Something I Think Game Developers Should Consider When Designing “Full Input Remapping
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I wanted to put this idea somewhere game developers, both new and experienced, might see it, because I think there is an important accessibility limitation in what we currently call “full input remapping.”
I use an arcade stick because of my disability, and it works extremely well for me. But my particular setup has shown me something that I don’t think normal remapping systems properly account for.
What I would like to do is:
Up/down on one physical stick = move forward/backward
Left/right on that exact same stick = camera left/right
In other words, I want the Y-axis to control movement while the X-axis controls the camera.
I’ve tried creating this kind of setup in games with very extensive remapping options. The game may allow me to make the assignments, but it doesn’t understand what I’m actually trying to do. It treats the analogue stick as a complete input rather than recognising that I’m trying to separate its two axes.
That’s what got me thinking about the term “full input remapping.”
Maybe when these systems were originally designed, nobody had a reason to think about somebody wanting to separate the X and Y axes like this. For most players, there probably isn’t a reason to.
But that’s exactly where accessibility can reveal limitations that wouldn’t otherwise be obvious.
Rather than treating an analogue stick as one complete control, why not allow the X-axis and Y-axis to be independently remapped?
That would give players far more freedom to build control schemes around their physical abilities and whatever controller works for them.
I’m not suggesting that my particular setup should become the default. Quite the opposite. I think accessibility works best when developers give players the flexibility to create configurations that the developer may never have thought of.
That’s why I think independent axis remapping could be a valuable addition whenever developers implement full input remapping.
Sometimes accessibility isn’t about adding an entirely new mode. Sometimes it’s about making an existing accessibility feature flexible enough to actually deserve the word “full.”
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