Accessibility as Craft
Accessibility isn't compliance. It isn't a checklist at the end of development. It's craft - a design skill that makes videogames playable by more people without compromising vision. Treating accessibility as craft changes everything: when you consider it, how you implement it, and what you think it means.
The Compliance View
Conventional accessibility work looks like:
- Subtitles
- Colorblind modes
- Remappable controls
- Done at the end
This is necessary. It's not sufficient.
The compliance view treats accessibility as adding features for disabled players. It's additive, late, often underfunded.
The Craft View
The craft view sees accessibility as design quality. Accessible videogames are well-designed videogames.
- Clear visual hierarchy → good design AND readable for low vision
- Responsive controls → good feel AND usable for motor impairments
- Multiple difficulty options → respects player time AND enables more players
- Clear audio cues → good feedback AND playable without sight
Good design is accessible design. They're not separate goals.
Why "Craft" Not "Feature"?
A feature is bolted on. It has a scope, a budget, a checkbox.
A craft is woven through. It's a way of thinking, not a deliverable.
Calling accessibility a craft means:
- It's considered from the start
- It's everyone's responsibility (not one specialist's)
- It's ongoing (not one release milestone)
- It's skilled work (not just implementation)
Core Accessibility Domains
| Domain | What it addresses | Craft questions |
|---|---|---|
| Visual | Low vision, blindness, colorblindness | Is the screen readable at a glance? Does color alone convey information? |
| Auditory | Deafness, hard of hearing | Is audio information redundantly presented? Are subtitles good? |
| Motor | Limited mobility, precision, fatigue | Are controls flexible? Are time-sensitive moments adjustable? |
| Cognitive | Learning differences, attention, memory | Is information clearly presented? Can pace be controlled? |
Every player exists on spectrums in all four domains. "Disabled" isn't a binary.
Accessibility as Design Constraint
Constraints drive creativity. Accessibility constraints are design constraints.
"This videogame must be playable with one hand" isn't a limitation - it's a prompt. What designs emerge from that constraint?
- Celeste's assist mode emerged from thinking about who gets to finish videogames
- The Last of Us Part II's accessibility options were designed alongside core mechanics
- Hades's "God Mode" respects player time without removing challenge
These aren't compromises. They're design innovations.
Common Objections (And Responses)
"Accessibility undermines artistic vision."
Does difficulty selection undermine vision? Does subtitles undermine vision? Accessibility is player options, not mandate. The core experience is still there.
"Our audience doesn't need it."
Your audience includes disabled players. 20-25% of people have some form of disability. You just don't see them because they can't play your videogame.
"We don't have the budget."
Accessibility built from the start costs less than accessibility retrofitted. The cheapest accessibility is considered design.
"Some videogames are meant to be hard."
Hard for whom? A timing-based videogame is harder for someone with motor impairments. Is that the challenge you intended? Celeste is hard AND accessible.
Practical Accessibility Craft
Visual
- Don't rely on color alone (shape, pattern, position as redundant cues)
- Scalable text
- High contrast option
- Screen reader support for menus
Auditory
- Subtitles (good ones: speaker identification, sound effects)
- Visual cues for important sounds
- Adjustable audio channels
Motor
- Remappable controls
- Toggle vs. hold options
- Adjustable timing windows
- One-handed control schemes
Cognitive
- Clear objectives
- Adjustable speed/pace
- Save anywhere
- Minimize memory load
Accessibility in VG101
We integrate accessibility throughout the course, not as a single topic:
- Week 5 (Feedback & Readability): Feedback channels as accessibility - if all feedback is audio, deaf players are excluded
- Week 7 (Feel Experiment): Adjust timing variables. How does changing them change who can play?
- Case studies: Analyze how videogames handle accessibility
Key message: Accessibility isn't extra. It's part of craft.
Teaching Notes
Accessibility can feel like a checklist or like a moral imperative. We try to frame it as interesting design work.
Exercise: Accessibility Audit
Audit a videogame's accessibility features. What's there? What's missing? What would it take to improve? How would those improvements affect the core design?
Exercise: Constraint Design
Design a videogame concept around an accessibility constraint: playable with no audio, playable with one button, playable with no text. What emerges?
Guest Speakers
We bring in disabled players and accessibility consultants. Students hear directly from people affected.
Danger: Performative Accessibility
Accessibility can become performative ("we care about disabled people") without substance. Push for specific craft work. What exactly are you doing? How does it help? Who did you talk to?
Connection to Permissions
Accessibility is deeply connected to the Permissions framework concept. What a videogame allows, requires, and forbids determines who can play it. Accessibility expands Permissions to include more players.
Theoretical Background
Key Influences
Ian Hamilton: Accessibility specialist. His work on The Last of Us Part II is a reference point.
Cherry Thompson / AbleGamers: Advocacy and practical guidance.
Universal Design: Architecture's "design for all" principle. Videogames inherit this.
The Curb Cut Effect
Accessibility features benefit everyone. Curb cuts help wheelchairs, but also strollers, luggage, bikes. Subtitles help deaf players, but also players in noisy environments or learning a language.
Accessibility is good design.
What We're Resisting
The charity model: "Let's help the disabled." Accessibility isn't charity. It's design quality.
The minimum viable compliance: Checking boxes isn't craft.
Unresolved Questions
- Where's the line between accessibility and core design? Some argue certain experiences require certain abilities. We're skeptical, but the debate exists.
- How do we handle accessibility in competitive videogames? If accessibility options change difficulty, what's fair in competitive contexts?
- Resource reality: accessibility is skilled work. How do small teams do it well?
References
- Game Accessibility Guidelines: gameaccessibilityguidelines.com
- AbleGamers: ablegamers.org
- Hamilton, Ian. Various GDC talks on accessibility
Related
- Permissions - who gets to play
- Play → Name → Make → Reflect - where accessibility fits in the cycle
- Case Studies - accessibility analysis