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Industry Analysis

Press Any Button — Unless You Can't: The Fight to Make Gaming Work for Everyone

NRNS Games

There's a moment a lot of gamers take for granted. You boot up a new title, skip the tutorial, and just play. The controller feels natural. The default settings work. Nobody told you to be grateful for that — it just happened.

For millions of Americans with disabilities, chronic pain, or motor impairments, that moment has historically never existed. Instead, there's a wall. A default control scheme designed for a hypothetical "average" player that assumes two fully functional hands, quick reflexes, and no sensory processing differences. For a long time, the gaming industry shrugged.

That's finally starting to change — and the story of how it's changing is a lot more complicated, and a lot more hopeful, than you might expect.

What "Accessibility" Actually Means in a Game

When most people hear "accessibility features," they think of subtitles. And sure, subtitles matter. But modern accessibility design goes so much deeper than that.

We're talking about full input remapping — the ability to assign any action to any button, including swapping analog stick functions or using a single button for actions that normally require two simultaneous presses. We're talking about adjustable font sizes, colorblind modes with multiple filter options, the ability to slow down in-game time, toggle-versus-hold options for repeated button presses, and difficulty sliders granular enough to adjust enemy aggression separately from puzzle complexity.

Susan Ingram, an accessibility consultant who has worked with several mid-sized studios (she asked that specific project names remain confidential), describes the shift in how developers are approaching her field. "Five years ago, I was explaining to studios why a colorblind mode was worth the development time," she says. "Now I'm getting brought in during pre-production to help build systems from the ground up. That's a fundamentally different conversation."

The benchmark that professionals in this space keep returning to is The Last of Us Part II. Naughty Dog's 2020 release launched with over 60 accessibility options — screen reader support, fully remappable controls, options to eliminate timed button presses, and a "high contrast display" mode that made enemies and interactable objects visually distinct. It wasn't perfect, but it was a statement. It said: we thought about you.

The Players Whose Gaming Life Changed

Marcus T., a 34-year-old from Austin who has lived with cerebral palsy since birth, spent most of his childhood watching friends play games he couldn't access. "The default was never built for me," he says. "I'd try to remap what I could, and sometimes it worked, but most games had hard-coded inputs that you just couldn't touch."

That changed for Marcus when he picked up Hades in 2020. Supergiant Games' roguelike dungeon crawler included a "God Mode" — not a traditional cheat, but a scaling damage reduction mechanic that lets players who need it stay engaged with the game's story and systems without being gated out by reaction-speed requirements. "It wasn't condescending," Marcus says. "It didn't call it 'easy mode.' It just gave me a tool and let me decide how to use it. That felt like respect."

His sentiment echoes across disability gaming communities online. What players respond to isn't charity — it's agency. The difference between a studio lowering the experience for accessibility and widening it is enormous, and players who've lived on the wrong side of that distinction for years can feel it immediately.

Where Indie Games Are Winning

Here's the part that might surprise you: indie studios, often working with tiny teams and tighter budgets, are consistently outperforming major publishers on accessibility implementation.

Celeste — a 2018 platformer about climbing a mountain while managing anxiety — is the canonical example. Developer Maddy Thorson and the team at Extremely OK Games built an "Assist Mode" that lets players adjust game speed, enable invincibility, grant infinite stamina, and skip chapters entirely. The game went on to win awards, sell millions of copies, and become a touchstone in conversations about inclusive design.

The reason indie studios sometimes get this right when AAA publishers don't isn't purely financial — it's often philosophical. Smaller teams have shorter chains of command. A developer who personally cares about accessibility can actually implement features without fighting through layers of corporate approval. "At a big studio, accessibility can get deprioritized in crunch," Ingram explains. "It gets treated as a feature, not a foundation. Indie teams that care about it tend to bake it in early because they have the flexibility to do that."

That said, the AAA laggards are real and worth naming. Many major sports franchises, competitive shooters, and open-world games still ship with limited remapping options, no difficulty customization, and accessibility menus that amount to little more than subtitle toggles. When your game costs $70 and requires a specific physical interaction pattern to even start playing, that's not a neutral decision — it's exclusion.

The Business Case Nobody Should Need to Make

There's a frustrating reality in this conversation: advocates for accessible gaming often feel pressure to justify inclusion through market logic. The argument goes — roughly 26% of American adults live with some form of disability, representing an enormous potential player base. Make your game accessible, and you grow your audience. Revenue follows.

All of that is true. But it also shouldn't be the primary reason. "We shouldn't need a spreadsheet to justify letting someone play a video game," says Ingram, with the measured exhaustion of someone who has made this point many times. "The business case is real, but the human case is simpler: games are for everyone who wants to play them."

The encouraging news is that the industry's momentum is real. Microsoft's Xbox Adaptive Controller, now several years old, created a hardware foundation that changed what was possible for players with limited mobility. The AbleGamers Charity and SpecialEffect continue to push publishers toward better standards. And the community of disabled gamers online — streaming, reviewing, and publicly documenting their experiences — has created accountability in a way that industry reports alone never could.

What Comes Next

The next frontier in accessible gaming isn't a single feature — it's a mindset. It's studios hiring disability consultants before launch rather than after the reviews come in. It's developers with disabilities in the room during design, not just testing. It's accessibility settings that are actually documented and searchable, not buried five menus deep.

For the gaming community at large, the ask is simple: pay attention to which studios get this right, and say so. Review it. Talk about it. When a game ships with robust accessibility options, that's worth celebrating just as loudly as a great combat system or a killer soundtrack.

Because the goal isn't a world where disabled players are grateful to be included. The goal is a world where the question "can I actually play this?" has the same answer for everyone: yes.

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