Making Games Better for Players with Motor Disabilities | Designing for Disability

Making Games Better for Players with Motor Disabilities | Designing for Disability


Okay, so imagine this. You’re playing the new Spider-Man game,
and you’re swinging about, beating up bad guys, and generally feeling like a super hero. And then Spidey has to save these people who
are trapped under some rubble and… you can’t. The game’s asking you to press the square
button really fast, but for whatever reason – maybe you’ve got arthritis, or tendinitis,
or Parkinson’s, or repetitive strain injury, or muscular dystrophy – whatever the case,
you can’t hammer that square button fast enough. So much for feeling like a super hero. Video games are heavily based on physical
interaction, and so gamers with motor impairments – those that impact the use of their fingers,
hands, or arms – may find it extremely difficult to enjoy certain titles. Especially those that test your precision,
timing, strength, and endurance. Thankfully, there are awesome accessible controllers
out there, such as tailor made set-ups from places like Special Effect and AbleGamers,
as well as Microsoft’s awesome new Adaptive Controller that hooks up to the Xbox One and
PC. But that’s not the end of the story – because
getting past hardware barriers can often meaning finding more barriers in the games themselves. So there’s lots that game designers can
do to make their games more accessible. And that’s what we’re going to look at
in episode three of designing for disability. Here are some options and design choices to
make games better for those with motor disabilities. The first step that designers should take,
is to allow players to modify the way they control the game. This will see them playing the exact same
game as everyone else, but you just control it in a slightly different fashion. That starts, naturally, with remappable controls,
which allow players to move functions around the input device – to a place that they can
reach more comfortably. For example if bending a finger around to
pull a trigger is difficult, painful, or impossible – being able to move fire or accelerate or
whatever to a face button can be a massive help. Now this is almost always found in PC games,
where it’s expected that you can map every action onto any key on the keyboard, or any
mouse button. But it’s very rare to find on console. Some games, like Overwatch, Titanfall 2, and
Nier Automata do let you remap controls in their console versions, but most games do
not. Some control presets, including one for left-handed
gamers, are better than nothing – but full remapping on controllers is one of the most
requested accessibility options around. And, yes, it’s true that some consoles – like
the Xbox One and PS4 – have system-level controller remapping. But devs shouldn’t rely on this. These options are not super robust – and don’t
account for things like a different control scheme for different modes, or different characters. And gamers may need to change the entire system’s
controls every time they want to play a different game, and that’s no fun at all. It’s also good to allow players to use different
input methods. Nintendo has been a bit rubbish with this
as of late, forcing gamers to use motion controls in games like Twilight Princess and Donkey
Kong on Wii, and Super Mario Odyssey on Switch. Because if you can’t shake the device – or
can’t stop shaking the device – those games just aren’t going to work. They should look to their own Splatoon for
inspiration, which lets you pick between gyro-controlled aiming, or typical analogue stick aiming. Or London Heist on PlayStation VR, which supports both the PS Move waggle wand and a more traditional pad. PC developers can do the most, here. Keyboard shortcuts in games like XCOM save
you needing to move the mouse all over the screen. Controller support is great for those who
can’t use keyboard and mouse, though it should still be remappable. Allowing external devices, by not blocking
input from other applications, lets players with disabilities use their own hardware. And a windowed mode, that doesn’t lock your
mouse to the game, lets players use the onscreen keyboard inside Windows, instead a physical
keyboard. And any time you have an input that requires
fine motor movement, like a mouse, an analogue stick, or a gyrometer, it’s great to let
players futz with the sensitivity. Titanfall 2 is a good example here, letting
you go right in and mess with the response curve, dead zone, and ramp-up time when aiming. But for most games, a sensitivity meter, which
simply dictates how fast your cursor moves when you wiggle the stick, is a great option. Options to customise the controls are terrific,
and will help many players enjoy games just like everyone else. But some games go a step further and let you
reduce the complexity of the input type to make it easier to control the events on screen. For example: can you make the game playable
with just one analogue stick, instead of two? Well, in the most recent Uncharted games,
you can turn on a camera assist to make the camera always follow behind your character
– meaning you can control both movement and looking with the same analogue stick. And if you also flip the sticks while aiming,
you can aim your gun with the same stick you use to move Chloe around. Uncharted can also automatically target enemies,
if you’re struggling with the fine grain aiming controls. And if you’re on PC, can the game be controlled
