Accessibility in Games

Control Remapping and Adaptive Controllers

How remapping buttons, alternative control schemes and adaptive controllers let players with different physical needs use inputs that suit them.

On this page
  1. Why controls are an accessibility issue
  2. Remapping: moving actions to different inputs
  3. Reducing how much the hands must do
  4. Adaptive controllers and external devices
  5. How hardware and software work together
  6. Other platforms and input types
  7. Practical points

Why controls are an accessibility issue

Most games assume a certain kind of player: someone with two hands, reasonably quick fingers and the ability to press several buttons at the same time. A standard controller has two thumbsticks, a directional pad, face buttons, shoulder buttons and triggers, and many games use most of them at once. A keyboard and mouse place a different but equally demanding set of requirements on the hands.

For players with limited strength, reach, speed, precision or stamina, or players who have one hand, a tremor, chronic pain or an injury, that assumption can be a barrier. Two broad types of solution exist: software settings inside the game or the system, and physical hardware that changes how input is delivered. They are often used together.

Remapping: moving actions to different inputs

Remapping lets the player reassign actions to other buttons or keys. If jumping is on a button that is awkward to reach, it can be moved. If two actions that must be done together are on opposite sides of the controller, they can be brought closer.

Remapping is long established on computers, where games often let players rebind keys, but it is less consistent in other places. Some consoles and operating systems now offer system-wide remapping, which means a player can set preferences once and have them apply across games. Support within individual games varies, and a game may restrict which actions can be moved or may not allow certain buttons to be reused.

Useful remapping typically includes:

  • Moving any action to any button or key, without hidden exceptions.
  • Allowing the same input to be assigned to more than one action where it makes sense.
  • Letting the player swap the roles of the two sticks.
  • Saving separate layouts, so that different profiles can be switched quickly.
  • Showing the player’s actual layout in on-screen prompts, so that the game does not ask them to “press X” when X has been moved elsewhere.

Reducing how much the hands must do

Remapping changes where inputs live. Other settings change what the inputs demand.

  • Toggle instead of hold. Many actions, such as aiming or sprinting, ask the player to keep a button pressed. A toggle option lets one press turn the action on and another turn it off, which reduces strain.
  • Hold instead of repeated pressing. Actions that need rapid tapping can be replaced with holding a button.
  • Adjustable sensitivity and deadzones. Thumbstick settings that control how far the stick must move, and how much small movement is ignored, can compensate for tremor or limited range.
  • Simplified schemes. Some games provide layouts that reduce the number of buttons needed, or that put the most used actions in easy reach.
  • Reduced simultaneous inputs. Avoiding combinations of many buttons at once makes a game more playable for anyone with a limited reach.
  • Longer timing windows. Prompts that can be answered more slowly help players who cannot respond quickly.

Many of these are also described among the adjustable aids that appear in assist modes, since the line between controls and game rules is not always sharp.

Adaptive controllers and external devices

Hardware solutions go further. An adaptive controller is a device designed to be customised, so the player can arrange the inputs to match their own body and abilities. Typically, it has a large flat surface with a few big buttons, plus sockets into which separate switches, buttons, joysticks or other devices can be plugged. Those external pieces can be placed wherever the player can use them: under a hand, near a foot, beside the head, or mounted on a chair or table.

Players and families may also use other kinds of equipment, including:

  • Large single-button switches that are pressed with a palm, elbow, head or foot.
  • Joysticks that can be moved with a chin or small movements of the hand.
  • Mouth-operated controls such as “sip and puff” devices that respond to breath.
  • Mounts and frames that hold a controller in place for one-handed or foot-operated play.
  • Custom button covers, grips and extensions.
  • Specially modified standard controllers made by individuals or small organizations.

The details of any specific product change over time, and it is worth checking current information from the manufacturer or a charity or organization that supports accessible gaming before buying anything. Needs vary a great deal, and what works for one person may not suit another. A trial before purchase, where possible, is often helpful.

How hardware and software work together

An adaptive controller usually presents itself to the system as an ordinary controller, which means the game does not need to know anything special about it. That is why system-level and in-game remapping matter so much: they make the hardware useful. Without them, a player might have physical inputs in the right place but no way to attach them to the actions they need.

Game design also matters. A game that requires pressing four buttons within a fraction of a second is difficult however the inputs are arranged. Designers who allow slower timing, automatic actions or reduced input requirements make adaptive hardware more practical. This is where the topic overlaps with how game controllers evolved: the standard layout became familiar because it suited many players, but it was never designed to suit all of them.

Other platforms and input types

Touchscreens, motion controls and virtual reality bring their own challenges. A touchscreen game may demand precise taps or multi-finger gestures. Motion controls and virtual reality often need large arm movements, standing, or looking and turning quickly, which can be difficult or impossible for some players. Options such as seated modes, one-handed play, simplified gestures and alternative control methods exist in some games, but support is uneven. Players of mobile games sometimes use external switches or voice control built into the device, depending on the platform.

Practical points

If you are looking at a game for accessibility, a few checks are worth making: whether it lets you remap every action, whether holds can be turned into toggles, whether sensitivity can be adjusted, and whether it works with the equipment you already have. Some developers publish detailed accessibility information, and game reviews or community forums occasionally describe control options in useful detail, though coverage is inconsistent.

Controls rarely get the attention that graphics or story do, but they decide whether a player can take part at all. A flexible setup does not make a game easy. It simply lets the player’s abilities, and not the default layout, determine how they play.

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What Accessibility Means in Games
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