Accessibility is continuously evolving. Despite games consistently including options like customizable controls, subtitles, and colorblind settings, the tools that disabled players require are still changing to not only meet the needs of users, but games themselves. With the progression of technology, developers can fine-tune existing options or even create new features like Audio Descriptive Cutscenes. But what role does AI play in game accessibility?
AI is everywhere – on your phones, smart assistant devices like Alexa, and even in your games. It’s already a core aspect of daily life, one that helps and entertains. Yet, the true potential of AI still feels like it’s in its infancy, especially for disabled players.
While I am not a developer, I understand what I need and what disabled players look for, but as for making everything run smoothly, I leave that to studios. Some of these suggestions may already be in development, and others may be so far-fetched that they exist only in my imagination. So, for this month’s Access Designed, let’s theorize some ways that AI could positively and negatively impact accessibility in the future.
How can AI accurately determine the level of vision a player has? Will it be possible to tune AI like a standard accessibility option?
AI and the Disabled Experience
It’s exciting to think of the future of accessibility and how AI can fit into the overall design of games. However, accessibility is only possible because of a deep understanding of disabled players and their needs. Studios regularly use accessibility consultants throughout the entire design process, ensuring that the options and gameplay are not only enjoyable but playable for an array of disabilities. Beyond the standard features like customizing controls and captions, accessibility is advancing primarily because disabled people are communicating their needs.
AI will likely never truly understand the individualistic nature of being disabled. My disability, Spinal Muscular Atrophy type II presents similar symptoms, but it’s not the same for everybody. I know people who are stronger than me with greater reach and mobility in their hands, and I also know people who need extensive adaptive gaming setups to play titles that just require me to use a mouse and keyboard. Other disabilities like blindness are on a spectrum. How can AI accurately determine the level of vision a player has? Will it be possible to tune AI like a standard accessibility option? If I want to challenge myself with a platforming section or riddle, I don’t want AI to take over. Conversely, AI may be necessary for countless disabled players.
Dynamic Difficulty
Dynamic Difficulty already exists. Resident Evil 4, for example, may limit enemy aggression depending on how often Leon gets hit, and Mario Kart will limit which items you receive depending on your position. Did you ever wonder why you only receive coins from boxes? It’s because you’re consistently in first place. And these changes are often so subtle that players rarely grasp that certain games are actively trying to assist or hinder their experiences. But for disabled individuals, AI has the potential to cater to their needs.
If a boss is dealing too much damage resulting in frequent deaths, maybe your weapons will increase their potency. Or perhaps a platforming section will extend the length of platforms if people continue to miss jumps. It would also be beneficial if AI could increase ammunition or consumables if it detects people are short on specific resources. And for those seeking challenges, these changes would only occur based on player progression. Difficulty is already a realistic and applicable use of AI in games. Developers don’t need to reinvent this feature, but rather refine it to their specific games.
Maybe the next generation of systems will support the capabilities to create intuitive and responsive companions that actively aid disabled players.
Companion Characters
Like Dynamic Difficulty, companion and partner characters are a core component of many games. Targeting enemies and returning to the player after their defeat like Spirits in Elden Ring, flanking and surprising people like Ellie in The Last of Us Part I, and even Atreus’ constant hint suggestions for puzzles in God of War Ragnarök are possible because of AI. And these fan favorite characters not only add depth to stories and gameplay, they also greatly benefit disabled players.
It’s hard to truly determine how companions can further increase accessibility, especially since their roles differ between games. Perhaps AI can create scenarios where your partners actively solve puzzles after several failed attempts. Maybe they can find and collect a missed item that is crucial to a specific mission. For me, companions are an important design choice that actively reduces my exhaustion. As my disease progresses, I may need AI to go one step beyond Atreus’ hints and solve riddles so I can conserve energy for fights. Maybe the next generation of systems will support the capabilities to create intuitive and responsive companions that actively aid disabled players.
AI in the Potential Future
For years, disabled individuals have actively fought to have their voices included across all facets of gaming. From studio work, to content creation, to even what I do, journalism, disabled people are undoubtedly the best advocates for themselves. And because of this, AI needs to work with them, not replace them. We cannot accurately predict if AI will truly help or hinder their experiences. Yes, AI already exists in games, and has for years, but the question of whether it will prove detrimental to the disabled experience remains unseen.
Emerging technologies and disabilities can be a controversial topic. Too often, tools and systems created to aid disabled people are done with good intentions but fail to account for the disabled experience. And with over 400 million disabled players globally, my intrigue with AI can only be theoretical at best. Until better programs are developed, it’s far too early to determine if AI is the future. While it’s fun to imagine, the industry should instead focus on refining what exists, rather than abandon progress to speculate about an unknown future.
Grant Stoner is a disabled journalist covering accessibility and the disabled perspective in video games. When not writing, he is usually screaming about Pokémon or his cat, Goomba on Twitter.