps in first person games.
- The crosshair helps even in games without guns, like The Witness.
- Designers should use smooth camera transitions, not quick snaps and fast zooms.
- VR makes this a much bigger issue. It is a separate topic with its own talk and article.
2:03 Sensory load
Overload comes from flashes and repeating patterns, so designers should find those triggers and make them switchable.
- Too much visual activity overwhelms many players. 2:05
- Triggers are bright lights, constant flashes and many things happening at once.
- It affects autism, migraines and photosensitive epilepsy.
- Two causes sit behind most cases: quick flashes and regular moving patterns.
- Ubisoft and other big publishers use the Harding analyser.
2:58 Dyslexia
Dyslexic players need readable text and the time to read it, which fonts and manual advancing provide.
- Dyslexia makes written information and dialogue hard to take in. 3:04
- Reading ability falls below the player's general developmental level.
- Specially designed fonts exist: free Open Dyslexic and premium FS Me. 3:35
- Text should wait for a button press, not advance by itself. 3:54
- Players need different amounts of time to read and understand text.
- The general text advice repeats the subtitles episode.
4:07 Executive function
Players who process information slowly are helped by plain, repeated guidance.
- Executive function is receiving, processing and acting on information, and learning difficulties slow each step. 4:09
- Clear, simple language is the first fix. 4:25
- In Assassin's Creed Odyssey, a cutscene explains the objective first. The game then states it again in plain text. 4:30
- The cutscene alone could be missed or forgotten, so the written version backs it up.
- This is the first of several ways to ease the load.
4:40 Guiding players through information
Players with cognitive disabilities need less clutter, clear direction and a safe place to learn.
- Filters and navigation aids reduce the load of finding the way. 4:47
- Map filters show only the important things.
- Waypoints, mini-maps, objective markers and floating arrows can each be optional.
- Civilization V's hex grid makes the world map easier to read.
- Mission text stays on screen so players are reminded of their task.
- Replayable tutorials and practice modes let players learn without stress. 5:26
- Tutorials work better when players can replay them or find the instructions in a menu.
- Optional tool-tips in Cities: Skylines remind players what each part does.
- Competitive games offer training with a customisable character or offline bots.
- Bayonetta's loading screen has a practice menu for learning the controls before battle.
6:25 Pace, saves and difficulty
| Preset modes | Per-mechanic tuning | Remove the threat | |
|---|---|---|---|
| What changes | Health, guard awareness, driver speed | Single systems on or off | Enemies or death removed |
| Examples | Easy / Medium / Hard | Dishonored, Darkest Dungeon | SOMA, Furi |
| Player control | Low | High | Total |
Letting players slow down, retry and tune the challenge keeps the pressure within what they can handle.
- Pausing and slower speed give players time to think. 6:28
- A pause screen can show the current objective or a static image of the scene.
- The Sims lets you stop time, and Fallout's VATS turns a shooter into a tactical game.
- Celeste's assist mode changes game speed to make precise jumps easier.
- Static pause images let players assess the area without worrying about hazards.
- Manual saves and difficulty options let players experiment and recover. 7:18
- Save files with screenshots help players remember where each save was made.
- Difficulty modes give more time and more chances to fail before a game over.
- Easy, medium and hard usually change health, guard awareness or the speed of other drivers.
- Darkest Dungeon turns off stressful corpses that block the way.
- Dishonored tunes enemy damage, attack frequency, potion strength and guard bravery.
8:32 Working with players
Accessibility is a smaller task than it seems, and it works best when developers involve the players it is for.
- Testing with players who have these disabilities shows which options help. 8:38
- The more developers do, the more people can enjoy games.
- SOMA can turn off enemies entirely, and Furi makes you invincible in boss fights.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Games can serve players with cognitive disabilities by offering options that reduce motion sickness, sensory overload, reading strain and information load. The strongest examples are concrete: Celeste's game speed slider, Dishonored's per-mechanic difficulty tuning, and SOMA and Furi letting players remove the threat entirely.
Lessons that draw on this:
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