The Xbox Adaptive Controller with multiple buttons and joysticks plugged into it
Image via Microsoft
Accessibility Spotlight

Our Accessibility Standards: Motility

Arman Nobari
Arman Nobari

Creating games that thoughtfully incorporate accessibility starting at the core-design level is our mission here at Good Trouble. We recognize that disabilities come in all shapes, sizes, and forms, and the way we think about and develop accessible responses should be equally as varied. Our Accessibility Standards blog series aims to highlight a different element of accessible game design that we are committing to support in the development of our games, now and forever.

Motility Accessibility

We will support a wide range of input devices and flexible control schemes for all of our games.

When considering a game’s interactions, certain elements such as control scheme complexity or gamepad support can make all the difference in someone’s ability to play a game. Motility accessibility has to do with anticipating and supporting any requirements related to physical movement, such as pressing buttons or moving a mouse. Complex input requirements and lack of gamepad or alternative controller support can be a blocker for gamers with motility-affecting disabilities, chronic illnesses, common joint pain, and more. We commit to supporting a wide range of input devices, as well as considering motility in the core design of our games, interactions, and settings.

A close up of an Xbox Controller
Photo by Sebastian Olivos / Unsplash

From traditional mice, keyboards, and gamepads to the major adaptive controllers hitting the market, and everything in-between, we're setting sights on having the maximum amount of input compatibility with our titles. Real Time Strategy games have a history of exclusionary control schemes that tend to lock-out users who aren't willing or able to utilize the expected fast-paced Mouse+Keyboard combo. The design of our unannounced project alleviates the need for hyper-precise, hyper-speed inputs the RTS genre is known for in favor of a game style that is much more accessibility friendly. We can't wait to tell you more about it.

As we move closer to revealing our project, we'd love to get your feedback on input considerations and how Good Trouble might be able to improve your interactivity with Real Time Strategy games. Head on over to the Good Trouble Discord server, where our #accessibility channel hosts conversations like this every day.