with just the mouse or just the keyboard, instead of both? A good example of this is The Witness on PC,
which has both traditional mouse and keyboard controls, or a more accessible click to move
system akin to old school adventure games. This allows the entire game to work with just
one hand. Another avenue is to reduce the number of
buttons needed. In Bayonetta 2, an automatic mode lets you
pull off advanced fighting moves and crazy combos with a single button. And Nier Automata lets you install chips that
automate certain actions, provided you’re playing on easy mode. My favourite is the one that makes your pod
automatically shoot, saving you from holding down a button all the time. That’s because forcing a player to hold
down a button can make a game completely inaccessible to those with certain disabilities. Thankfully, many games let you change that
to a toggle – so in Battlefield 4 you can press the left shoulder button once to aim
down sights, and then press it again to go back to a normal view. And in Mario Kart 8, you can just make the
karts drive forward by themselves, instead of having to hold down accelerate for the
entire race. A big brick wall for gamers with disabilities
are these tiny micro-games that pop up from time to time, that randomly require precise
or vigorous button pressing – like bits where you need to wiggle a stick, or bash a button,
or press a button with perfect timing, or manipulate the controller in some weirdly
specific way. These often put a greater demand on a motor
ability than regular gameplay. Luckily, this is something that developers
are finally figuring out, and giving players lots of options to make this stuff easier,
or just completely skippable. So that bit in Spider-Man, from the start? You can actually turn on an accessibility
option so you just need to hold the button down. As someone who suffers from repetitive strain
injury, this option is a god send. Spider-Man also lets you auto-skip these tricky
quick time events, and Shadow of the Tomb Raider won’t force you to rotate the analogue
stick when turning cranks if that’s going to hurt your hand. Don’t be like Detroit: Become Human, though. This game has you tilt the right analogue
stick in a very specific way to interact with things, which can be very challenging to certain
gamers. But while you can swap that for a simplified
control scheme, it also makes the actual difficulty of the game easier – with fewer chances to
lose a character. What does having a motor disability have to
do with your ability to make decisions or solve puzzles? Now, that being said, difficulty modes can
be great. Players struggling with input may find life
easier if they can simply relax the challenge level of the game, to give themselves a bit
more leeway in combat encounters, or a bit more time to wrangle the controller. But one-size fits all difficulty modes are
not the only way to go. The recently released Shadow of the Tomb Raider
is a nice example, as it lets you independently change the combat, exploration, and puzzle
difficulties. If you want to make the fiddly fights easier, but
still want to test your logic skills without Lara just giving away the answer, you can do that. Some games also offer options that sit a bit
outside what you may normally think of as difficulty. Celeste’s Assist Mode, which lets you completely
change the speed of the game, is really great – and helpful for those with many types of
disability. And Fallout’s VATS option – which suddenly
turns a frantic first person shooter into a measured turn-based game – is a good example
of how normal gameplay systems can do double duty as accessibility options. One more thing to consider, is rumble. It can be great feedback or a fun puzzle solution,
and it can even be used for accessibility as a way to communicate information to people
who have difficulty seeing or hearing. But it can also be a painful shudder or something
that causes your controller to slip out of your hand. Let players turn rumble off, or reduce its
intensity, and don’t have anything in the game be expressed exclusively through controller
rumbles. And finally, pausing. Most games let you pause no problem, but titles
like Dark Souls – that don’t let you pause proceedings even while playing singleplayer
– can be challenging for those who need to rest their hands, or are having a flare up. Making games accessible to players with motor
disabilities is a humongous challenge, and even titles I’ve praised in this video haven’t
got everything right. Spider-Man doesn’t have controller remapping,
and many important commands require holding down buttons or pressing two buttons at once. And XCOM can be controlled by the keyboard
alone – but not the mouse alone. But it’s not impossible. The basics are straightforward: offer flexible
controls and avoid unnecessary complexity both in general controls and of specific interactions. But beyond that, go get feedback from disabled
gamers – or work with consultancy groups like DAGERS. Do that, and you can make a really big difference
to a lot of people’s enjoyment of your game. Thanks for watching! And thanks to Stephen of AbleGamers, halfcoordinated,
Ian from Game Accessibility Guidelines, the Merc with One Arm, and more gamers who helped
with this episode. There are two more episodes of Designing for
Disability that you might want to watch, on audio and visual disabilities. And a fourth episode on cognitive disabilities
will be out before the year’s end.


