Easy Accessibility (or, How to Keep 12% of Your Audience)
You are probably losing customers because of accessibility, and it would be trivial for you to fix it. I don’t mean the esoteric kinds of “accessibility” here, like the “30 minute playtime window” or making your newbie experience really intuitive. I mean the old-fashioned kind of user-interface accessibility. Games suck at it, and this is frustrating because a lot of accessibility isn’t hard to support. Here are three easy-to-implement accessibility features that will make 12% of your players like your game a whole lot more.
Easy Accessibility #1: Lefty Mouse Support

It’s not a newfangled invention.
This Mouse Options screen is 20 years old.
Some studies place the number of left handed people at 15 to 25% of the population. Not all of these people use the mouse with their left hand, and fewer still swap the mouse buttons on their mice (it’s an option in the control panel, and has been available since Windows 2.0). So let’s say a mere 2% of the population has their mouse buttons swapped so right-clicking is left-clicking and vice versa. That still means you’re alienating 2 out of every 100 customers if you ignore their choice. And every DirectX game ignores this choice unless you explicitly support it.
This is extremely common in games, and very aggravating for people like me who use swapped mice. The otherwise-excellent game Bioshock did not support left mouse swap. It was possible to reconfigure what the mouse buttons do in the 3D world, but not in menus or in the hacking mini-game. More annoying was that during the hacking game, right-clicking auto-completes the level, and blows you up if you didn’t finish it properly. So every time I started the hacking game, I’d click something and boom! I’d blow up. I quit in irritation from that more than once.
In a game where I can kinda-sorta remap the mouse buttons most of the time, I can survive, albeit with ill grace. In a game where I can’t remap the mouse buttons at all, I just don’t play. Clicking the left mouse button with my left hand is awkward and uncomfortable, and I’m not going to do that for prolonged periods just to play your game.
The tragedy here is that supporting lefty-swapped mice in DirectX apps is incredibly trivial.
Make this call whenever you receive a mouse event.
BOOL IsMouseSwapped = GetSystemMetrics(SM_SWAPBUTTON);
If the function returns true then turn a left event into a right event, and vice versa. That’s it! That’s all there is to it. (Don’t worry about changing in-game help text to say “right-click” instead of “left-click” and vice versa; we lefty-swapped users think in reversed terms anyway, so you’d just confuse us.) You don’t even need to cache this boolean because clicking happens relatively infrequently. Just call this function!
GO ON, Go and add it now. Do it now, I’m waiting. Add it!
Did you add it? One damned line. It’ll take you less than five minutes. Seriously, go add it now.
Easy Accessibility #2: Red-Green Colorblindness
About 8% of males and .5% of females have some variety of colorblindness. That means that 8.5 out of every 100 players cannot easily distinguish certain colors, most often red from green. If you use colors alone as key indicators, these people will not enjoy your game as much and many will leave.
The most important way to support colorblind people is to not make two icons that differ only in color. Some games have a green indicator for “safe” and a red indicator for “danger”. This isn’t good enough unless the shape of the indicator changes also.
Ask around for somebody who’s colorblind to evaluate your GUI.
Don’t guess, just check. Every medium-sized company I’ve worked for (and many of the smaller ones) have had someone who was red-green colorblind on staff. They don’t always advertise this fact, but if you ask for help discreetly you can get them to evaluate your UI and icons for major problems. Once you’ve found the problem icons, it’s very easy to tweak them a bit to make them more distinguishable.
Easy Accessibility #3: Deaf Players
Just make sure your cinematic sequences and all crucial in-game audio has subtitles. This one might take a bit more work, depending on your game engine, but 2% of the populace is deaf or has significant hearing impairments. That’s another 2 people out of 100 that can’t enjoy your game because they can’t tell what’s going on. Not to mention all the people who need to occasionally play games with the sound off … ever tried to play a game in the living room while your parents or siblings or spouse are asleep in another room? Subtitles are handy.
They Don’t Tell You That’s Why They’re Leaving
Almost none of these people are going to come to you and say, “I quit because you didn’t support lefty mice|colorblind players|subtitles.” They just go away. Only invested hardcore players will come to your message boards and whine about problems. But these people typically don’t become invested players — your game’s inaccessibility keeps them from getting into the game, so they just go do something more rewarding.
If you don’t do these three things, 12% or so of your potential audience is just going to wander away, and you’ll never know why.
October 22nd, 2007 at 8:49 am
The last thing you need to be doing is adding any undue amount of frustration atop the heads of your players.
That special concern paid to accessibility could also be an indirect selling point for certain segments of the population after the fact, which is important. MMOs are really an honest product in that your profits rely heavily on how happy your customers are AFTER their purchase, and how long they’re happy with your product and the ongoing service.
This is a great thought, and in all honesty something I probably would have overlooked.
October 23rd, 2007 at 6:46 pm
A fun game to play with this post is “find the math errors and flawed mathematical assumptions.” I count four! :) But anyway, it’s safe to say there’s a large number of affected players and leave it at that!
It’s also worth noting that if you don’t use DirectInput (and use messages instead), you don’t need to do anything to flip the mouse buttons; they get flipped for you automatically!
October 25th, 2007 at 9:52 am
My personal favorite accessibility issue is when developers tie their key layouts to vkeys rather than physical keys, not realizing that when users with alternate keyboard layouts play the game, W,A,S an D are going to be scattered all over the place. I remember trying to play Minions of Mirth, which had this issue; to its credit the game did support custom keymaps, but the feature wasn’t well supported. After dinking around with it for a while I was able to get WASD mostly in the correct place under my left hand, but I had somehow “lost” my D key and couldn’t bind anything to it, so I had to keep doing 270 degree turns when I wanted to head right. Just as you said, I didn’t make a stink about it; I just wandered away and never came back.
At least Turbine got this one right: vkeys for typing text in the chat window and physical keys for movement. Amen!
November 12th, 2007 at 7:00 am
Really interesting. I’ve never thought about user interface this way.
December 2nd, 2007 at 6:48 pm
I’ve just spent an entire afternoon looking for a way to swap mouse buttons in games that don’t have this support. So far, without luck. After reading this, the only conclusion I have for games that don’t support it is that they can’t have a single left-handed programmer on the dev team.