The thing that gets me about most arguments against accessibility features in video games is that they’re not just grossly ableist, they’re also hypocritical as hell. Video games have always had accessibility features: we just documented them poorly and called them “cheat codes”. Indeed, having a robust library of difficulty-modifying cheats was considered a mark in a game’s favour! The only difference is that a cheat code is theoretically a secret, which allows it to be framed as elite knowledge, even though it’s functionally identical to having an “infinite lives” switch on the options screen.
Here’s a thesis for you: the Konami Code was the first well-publicised accessibility feature.
being bad at video games is a disability now?
I’m going to assume you’re not being disingenuous here and take this as a serious question. In brief, very few people are generically “bad at video games”; in most cases, difficulty engaging with interactive media stems from one or more of a wide range of physiological conditions, including:
- visual deficit (including colourbindness; colourblind individuals often have difficulty identifying threats in action games because they don’t stand out from the background for them)
- repetitive strain injury in the hands, wrists or forearms (common for anyone who performs manual labour for a living)
- arthritis and other degenerative joint conditions (both those due to age and those comorbid with many autoimmune disorders)
- dyslexia (a common symptom of even mild dyslexia is the inadvertent mirroring of sensory-motor responses under pressure, e.g., moving your hand left when you meant to move it right – which is a big problem for action games!)
- sensory processing disorders (delayed reaction to visual stimulus is a common symptom)
- spatial processing disorders (see above)
- chronic pain
- propensity for motion sickness
This is, of course, only a partial list. Many of these issues are individually rare, but taken together, we’re looking a huge chunk of the population – up to 40%, by some estimates – who have at least one condition that would impact their ability to play the shooters and action-platformers that are held up as the gold standard for hardcore gaming.
hot tip: if your disability makes you bad at a thing, maybe either put in the extra effort to get good at it or just don’t do it instead of demanding people make the thing easier?????
Here’s the a better question: why is it an issue for you? Accessibility features in video games are entirely transparent to those who choose not to use them. Your experience of play isn’t affected by their existence in any way whatsoever unless you deliberately turn them on. Complaining about the mere existence of such features is like claiming that your viewing experience of a movie is being ruined by the fact that the disc has a subtitle feature on it, even though you haven’t actually turned subtitles on.
(And no, don’t try to frame this as video game developers somehow being victimised by unreasonable demands. The vast majority of developers are more than happy to include accessibility features in their games – and quite sensibly, because, you know, they’re businesspeople, and they want to sell things to as wide an audience as possible. The popular backlash against accessibility features is entirely on the player side.)
i just want to appreciate the genius in this thread who unironically typed what amounts to “if your disability makes you bad at a thing, try being good at the thing instead”
*try ti play a game and die multiple times cuz I enter in panic everytime I hear the intense music* I guess I have to get better at this ._.
Tag: accessibility
If You’re Gonna Make Something Wheelchair Accessible, Don’t Make it a Thing
Here’s some examples awkward accessibility being a thing:
Your at a hotel that has a lift to get you from one sub-floor to another, but the lift can only be unlocked and operated by one specific person that the hotel now has to go find. Sure, they’ve made the entrance to the sub-floor is accessible, but now it’s a thing.
The buses are wheelchair accessible but the driver has to stop the bus, take 30 seconds to lower the goddamn ramp, move passengers out of their seats, hook up the straps and then secure you in the bus. Sure, they’ve made the busses accessible but now it’s a thing.
The restaurant has an accessible entrance, but it’s past the trash room and through the kitchen. Sure, the restaurant is accessible, but now it’s an insulting thing.
Here’s some great examples of accessibility not being a thing:
The train to the airport pulls up flush with the platform. I board with everyone else and sit wherever the fuck I want. Riding the train is accessible and not a thing.
In Portland, I press a button the side of the streetcar and a ramp automatically extends at the same time the door opens. I board in the same amount of time as everyone else. This is not a thing.
I get that it is difficult to design for wheelchair accessibility, but folks need to start considering the overall quality of the experience versus just thinking about meeting the minimum requirements.
For the love of all things holy please pay attention to this
This is why universal design is so important. I had a great class that focuses on applying universal design aspects of architecture into teaching. Accessibility ideally should be integral to the design in the first place, not added on as an after thought.