100 thoughts on “Making Games Better for Players with Motor Disabilities | Designing for Disability

  1. Thank you for this! I'm an avid gamer but a sports injury as a kid makes my left hand only half work and then a car wreck left me suddenly with multiple disabilities making me have to cut out more physically demanding stuff. I'm hopeful that more things like your video will get the world of gaming reopened. My biggest game fear is things going to only motion control or worse full body moment.

  2. Hi Mark. I’m an occupational therapist working in mental health. I’ve found your videos in accessibility so great that I’m presenting a poster to the Royal College of Psychiatrists Eastern Division about the importance of accessibility in gaming. Thanks for the great videos and know that they help inspire and educate others beyond your own- albeit already substantial- reach.

  3. I'm very interested in the next Cognitive episode, as I has a dizziness/vertigo cognitive disability. So I cant play games like dying light due to the high camera movement which spins me out. In some games like Ark you can turn down motion screen shake which helps me be able to enjoy the game more. I have often pointed this out to early access devs but not sure its taken into account.
    But a great video series, I'm a new Sub.

  4. Love this video. It helped me understand a lot of the pain I experience when playing games to be honest. I'd love to hear your thoughts on improving the Nintendo Switch JoyCons. So far, it's been extremely difficult to play almost any Switch game because I'm in pain after about ten minutes. 🙁

  5. or maybe i am relatively healthy average human and still can't hammer the dumb button (or maybe i'm hobo kid from anyone outside of the usa with trash membrane keyboard) which doesn't represent the game narratively doesn't have gameplay and has no right to exist

    the only place where it belongs is on the trigger of the gun, and even then devs are often edit it out because people bind it to side wheel and just roll it at highest speed

  6. This video applies to every gamer, it's beyond frustrating when you don't have the option to turn off/on/modify the value of something.

  7. Thanks for this video! As usual it is really well done and super informative! I will definitely check the resources you suggested. Great work!

  8. Holding down the A button while playing Mario Kart DS actually broke my A button and made playing Animal Crossing harder because of it. Alternative controls are good for people with disabilities and for people with old worn down hardware

  9. I think adaptability for disblaed people hasnt been the thing at the front of game designers minds. It's pretty fair I mean the choice between developing games for a wider audience and making it better for a smaller possibly current audience . However the recent spike in realisation that this is a key thing to do is soo great.

  10. Very good video! I love Metroid Prime 3 to death, but the awkward way you have to hold the controller to aim really clashes with a very rare disorder I have, and due to problems with getting spinal fluid to drain properly, my brain's constantly swelling and it can be very hard to handle motion when that's happening. I nearly passed out from the mixture of pain and dizziness on one section of the first planet, all while I was just trying to get to a save point so I could comfortably take a break.

    Button mapping is honestly a really good fix for quite a lot of games, though some I've played like MegaMan X force you to exit the game and go back to the title screen to adjust the controls. This wouldn't be too huge a hassle but say, during the battle with the secret midboss on sting chameleon's level, I could barely fight him without putting my hands under immense strain and had to change the controls, but I only really needed to do that for the one fight, so the rest of the level was made harder and more awkward to play as a result.
    MegaMan Zero mercifully allowed you to change control options from the pause menu itself, which made it a much more pleasant experience for me overall.

  11. Or, instead of that, just spend a dime or some time on improving prosthetic limb technology to make a relatively cheap, almost complete regaining of motor function a real thing. How about, instead of designing games specifically for people with disabilities or diseases, we cure the disabilities or diseases; imagine a once-pro gamer fellow who got and arm disease which made it very hard for him to move his arms. This basically locks him out of the tournaments, while still letting him game in general.
    Would you rather:
    1. The guy spends the rest of his life unable to game professionally.
    2. He spends like $1,600 on a pair of prosthetic arms and is able to game again.
    The choice is obvious, right?

  12. At what point is it acceptable to say "Sorry this game is not for people with one hand that has no thumb" How many concessions do I need to make to my game concept and how it plays so that a very tiny minority of people can play it. If the game basically has to be able to play itself, why should I bother making the game play fun and challenging?

  13. It is difficult for me to play certain titles because of the controller mapping setup for each game. I use my lower face region to operate the controller I've been doing this for 17 years.I have a medical condition called Cerebral Palsy i have videos on my channel. Feel free to check them out and I hope gaming companies and its community will do something for people with disabilities a huge favor even though it is a challenge but I know it'll be worth it.

