Accessibility in games is no longer a niche concern. The features that began as accommodations for players with disabilities have consistently improved the experience for everyone, and the studios that have invested most heavily in accessibility have produced some of the most critically praised games of the last decade. The correlation is not coincidental.
The features that changed everything
The Last of Us Part II launched in 2020 with over 60 accessibility options, more than any game released at that point. High contrast modes for players with low vision, full controller remapping, one-button assist modes for complex inputs, audio descriptions for cutscenes, and text-to-speech for all menus. The reaction from disability communities was overwhelmingly positive and the game won multiple awards specifically for its accessibility implementation. Naughty Dog demonstrated that accessibility investment did not compromise the game for other players. It expanded who could play it.
Forza Horizon 5 added a similar breadth of options in 2021. God of War Ragnarök in 2022 expanded further. The trend has continued through 2025, with most major releases now including controller remapping and visual assist options as a baseline rather than an afterthought.
The difficulty accessibility debate
The most persistent controversy in gaming accessibility is around difficulty options for games built around challenge as a core design element. The Souls genre in particular generates recurring arguments about whether adding easier difficulty modes would “ruin” the experience or simply make it accessible to more players.
Celeste’s Assist Mode is the most thoughtful resolution of this tension: it exists, it is clearly presented as outside the intended experience, it allows players to adjust specific parameters rather than simply reducing damage, and it does not award achievements obtained with it. Players who used it could access the game’s story and design without the challenge ceiling. Players who wanted the challenge had no reason to use it. Neither group’s experience was affected by the other’s choice. It is worth studying as a model.
Cognitive and motor accessibility
The accessibility conversation in gaming has historically focused on visual and auditory impairments because those were the most visible. Motor accessibility, accommodating players who cannot use standard controllers, has received more attention since Microsoft’s Adaptive Controller launched in 2018. The controller, designed for players with limited mobility, works with a range of external switches and joysticks. It is one of the most significant hardware accessibility investments a major platform holder has made.
Cognitive accessibility, design choices that help players with cognitive disabilities, ADHD, or processing differences, is less developed. Features like clear objective indicators, optional tutorials, pause-anywhere functionality, and reduced clutter interfaces help a broader population than the specific disability framing suggests. Most players benefit from clear UI design. Players with cognitive disabilities depend on it.
The resource that matters
Can I Play That (caniplaythat.com) is the most comprehensive source for game-specific accessibility information. The site reviews games specifically for their accessibility implementation across visual, hearing, motor, and cognitive categories. If you are buying a game for a player with specific accessibility needs or looking for games that prioritize inclusive design, it is the resource worth bookmarking.
Accessibility investment in games is not charity. It is good design that expands the player base and produces better experiences for the people the features were primarily designed for. The studios that have understood this earliest have consistently produced the games that get discussed longest.
For a case study in a small studio that got accessibility and creative vision right simultaneously, the piece on Clair Obscur: Expedition 33 is worth reading. And for how AI tools are starting to intersect with accessibility in game development, the AI in game development piece covers the honest state of that in 2026.





