Accessibility
Who can play our games?
Some players can't tell red from green. Some play with the sound off, or can't hear it. Some can only use one hand comfortably. For some, fast flashing lights are painful or even dangerous. The World Health Organization estimates that about 1 in 6 people worldwide lives with a significant disability.
Accessibility means designing a game so as many people as possible can play and enjoy it. Every option we add opens the game to more players.
Don't rely on colour alone
About 1 in 12 boys and men, and about 1 in 200 girls and women, have some kind of colour blindness. Red and green are the pair most often mixed up.
So never let colour be the only clue. Add a second one: a different shape, an icon, a pattern or a label.
A quick test: look at a screenshot in black and white. If you can still tell everything apart, you are in good shape.
Playtest notes
I can't tell my shots from the alien shots. They all look like the same blobs to me.
Our shots are green dots and alien shots are red dots. What is the best fix?
- Give alien shots a different shape too, like spiky stars, while ours stay thin lines
- Make the red a bit brighter
- Add a line in the settings menu saying alien shots are red
Show the answer
Give alien shots a different shape too, like spiky stars, while ours stay thin lines
A different shape works whether or not you can see the colours. A brighter red is still hard to tell from green, and a note in the menu does not help in the middle of a wave.
Subtitles and captions
Subtitles show the words characters say. Captions also describe important sounds, like [warning beep] or [boss roars]. They help players who are deaf or hard of hearing, and anyone playing with the sound off.
Good subtitles are on by default, big enough to read, show who is speaking, and sit on a dark box so they stay readable over bright explosions.
The same goes for gameplay: if a warning only exists as a sound, add something to see, like an arrow at the screen edge pointing at the beetle.
Controls and difficulty options
- Remappable controlsPlayers choose which button or key does what. This helps left-handed players and people using special controllers.
- Hold or toggleHolding a button for a long time is hard for some people. A toggle lets one press start an action and another stop it.
- Assist optionsA slower game speed, a longer input buffer or an extra shield, for players who need more time to react.
- Difficulty choicesEasy, normal and hard waves, so new players and experts both get a fair challenge.
True story: the Xbox Adaptive Controller
In May 2018, Microsoft showed the Xbox Adaptive Controller, made for gamers with limited mobility. It has two large buttons, plus nineteen 3.5 mm sockets (the size of a headphone plug) and two USB ports, so players can plug in the switches, buttons and joysticks that work for them. The Xbox Accessories app lets them remap the buttons.
Microsoft built it with groups including the AbleGamers Charity, the Cerebral Palsy Foundation, SpecialEffect, Craig Hospital and Warfighter Engaged. Their input shaped even the packaging. It cost US$99.99.
Remappable controls in our games work the same way: every action goes where the player can reach it.
Source: Xbox Wire: introducing the Xbox Adaptive Controller (16 May 2018), news.xbox.com
Quick check
Which option helps most for a player who can only use one hand comfortably?
- Remappable controls, so every action can go on buttons they can reach
- Bigger explosions
- Faster music
Show the answer
Remappable controls, so every action can go on buttons they can reach
Remapping lets players put every action where their hand can reach it. Without it, a single hard-to-reach button can make the whole game unplayable for them.
Text people can read
Garden Defense runs on phones, and phone screens are small. Coin counts, plant costs and wave numbers must be readable at arm's length.
Designers measure contrast, how different text is from its background, as a ratio. Black on white is 21 to 1, the most possible. The web's accessibility guidelines ask for at least 4.5 to 1 for normal text, and free contrast checkers online will tell you the number. Best of all, add a setting that makes text larger.
Flashing effects
Fast flashing, especially more than three flashes in one second, can trigger seizures in people with photosensitive epilepsy. In 1997, flashing lights in one episode of a Pokémon cartoon sent hundreds of children in Japan to hospital.
So Hyper Shards shows a short warning at the start, and its settings can reduce flashing and screen shake. The effects (designers call them juice) stay on for everyone who wants them.
Bolt says: Phones and computers have a "reduce motion" setting, and web pages can read it with the CSS rule prefers-reduced-motion. Superintelligent Game Studios does: if your device asks for reduced motion, this site turns its animations off.
Quick check
Adding a setting to reduce flashing and screen shake makes Hyper Shards less fun for everyone.
- True
- False
Show the answer
False
Players who love the effects simply leave them on. The setting only changes the game for the players who need it, so nobody loses anything.
Good for everyone
Ramps cut into pavements were made for wheelchairs, but they also help people with prams, suitcases and bikes. Game options work the same way. Subtitles help in noisy rooms. Bigger text helps on small phones. Remapping helps anyone with a favourite layout.
The Last of Us Part II (2020) launched with over 60 accessibility options and showed big studios what is possible. Planning options early is much easier than adding them at the end.
Bolt says: Next lesson: screen readers, and how blind and low-vision players play games.
Fact-checked 11 October 2026
- WHO: Disability fact sheet who.int
- W3C: Understanding WCAG 2.2, Contrast (Minimum) w3.org
- W3C: Understanding WCAG 2.2, Three Flashes or Below Threshold w3.org
- Xbox Adaptive Controller xbox.com
- PlayStation: The Last of Us Part II accessibility playstation.com
- City, University of London: colour blindness statistics city.ac.uk
- Wikipedia: Denno Senshi Porygon en.wikipedia.org
- Xbox Wire: introducing the Xbox Adaptive Controller (16 May 2018) news.xbox.com