Congrats on your truly unpopular opinion, OP. And thank you everyone in the comments for turning this into a list of basically all the simple things us devs can do to improve accessibility. Crossposted it to !gamedev@lemmy.blahaj.zone for reference haha.
Lmfao. Having recently graduated from a Game design school, let me tell you that making a game accessible isn't nearly as complicated as you seem to think.
It's mainly baout making games more customisable.
Difficulty level, the option to change input, different colour filters to cater to vision impairment, etc.
Adapting games to the most disabled/impaired also helps to accommodate the less disabled and everyday joe.
Having customisable input helps people who are left-handed enjoy games for example.
Having the option to have more contrast can help people who are playing in the sun by making the screen more comprehensible.
The part of game development that takes the longest is the game development in itself.
Designing the game, making sure everything makes sense, establishing the artistic direction, producing the assets, optimising everything, game testing, etc.
Excluding a whole part of the population for a minuscule part of the game development process is just ridiculous.
The thing is, implementing controller functionality alone is a big step in accessibility for disabled people since most accessibility controllers make use of controller controls. There's pretty much no reason not to support game controllers on your game, so there's that.
yeah, microsoft has the accessible xbox controller which can be made to work with most modern systems with a little tinkering. not sure whether this counts as an unpopular opinion or just ableism tbh
Am I missing some features that games are coming with now a days? The major disability accomodations I can think of are color blind mode (just a HUD pallet swap), subtitles (honestly probably more used by undisabled people), & the ability to use a controller or rebind (again just a nice feature for anyone).
I'm not a game developer, but I honestly most of these settings are more or less taking a constant from a config file and putting in some UI to explain what they do and allowing the user to edit the values themselves. That doesn't take much time and frankly is something the most junior dev could do during some downtime.
Sure, they might need to do some testing of the use of different values but I imagine they already spend a good bit of time tweaking these constants when determining their optimal values. I'd really like an example of an accessibility feature that the OP thinks has absorbed a lot of development time to implement.
I honestly feel strongly in the opposite direction. This specific is thing my absolute favorite trend in gaming.
Tell me you’re a conservative without telling me you’re a conservative.
Your unpopular opinion shows a complete lack of empathy. I hope you never have to live with the impacts of people with such a uncaring viewpoint personally, and I hope you grow enough to care about the quality of life for others less fortunate than yourself.
No idea if you're trolling or not but that's a really unpopular opinion. I personally use the accessibility settings because I have terrible hearing and an even more terrible motion sickness. I can't play a lot of good indie games because of the lack of these settings (ex. Pathologic).