Simplified Inputs

This feature has the objective to allow users with reduced dexterous movement to have decent control over the product.

This feature will be represented by a menu option that will users to select between “Default/Press/Hold” inputs. If this setting is set to “Default” it will have no effect on the base product. If it is set to “Press” it will replace all button hold and repeated press events with a single press input that will successfully complete the interaction. If the setting is set to “Hold” it will do the same “Press” would do, but each input is registered after a short button hold.

This setting should not affect or rework game elements that feature a range of outcomes depending on a hold duration (Like movement).

Feature Description

This should be an option in a menu and it should be off by default.

“Press/Hold” will have the same overall on each of the described elements the difference is that with the “Press” setting the input is immediately registered after the button is down while with the “Hold” setting the button input is only registered it the button is held down for ~0.3 seconds.

Hold Button Inputs

While the “Simplified Inputs” setting is set to “Press/Hold” interactions that can simply be completed by holding a button for an extended duration should now automatically complete after the button has been pressed once if it seems reasonable that the player should be able to cancel these interactions of it a different game path would be chosen if the player would release the button before completing the interaction pressing the button again would do so. As a default each interaction that falls in this category should support both input options.

If the interaction has an active/inactive state this input should now function on a toggle basis. Pressing the button once should activate the interaction pressing it again will deactivate it.

Interactions that have a range of outcomes should not be affected by this setting and will still function as normal. However, any element of progress regression should be disabled allowing the player to make a process. Once the player no longer actively interacts with something the regression should act as normal.

Repeated Button Inputs

While the “Simplified Inputs” setting is set to “Press/Hold” interactions that can simply be completed by repeatedly pressing a button should now automatically complete after the button has been pressed once. If it seems reasonable that the player should be able to cancel these interactions or if a different game path would be chosen if the player would release the button before completing the interaction pressing the button again would do so. As a default each interaction that falls in this category should support both input options.

Stick Input Changes

While the “Simplified Inputs” setting is set to  “Press/Hold”  the threshold before the input starts to register should be larger so the player does fewer accidental movements.

Stick press inputs should be moved to another button.

Depending on the project it might make sense to add an angular threshold that makes the character move forward input more consistent to execute.

Simplified traversal and interactions

Some players have issues pressing additional buttons while navigating a game’s space. Interactions like vaulting; climbing a ladder; and opening a door can be simplified by just pressing in the correct direction when approaching them. Doing so will help players with motor disabilities greatly.

The same can be extended to pushing buttons or interacting with levers have a look at your product and consider what elements you would always want to interact with when approaching them.

IMPORTANT: This has to be a setting that is off by default otherwise it will confuse lots of players when they start the game.

Addition

While this setting is active there should be a short ~0.5 seconds cool-down for new inputs every time a valid input has been registered.

Additional Reading

Avoid repeated inputs (button-mashing/quick time events)

Avoid / provide alternatives to requiring buttons to be held down

Include a cool-down period (post acceptance delay) of 0.5 seconds between inputs

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