Accessibility Notes
This page documents recurring accessibility barriers I encounter in games and interactive media.
It exists for two reasons:
- To help other disabled gamers avoid wasting time and money on things that won’t work for them
- To give developers concrete, real-world examples of where accessibility breaks down
This is not a comprehensive review list, and it is not a judgment of a game’s quality. A game can be excellent and still be inaccessible to me.
Who These Notes Are For
These notes may be useful if you:
- Use a screen reader or refreshable Braille display
- Are blind and rely on keyboard navigation
- Have sensory sensitivities, neurological conditions, or fatigue
- Prefer untimed, low-pressure gameplay
- Enjoy strategy, incremental, or text-driven games over fast-paced or spatial ones
- Are a developer looking for concrete examples of accessibility barriers
Common Barriers I Run Into
The issues below are patterns I see repeatedly across many games.
Unlabeled or Nonstandard Controls
- Form fields, buttons, or options are not announced by screen readers
- Selection state (what is currently chosen) is not exposed
- Controls rely on visual cues only
Mouse-Only or Canvas-Based Interfaces
- Games that require mouse interaction without keyboard alternatives
- Heavy use of canvas, WebGL, or Unity without accessibility hooks
- Interfaces that screen readers cannot interpret at all
Maps and Spatial Navigation
- Games that require building or interpreting mental maps
- Directional audio combined with navigation requirements
- Punishment for taking the “wrong path” without clear feedback
Time Pressure and Speed Requirements
- Real-time mechanics without pause or turn-based alternatives
- Systems that penalize slower reaction times
- Gameplay that requires rushing or rapid decision-making
Audio Overload
- Too many simultaneous sounds
- Reliance on audio positioning
- No way to reduce, simplify, or disable audio
Examples of Games That Don’t Work for Me
These examples are illustrative, not exhaustive.
NationStates
- Core setup flow uses unlabeled controls
- Selection state is not announced
- Screen reader users cannot reliably tell what is selected or activated
Many Unity-Based PC Games
- Do not expose UI elements to screen readers
- Often require mouse interaction
- Accessibility improvements seen on mobile do not carry over to PC
Shooter and Audio-Navigation Games
- Heavy reliance on directional sound and spatial awareness
- Often overwhelming or unusable due to sensory and neurological factors
A Note on Personal Fit
Accessibility is not one-size-fits-all.
Some games listed here are enjoyed by other blind gamers, especially those who:
- Rely primarily on audio
- Enjoy spatial navigation
- Prefer fast-paced or reflex-based gameplay
My needs are different, and these notes reflect my specific access needs.
What Does Tend to Work Better for Me
- Menu-driven or turn-based gameplay
- Incremental or strategy games with clear text output
- Keyboard-only interaction
- Untimed or low-pressure systems
- Interfaces that behave like standard web forms or documents
Updates
This page is updated occasionally, when a clear pattern emerges. I do not document every game I try.
If you’re a developer interested in accessibility feedback, feel free to reach out via my contact information.