Really interesting article. Never took in realization the amount of people with disabilities trying to play games made fit for mainstream needs.
But you don't even have to go that far nowadays. For some reason, a certain number of companies are bit by bit leaning away from the capabilities of physically normal people and betting on some kind of "super powered" gamers. Two things I find the most:
- Lack of captions.
I don't have problems with the English language, even though I'm a foreigner, nor I have hearing incapabilities but I find it so eerie when I buy a game only to find it has 30 hours of FMVs and not a single one has subtitles. This is even why I can't see movies in my own language without subtitles. Games are pretty and most of the times when people are talking, something else is going around them. It's impossible to have 100% focus on what people are saying and 100% focus to what's happening when I suddenly hear something explode 20 feet away.
Plus, in real life you can ask them to repeat what they just said. You can do the same by pressing A on your control pad if it's not a FMV (in risk of doing the equivalent of "Ok ok, let's just skip to the violence." instead) but what you hear always ends up being a redundant version of an intriguing plot device. This is even why I always found anime, movies and TV series to be false, no matter how realistic they try to be. Everyone in them always perfectly hear what the other just said. It's extremely rare to hear someone say "Come again?" unless they're being sarcastic, in a drama.
- The need for every button in a keyboard to represent a (necessary) game function.
I'm looking at you TES: Oblivion. I'd very much appreciate that when I play a game I don't have so many important keys to use that I only have the illusion of being able to customize my keyboard. If I have a hard time reaching CTRL to combine with P while at the same time pressing W,A,S,D to move my character then rearranging the CTRL key will only switch it with another key already in use that'll now be in an uncomfortable position. It's switching an ugly neon pinkish green with an ugly violet blue.
You don't have to have a disability. Nobody has the same kind of hands or the same kind of thought processing. I know they usually play test the games they make but do they really do it with the goal to see if the game doesn't have too many bugs or badly thought levels or do they actually go like "So Mark can actually play this game well. Let's try with Cindy, she has smaller hands so maybe the buttons schematics won't work well with her. And then don't forget Jorge, he usually isn't good with whipping key combinations, let's see if he's actually able to perform several button combos to beat up these 30 bad guys or if we have to make a more accessible system."
For me, this makes it seem that the more to the future we go into, the more game developer's are expecting us to either have a good number of experience with difficult controls, high attention capabilities or already be born with skill in our DNA.
I don't want games to be dumbed down, I rather enjoy play troughs that demand the best of me. But I'd prefer that a game didn't feel like piloting an airline plane. Unless...you know, I was playing a flight simulator.