  14. I'm not sure how rare mine is but I do have a general sensitivity for high contrast, bright neon colors, and have sensitive hearing, which can make certain media difficult or even impossible for me to enjoy. I like having filters and whatnot in case I am in dark rooms with a TV or computer as most of my housemates aren't nearly as sensitive to visual and auditory cues as I am, and flashing imagery can be a problem for many other people too.
    Usually I can put a warm, dark filter on my phone but I have noticed that it muddies up greens and can be somewhat of an issue for other people looking at my phone.

  15. There are already games that you can play without having to press any buttons, they're called movies.

    Stop ruining everyone's gaming experience by pandering to extremely tiny minorities.

  16. Also not disability but allow saveing always in my mind it’s a right not a reward I felt this through persona 5 and I was playing on a emulator!

  17. Thanks for so much information regarding accessible design, I want to know if there are any accessibility options for Photosensitive seizure, 'cause Doom is among the games which are unplayable for people like me who have photosensitive seizure, I would love to read about it, should this needs to be done in the early stage of the game design or there are some settings which could be tweaked for such games with so much explosions, flashes and abrupt lights.

  18. I feel that VR games suffer from the opposite problem. Rather then having teleport to move for people with motion sickness. And free movement for those who don't. Most VR games will often only have teleport controls. While yes, this supports people with motion sickness. It gets in the way of making an immersive VR game.

    Why more games don't simply have an option that is toggleable, I don't really seem to understand. In general, I hate teleporting controls because they break the immersion. On the other hand, if I started to get sick, then obviously I would want the teleporting controls.

  19. My sister has a muscle condition that means she can only really use one hand, so being able to reconfigure controls is a major need for her

  20. I don't really have a disability, but I had a similiar problem, while playing Mario & Luigi: Bowsers Inside Story I got stuck at the final boss. And I actually already beat the much harder extra bosses and had no trouble with the first phase of the final fight. But to enter the second phase I had to complete a buttonmash command, which I just couldn't do, so for a long time I couldn't complete the game, until through sheer experimentation I discovered, that mashing X and Y simultaniously helped somehow.
    Anyway, a fantastic video on the subject!

  21. I am going to strangle anyone who complains that turning off QTEs or whatever makes the game less challanging or "ruins the vision" or something. Because just five years ago we were all in agreement that QTEs were just annoying and bad and we wanted them gone.

  22. Why do games need to be changed to fit the preferences of a minority rather than the majority? The funds should be put to people who actually play the game.

  23. I am a quadriplegic and this video does a great job highlighting a lot of difficulties physically disabled gamers face. I am willing to accept that certain games will be unplayable for me; FPSes, platformers, most any high input game is going to be hard to adapt and that is fine. But anything game designers can include to help a wider audience enjoy their game should only be seen as a good thing.

  24. I sent a message the last time, do you plan to talk about developmental disabilities? Sensory Processing Disorder, I've always had to have my family help me with quick time events because I am not "quick" to get them. I process at a much slower processing rate than others do, so press X I register that much later to actually react and fail quick time events. I have also talked about while making games faster and faster, they make them difficult to keep up with everything on screen. As I do love this series and would like someone to discuss those with development delay issues as well.

  25. I'm very interested to see your epsiode making games better for people with cognitive disabilities. God bless 😇. Thank you for your work to inspire better game. design.

  26. Your point about not communicating things just via rumble feels like a general continuation from your deaf and hard of hearing and visual impairments episode – Don't single encode information if you can avoid it.

    (Nintendo is… Frustrating… for me on accessibility lately, honestly. Smash has a highly customizable control scheme, Splatoon gets gyro and aim sensitivity spot on (And allows you to fix colours on the ink system for colour blindness to always purple and yellow iirc, which I believe are good colours for colourblindness; I've been told black, white, yellow and purple are the four colours to go for to maximize colour blind friendliness in a four player board game, for example), and then they seem intent on buggering up controller customization in every other game they put out – I'm sure Nintendo games back in the 90s had better controller options than most modern Nintendo games. Mario Odyssey has great accessibility settings via it's difficulty option, but it's a binary all or nothing, and requires rumble to play and forces waggle controls when everything is mapped to two buttons and there are three ways of waggling the controller which could be mapped to one of those buttons.)

  27. thats nice and all but unless your game is really simple i'm very against dumbing down games for people with disabilities.
    im trying to develop a fighting game and i've already simplified the game inputs to just analog/dpad and 4buttons
    if holding a button pressed, or pressing 2 buttons at once is too much for you then maybe what you really need is a third party solution that can be modified for any game.

  28. You should get in touch with southpawracer regarding his use of only one hand in Simracing if you ever review this topic again in future. He has some good insights into playing games with a disability and has deep connections within the hardware community regarding specialist gaming peripherals.

