10 Common Misconceptions About Accessibility In Video Games

8. Accessibility Sacrifices The Director’s Vision

Sekiro Shadows Die Twice
From Software

One of the more strange arguments against accessibility options is that “it sacrifices the vision of the creative director” to include them.

Accessibility options exist as a way to facilitate as many people as possible playing your game. By that logic, the “creative vision” is... limiting how many people can play it? Is that a creative vision?!

During the backlash after the release of Sekiro: Shadows Die Twice, many people were totally against accessibility options, claiming that “anything that makes the game any easier or mechanically simple to play would ruin the original vision”.

Of course, this is a totally insane thing to say, because, as mentioned - the vision for Sekiro was not elitism or exclusion - it was to create a pseudo-fantastic feudal Japanese action game with tense, aggressive combat.

To say that the vision of that game is nothing more than... well, exclusive mechanical difficulty... is totally reductionist, and does a huge disservice to the whole, rich and varied Sekiro experience.

Hell, if you’re a creative director and your vision is just “only a handful of people deserve to play this game”, then your vision’s crap, and you’re a crap person, with a crap face.

Contributor
Contributor

Hiya, you lot! I'm Tommy, a 39-year-old game developer from Scotland - I live on the East coast in an adorable beachside village. I've worked on Need for Speed, Cake Bash, Tom Clancy's The Division, Driver San Francisco, Viva Pinata: Trouble in Paradise, Kameo 2 and much more. I enjoy a pun and, of course, suffer fools gladly! Join me on Twitter at @TotoMimoTweets for more opinion diarrhoea.