The bottom line
Games work for players with motor disabilities when they offer flexible controls and cut needless input complexity, both in general play and in specific moments. Developers who also ask disabled players for feedback can greatly improve many people's enjoyment.
Key takeaways
- Physical barriers in games stay even after players get adaptive hardware. 0:34
- Precision, timing, strength and endurance demands are the hardest, as with hammering the square button in Spider-Man.
- Tailor-made setups, AbleGamers and Microsoft's Adaptive Controller help, but the game itself can still block players.
- Players should be able to change how they control the same game. 1:26
- Full remapping is common on PC but rare on console, and Overwatch, Titanfall 2 and Nier: Automata are exceptions.
- System-level remapping on Xbox One and PS4 is not enough, since it can't handle different modes or characters.
- Games can also reduce how complex the input is. 4:24
- Uncharted's camera assist lets one stick handle both movement and looking.
- Toggles replace held buttons, as in Battlefield 4 aiming and Mario Kart 8 auto-accelerate.
- Tricky micro-games should be easier or skippable. 6:08
- Spider-Man lets you hold a button instead of mashing it and can auto-skip quick time events.
- Detroit: Become Human ties its simpler controls to an easier game, though a motor disability has nothing to do with solving puzzles.
- Difficulty, rumble and pause options give players the breathing room they need. 7:31
- Shadow of the Tomb Raider sets combat, exploration and puzzle difficulty separately.
- Rumble should be switchable or adjustable, and Dark Souls shows why single-player games need a pause.
The basics are straightforward: offer flexible controls and avoid unnecessary complexity both in general controls and of specific interactions.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 Why physical barriers remain
Games built on fast, precise, sustained input shut out players with motor impairments, and this reaches beyond the hardware they use.
- Many different conditions make a single input demand impossible. 0:10
- Spider-Man's rubble rescue asks for fast square-button presses, which arthritis or Parkinson's can rule out.
- Motor impairments affect the fingers, hands or arms.
- The conditions named include tendinitis, repetitive strain injury and muscular dystrophy.
- Special Effect also builds tailor-made setups, and the Adaptive Controller works with Xbox One and PC.
1:26 Let players change how they control
| Full in-game remap | Control presets | System-level remap | |
|---|---|---|---|
| Any action to any button | Yes | No, fixed layouts | Yes |
| Per mode or character | Yes | No | No |
| Setup effort | Once, inside the game | Pick a preset | Redo for every game |
| Where it's found | PC; Overwatch, Titanfall 2, Nier | e.g. left-handed preset | Xbox One, PS4 |
Remapping and alternative input methods let everyone play the same game in a way their body can manage.
- Remappable controls move actions to buttons a player can reach. 1:37
- If pulling a trigger hurts, fire or accelerate can move to a face button.
- PC players expect any action on any key, but console games rarely offer it.
- Control presets, such as a left-handed one, are better than nothing but fall short of full remapping.
- Full controller remapping is one of the most requested accessibility options.
- Games should accept more than one kind of input. 2:49
- Forced motion controls in Twilight Princess, Donkey Kong on Wii and Super Mario Odyssey fail anyone who can't shake the device.
- Splatoon offers gyro or stick aiming, and the PlayStation VR game London Heist supports the Move wand or a pad.
- PC games can add keyboard shortcuts, as XCOM does, and keep controller support remappable.
- Letting other applications send input and offering a windowed mode allow external devices and the Windows on-screen keyboard.
- Adjustable sensitivity helps anyone with limited fine motor control. 3:56
- Titanfall 2 exposes the response curve, dead zone and ramp-up time when aiming.
- Most games can simply offer a sensitivity meter for how fast the cursor moves.
4:24 Cut the complexity of input
Games can lower how much input they need, so fewer controls do the same job.
- One analogue stick can replace two. 4:32
- Uncharted's camera assist keeps the camera behind the character, so one stick moves and looks.
- Flipping the sticks while aiming lets the movement stick aim the gun too.
- Uncharted can also target enemies automatically.
- PC games should work with just the mouse or just the keyboard. 5:01
- The Witness on PC offers both traditional mouse and keyboard controls.
- This spares players from needing both hands on separate devices.
5:08 Fewer buttons and easier micro-games
| Spider-Man | Shadow of the Tomb Raider | Detroit: Become Human | |
|---|---|---|---|
| Physical demand | Hammer square button | Rotate stick on cranks | Precise stick tilts |
| Accessible option | Hold instead; auto-skip QTEs | Skip stick rotation | Simplified controls |
| Side effect | None | None | Game gets easier, fewer chances to lose a character |
Automating actions and softening one-off challenges removes the heaviest physical demands.
- Games can cut the number of buttons a player needs 5:21
- Bayonetta 2 has an automatic mode that does advanced combos with a single button.
- Nier: Automata chips automate actions, such as making the pod shoot by itself.
- A click-to-move scheme like old adventure games lets a whole game work with one hand.
- Nier's chips only work on easy mode.
- Micro-games demand more than normal play, so they need options 6:08
- Wiggling a stick, bashing a button or perfect timing are the usual culprits.
- Shadow of the Tomb Raider skips stick rotation on cranks if it would hurt.
- Mark Brown has repetitive strain injury and calls Spider-Man's hold option a god send.
- Developers now offer easier or skippable versions.
7:27 Difficulty, speed and rumble
Adjustable challenge and feedback give players with limited input room to play their way.
- Relaxed challenge helps, and systems can double as accessibility options 7:31
- Celeste's Assist Mode changes the game's speed.
- Fallout's VATS turns a frantic shooter into a measured turn-based game.
- Easier modes give more leeway in combat and more time to handle the controller.
- Celeste's mode suits many types of disability.
- Rumble helps some players and hurts others 8:29
- It can carry information to players who struggle to see or hear.
- It can also be a painful shudder that makes the controller slip.
- Nothing in a game should be expressed only through rumble.
- A pause also lets players rest their hands or ride out a flare up.
9:10 No game gets it all right
Even praised games have gaps, so developers should keep asking disabled players.
- Praised games still miss things, which feedback can fix 9:18
- Spider-Man lacks controller remapping.
- XCOM works with keyboard alone, but not mouse alone.
- Many Spider-Man commands need held buttons or two buttons at once.
- Consultancy groups like DAGERS can help developers get feedback.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Motor disabilities make precision, speed and endurance inputs a barrier, and this episode lays out control options, simplified inputs, difficulty splits and small settings that let more people play the same game. The Spider-Man rubble scene, which asks for fast button mashing and can be turned into a simple hold, shows how one option changes who gets to feel like a superhero.
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