  29. This series humbles me so much and makes me appreciate what I have so much more while also acknowledging the impaired. Mad respect to this guy. I will always advocate for this should the chance arises.

  30. Oh boy, my fine motor skills were never that great (probably because I’m autistic) and this video reminded me of how frustrated I used to get with games that required fast button mashing as a kid. I actually think I had to have friends do it for me to beat various levels and bosses quite a few times… Great video!

  31. I appreciate options to not have QTEs, unnecessary button holding, or button mashing. I have no disability that prevents me from doing this, it is just terrible to mash a button super fast.

  32. I love this series off videos – it's great to see people address this problem in a thoughtful and honest way. I definitely agree with the need of controller remapping – it's very common for me to finish a long game and not be able to move my hands because of the stress of using the standard button set up.
    You should consider doing an episode on mental disabilities, like autism, ptsd, anxiety, or adhd. I'd love to see your thoughts on it, considering they're commonly overlooked or seen as not needing accessibility options in the gaming industry

  33. Thank you. I didn't even know I had a motor disability when I bought twilight princess in 2006. I was confounded at how I could not aim my bow straight and got fed up eventually selling the wii and never buying a nintendo product again until the switch this past month. It felt awful and when I realized shortly after WHY it was happening, I just felt so worthless. It was the worst game design possible considering an entire version of the game without motion controls existed, yet nintendo insisted on forcing it down players' throats even though most able players even disliked the motion controls.

  34. I laughed way harder than I should have when D:BH forced the player to do a quarter circle back. Save that stuff for the fighting games.

  35. I csnt do the swuare button thing just because im weak, i remember there was a legendary starfy boss at the end and I COULD NEVER DO IT, I COULD NEVER BEAT THE GAME, SO. LOSE, THR FINAL BOSS! about a few years later i got my older bro to do it, even HE had trouble

  36. any idea when episode 4 will be out? as someone with dyspraxia I find games that throw loads of information at you incredibly difficult to play and would be interested to see what things devs can put to make them more accessable. some examples are Paradox games, some of undertale's boss fights, and fighting games like smash bros. they all expect you to deal with a lot of info at once which makes them quite overwhelming and frustrating.

  37. I can never thank Nintendo enough for the Mario kart 8 deluxe auto accelerate. I couldn’t play the Wii U version with a normal controller due to issues in my thumbs, now I can enjoy my favorite game again

  38. Frankly expecting every game to somehow be controllable by only the keyboard and only the mouse is a bit much. I mean, it's impossible in some game's cases. Given full button remapping though, you should be able to make any game fit just a keyboard on your own. More options is always better

  39. Had a game design teacher who had some fine motor control issues and he asked us to keep our controls simple. We ended up using only the two thumbsticks and only two shoulder buttons for the core gameplay. Made the game better.

  40. for whatever reason i feel a bit… annoyed… with these disability videos. i don't want to be annoyed, but i am. like, is that a common reaction for gamers, or am i just kind of an asshole?

    like i get why this shit is important, if i was disabled i'd want to still be able to play videos games. but it's like there's some strange, primal part of my mind that's just like "fuck that shit, we don't need to be pandering to these people" which is way more fucked up than i thought it was now that i've typed it out, wow.

  41. im not disabled, but mi thumb shap is a bit odd, so stuff like a+x is next to imposible for me, so i just play with keyboard where it doesnt affect me

  42. Thank you for talking about this. I have dyspraxia and a hand tremor. I love the Assasin's Creed series, but I have huge problems in AC3 with the battle ship quests. If anyone has any tips or suggestions, please feel free to let me know.

  43. Dark Souls autosaves pretty much all the time though so not being able to pause is not that much of an issue, as you can just quit to title menu with no progress lost. Except for boss fights, where you do have to start the boss from beginning if you quit to title menu.

  44. SMO does not force you to use motion controls… they are 100% optional and I did not use them for the first time until I had almost all the moons in the game…

  45. Repeated button tapping events should just be removed from games. Its not gameplay its just a small cutscene being stretched out a bit more for no reason.

  46. That quick-time events are a major source of inaccessibility for disabled players should be used as an excuse to remove QTEs from games entirely. They've always struck me as lazy and boring.

  47. as a person with severe muscular dystrophy steam's controller remapper is AMAZING it would be phenomenal if consoles followed suit.

  48. Also don't be like detriot: become human and make you have to do any stupid mini game for basic item interaction.

    You can't play Xcom with mouse alone? I don't actually remember having to play with my keyboard.

