Video game

‘Accessibility’ and ‘playability’ in video games are not the same thing — here’s why that matters – The Next Web


This article was originally published by Super Jump Magazine, an independent publication all about celebrating great video games and their creators through carefully-crafted, in-depth features produced by a diverse team of games journalists, designers, and enthusiasts. It was founded by games journalist and product designer James Burns, and can be be found on Twitter and Facebook.

The dust has settled — to some extent — on a major furore that swept the internet over recent months: the whole question of adding an easy mode to Sekiro: Shadows Die Twice. Some argued every game should be accessible to every player, while others pointed out titles like Sekiro are intended to be highly challenging, and it’s okay for some games to target specific audiences without the need to appeal to everyone at once.

But let’s take one step back and contextualize this discussion, at least in part, by pointing out that Sekiro is simply joining a long line of titles that prompted similar debates: games such as Dark Souls and Cuphead saw their own whirlwinds of controversy for broadly similar reasons.

What’s fascinating about these two factions is they’re actually both wrong when it comes to this discussion; perhaps to put it in less confrontational terms, I’d say they’re at least misunderstanding or misusing — without realizing it — the terms on which their arguments rest. Accessibility, for example, isn’t the right term to use when it comes to gameplay. Allow me to explain.

What does “accessible” mean?

Let’s start with first principles. My intention here isn’t to dismiss the importance of accessibility; it’s actually vitally important when considering video games — or any consumer industry — as it describes ways of enabling more people to experience something.

As an industry, video games continue to struggle with establishing standard accessibility features. These include — but are not limited to — subtitles (with appropriate display options), colorblind mode, support for accessible controllers, and a great deal more. The IGDA has a SIG (Special Interest Group) dedicated to raising awareness around making games accessible to people with disabilities.

It’s really unquestionably true where there are fewer barriers blocking players from playing a video game, everyone is better off. As an example, just this past holiday season, there was a great deal of discussion (and praise, rightly so) for Microsoft’s new Xbox Adaptive Controller, which was designed to enable people with disabilities to play video games.

So, let me be very clear: accessibility is never a bad thing. However, it’s not the correct term to use when talking about gameplay.

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