Exploring Accessibility Challenges in Open-World Games

🗓 15.11.2022 | 🎮 GTA 6

Exploring Accessibility Challenges in Open-World Games

Welcome to the kickoff of our series celebrating Disability History Month. Today, we dive back into the vibrant streets of Los Santos with Vivek.

Just a few weeks ago, the buzz around GTA 6 leaks prompted me to revisit the mesmerizing cityscape of GTA 5’s Los Santos. A decade later, my initial impressions remain unchanged – the game still stands as one of the finest open-world adventures. The reasons behind my enthusiastic claim are best left for you to discover. After all, the freedom to explore the sandbox and immerse yourself in the allure of Los Santos is an experience like no other.

Contemplating the notion of accessibility in gaming, I’ve pondered over a more fitting term than “lack of accessibility settings”. I propose “immersion breakers.” Picture a player needing specific control adjustments like high stick sensitivity and reduced deadzones, only to find a game lacking such customization options. The result? A frustrating gameplay experience, where constant deaths in firefights disrupt immersion due to an unnecessary barrier.

With GTA 6 on the horizon, it’s time to reflect on the open-world genre’s accessibility, which isn’t flawless. While Rockstar’s teams craft exceptional open-world titles, their accessibility settings often fall short. It’s high time for these teams to enhance their design for accessibility.

Given the complexity of controls in open-world games, especially transitioning between on-foot, driving vehicles, or piloting aircraft, the ability to individually remap controls for each scenario would greatly benefit players. Games like Saints Row, Watch Dogs Legion, and Horizon Forbidden West set a remapping standard worth emulating. Customizable controls could eliminate the immersion-breaking struggle of adapting to a control scheme that fails to meet a disabled player’s needs.

Assisted aiming stands out as another crucial accessibility feature, particularly in scenarios where enemies attack from all angles. However, the balance between assisted aiming and manual precision can be delicate, as seen in games like Saints Row. Ensuring that assisted aiming remains effective yet allows for manual adjustments is key to player enjoyment.

Moreover, games should seamlessly transition assisted aiming between on-foot and driving segments, enhancing gameplay fluidity. Imagine the thrill of causing mayhem in GTA 6 while your car autonomously navigates the streets, a feature akin to Watch Dogs Legion’s self-driving mechanics.

Reflecting on Ghost of Tsushima’s Guiding Wind mechanic, which seamlessly integrates gameplay and environment design, I’ve mulled over the importance of accessible waypoint navigation. While the mechanic offers a unique way to explore the world, developers should consider providing alternative activation methods to accommodate all players.

The proliferation of map icons, as seen in some open-world games, can overwhelm players and detract from the immersive experience, particularly for those with cognitive disabilities. Striking a balance between enriching the world and overwhelming players with icons is paramount for a captivating gaming experience.

Lastly, envisioning the cyberpunk genre’s potential for disability representation, I dream of games that intertwine theme, gameplay, and aesthetics to authentically portray characters with disabilities. By integrating disability representation seamlessly into gameplay, future titles could offer a more immersive and inclusive experience for all players.

As we navigate the evolving landscape of accessibility in gaming, we must prioritize the voices and needs of disabled gamers to shape a more inclusive future. Immersion breakers should be avoided at all costs, paving the way for a gaming world where everyone can fully engage and enjoy the experience.

So, as we venture back to Los Santos with the enigmatic Trevor Philips, let’s embrace the journey and look forward to the continued evolution of accessibility in gaming.