  49. I can only play video games with 1 hand so games with PvP make me wanna scream. I don't even want to think about playing shooter games.

  50. Hang on a second, let's not pretend that letting players change the controls or how the controls function doesn't change the game. If you want to make the game easier for some subset of people, then own that decision. Don't pretend that playing an FPS with a mouse and keyboard is as hard as playing with a controller. Don't pretend that playing an FPS with aim assist is just as hard as playing without.

    Those are ridiculous things to claim.

  51. As someone with cerebral palsy, I really appreciate this video. People with disabilities often feel left out of the gaming community, due to the inaccessible nature of a lot of game designs. I’m so excited to see strides like these being made! Rethinking game design won’t make games “easier”, but it will level the playing field. And if we want more people to play video games, then that’s a damn good idea.

  52. I'd like to mention that the "quick time sequence," or having to react quickly in order to do something, is also a big problem for people with ADHD. I love Final Fantasy X, but there's a minigame where you have to dodge super-quick lightning bolts in order to upgrade a weapon. It is hard for me to both keep concentration, and react quick enough.

  53. A horrible case of this was in Bowser’s inside story, where in the final battle you had to absolutely destroy the vacuum button to suck in the boss. I don’t even have any motor disabilities, but I couldn’t do it and even broke my dos trying. I was 7 or 8 too when I played it, so considering that I was there target audience, it felt like an oversight.

  54. I'm pretty sure you can play all of xcom 2 with only the mouse. I can't think of anything you need the keyboard for.

  55. Once I broke my left arm but I was able to play XCOM: Enemy Unknown Using Only the mouse. All inputs and options were available in the HUD by default, and my favourite part is that the right mouse button functioned as "go back" in the menus, so I didn't have to click the tiny button in the corner to go back.
    Still, I'm glad that such games can be played only using the mouse without major gameplay disadvantages. Developers thinking for disability makes me happy.

  56. Oh the irony lol, At about 2:16 it's shown that Rainbow Six has a left handed mode, All our pads are left handed as movement was put on the left in early arcade games to make them harder (and thus make more money). We all seem to have gotten used to it now, I must admit after years of gaming it would feel the wrong way round to me having movement on the right. Also has to be said that this series has been fantastic. I have a cousin with motory problems (not my story to tell obviously) I've been trying to pursade him to work with me on rebuilding/adapting a gamepad so he can game again, I plan on showing him this series (and the Microsoft Adaptive Controller) 😀

  57. Most 1st party Nintendo games don't require motion anymore, it was mainly the Wii and Wii u that did that

  58. In inFamous (The first game) you have to tap a button quickly at boss-fights. And this is very hard to impossible for me. In inFamous 2 the fast tapping is only at a moment not important and the tapping have not to be that fast. In inFamous: Second Son the fast tapping isn't in the game anymore.

  59. Rivals of Aether (basically melee but on purpose) gets rid of mashing by changing the situations be able to be di'd or teched (which is really easy on the hands)
    Even though it's like a 6+ aps game

  60. I'm not disabled myself, but I enjoyed the ability to play Pokemon games one handed. At least the GBA games allowed for that by mapping L to A.

  61. also these things help normal people as well who like to just have more options, some people would prefer to only play with a mouse/keyboard, some people prefer buttons mapped differently, alot of people REALLY HATE RUMBLE.

  62. I have a friend who has one arm and she cant play most games she wants to. I am making a thirdperson shooter and have no idea how to design it so she could play it.

  63. Jet Grind Radio, see this cut-eye? its all for you.
    https://segaretro.org/images/thumb/d/d6/Jsr005.png/300px-Jsr005.png

  64. even being off work temporarily due to disability directly correlates with increased likelihood to game,
    the game industry should operate under the assumption that their primary demographic has some disability…

  65. When Daughter started playing, I couldn't switch this video off, already fantastic, but I just can't stop watching something when it's even slightly Daughter related…

  66. While watching this video, I couldn't help but to get a bit sad, because of how many times I've seen people say that all of these things are unnecessary, a waste of time, even "insulting," because "games are a test of your mechanical skill, if you can't keep up, don't try in the first place." Like, they say that kind of thing without the slightest hint of empathy. They care more about feeling validated they overcame a challenge, than about having fun in general, and that's just a sad way to live. This video was so nice, and something to keep in mind, because having more options just makes things more fun in general, in my opinion!

Leave a Reply

Your email address will not be published. Required fields are marked *