Goal
Ensure a player can operate the gaming interface through input mechanisms of their choice.Overview
Games often assume certain physical abilities — rapid button mashing, holding triggers for seconds, precise mouse aim, two-stick control. Any of those can exclude a player who can’t meet the physical demand. It’s fine to offer a primary input for your game. It’s not fine to require it. Always provide alternate inputs with equivalent functionality.Scoping questions
Wherever the game requires analog input (mouse, stick, trigger), also offer single-press digital equivalents.- Menu navigation — what inputs are required (mouse, keyboard, D-pad, stick)?
- Character movement — does it require analog?
- Analog triggers — does it require them (racing acceleration, etc.)?
- Are there places where a player must press buttons quickly or hold for 2–3+ seconds?
Beyond remapping
Remapping alone doesn’t remove every input barrier. Consider:- Speed. Rapid attack windows are hard for players using switch mounts on head, arm, or leg. Allow game-speed reduction.
- Complexity. Multi-button combos and rapid sequences require memory and coordination. Allow remappable actions, not just controls (e.g.
pick up itemremapped toX, instead of remappingA + B). - Duration. Long holds cause fatigue. Provide toggles / auto-holds (
auto-jump,auto-fire,auto-sprint).
Implementation guidelines
Navigation
- All UIs (menu and in-game) support both digital and analog navigation.
- All UIs are navigable using single, non-simultaneous key presses.
- UIs support keyboard-only operation, including start, settings, gameplay, and exit.
Remapping
- Games provide in-game remapping of all controls, regardless of platform-level remapping.
- Includes analog and digital controls, X- and Y-axis inversion individually per stick, and PC
Esc. - Ideally, actions can be assigned to any input — not just swapped between existing bindings.
- Remapped bindings update hints, tips, tutorials, and controller diagrams.
- Interface components are fully operable with digital input even when the primary is analog.
Timing and combos
- Avoid rapid multi-press mechanics (QTEs).
- Avoid requiring key/button holds for extended periods.
- Avoid requiring simultaneous button presses.
- Where the above are unavoidable, provide an alternative that is less demanding, or allow the player to bypass or skip that content.
Gestures and pointer input
- No required multi-point gestures. Any pinch/two-finger gesture has a tap / click / long-press alternative.
- No required path-based gestures (swipes, drag-shapes) — alternatives exist.
- For single-pointer input:
- Activation happens on the up event, not the down event.
- Provide a way to cancel before completion.
- If cancel isn’t possible, provide undo.
- Exception: essential down-event actions (piano keys, firing a weapon) may activate on down.
Non-traditional inputs
- Any gameplay-critical input using speech or motion has an alternative digital input.
Analog sticks and D-pad
- Don’t require two sticks (or stick + D-pad) to complete mechanics.
- If a stick click is used as an input, it must be remappable.
- If D-pad is used for weapon / item selection, it must be remappable or accessible via menu.
Sensitivity
- Provide in-game sensitivity adjustment for each analog input individually (stick, joystick, trigger, wheel, mouse) with a range of at least ± 50% of the default.
Mobile input guidelines
A touch target is any defined area on-screen that activates a control upon touch.Alternative input types
Offer:- Standard controllers
- Adaptive controllers
- Physical keyboards
- Mouse
- Platform assistive technologies (switch access, voice input, camera-based head movement)
Mobile-native accessibility
- Switch control support so players using head/arm/leg-mounted switches can scan and select.
- Voice control support so players can activate on-screen inputs by voice.
Orientation
- Support both portrait and landscape. Players with mounted devices may be locked to one orientation.
Customization
- Allow adjusting size, spacing, and position of all touch targets.
- Provide a range of pre-set layout options (e.g. Combat Pro, Builder Pro).
Default touch target sizing
Scale linearly as DPI increases. Space targets widely enough to prevent accidental activation, ideally with a buffer of inactive screen around each.
Cancel and correction
- Allow Short Press and Drag to cancel a button press.
- Provide an Undo button for reversible actions.
- Let players release a held object by pulling it outside the playable area.
Sensitivity and simplification
- Allow tuning of swipe sensitivity, camera zoom, etc.
- Offer simplified control schemes / options that reduce the number of touch controls (
auto pick up,auto fire, one-tap fire modes).
Avoid / provide alternatives for
- Prolonged touch holds
- Dragging / swiping
- Rapid taps
- Multi-point gestures
- Multi-finger simultaneous presses
- Speech input
- Gyroscopic tilt / shake
Timing
- Control activation happens on touch-end (finger lift) or mouse-up, not down.
Text input
- Support speech-to-text / dictation in text-input fields and text chat.
Customization accessibility
- The customization UI itself is fully accessible — resizing, moving, re-assigning, and selecting layouts.
Potential player impact
Resources
- Ensure key actions can be carried out by digital controls
- Include an option to adjust sensitivity of controls
- Avoid requiring multiple simultaneous actions
- Avoid repeated inputs
- Avoid / provide alternatives to requiring buttons to be held down
- Provide a macro system
- Simple control schemes compatible with switch / eye-tracking
- Do not rely on motion tracking of specific body types
- Use Switch Control on iOS
