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Game accessibility guidelines

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Include an option to adjust the sensitivity of controls

I have hand tremors and it is difficult to steady the mouse for aiming.
MagnumBK, via World of Tanks forums

There is no one-size-fits-all sensitivity level. As well as personal preference, some gamers have a restricted range of movement so require very high sensitivity, others have difficulty with precision so require very low sensitivity, more still use alternative input devices (such as a head mouse) that have different sensitivity requirements to regular controllers. The option to reduce sensitivity can also reduce the impact of simulation sickness.

Although PC/Mac operating systems offer sensitivity controls, these are within system settings which are only seen by advanced users, and consoles do not offer a system-wide setting at all. Different games also require different levels of sensitivity. Allow players to set it at game level, and offer a wide range of sensitivity. This applies to all types of input – mouse, touch, tilt, analogue stick, ideally gesture too.

Best practice example: Destiny 2
Best practice example: Elder Scrolls Online
Best practice example: Splatoon 2
Best practice example: Counterstrike: Global Offensive
Best practice example: Speedball 2 Evolution

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FCC Chairman's Award for Advancement in Accessibility
finalist 2016, tiga games industry awards
DFA foundation best practice award, Horizon Interactive Bronze Winner, 7-128 industry & community leader

About the guidelines

A collaborative effort between a group of studios, specialists and academics, to produce a straightforward developer friendly reference for ways to avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible.

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