Alternatives in Game Design

Alternatives in Game Design

When we think of "alternatives" in design, our minds often jump to concepts like alt text for images in HTML or links to buttons—essential components for accessible web experiences. You've probably heard an accessibility auditor emphasise these.

In video games, alternatives are applied a bit differently. They’re not just about meeting standards; they’re about creating inclusive experiences by offering players various ways to interact with and understand the game.

Let’s break this down with guidance from frameworks like the Xbox Accessibility Guidelines (XAGs) and Accessible Player Experiences (APX) design patterns.


1. Text Alternatives for In-Game Clues and Pickups

Exploration games reward players with items like codex entries, notes, or journals. While these items add to the narrative depth, they often feature stylised or cursive handwriting that can be hard to read. Providing a text alternative in a legible font ensures that all players can access the information, regardless of their visual abilities or preferences.

Example: A note found in-game may look like handwritten scrawl, but players can press a button to view it in a clear, digital typeface.


XAG 102: Text Readability Developers should ensure text is legible by offering alternative views for difficult fonts and maintaining clear contrast ratios.


2. Symbol + Text Combinations in Menus

Symbols are a staple of UI design in games, representing common actions or locations—like a cogwheel for settings or an arrow for “back.” While visually helpful, symbols alone can confuse players unfamiliar with gaming conventions or those with cognitive disabilities. Adding text labels beneath symbols ensures clarity, making navigation intuitive and accessible.

Example: A settings icon accompanied by the label "Settings" ensures players understand its function at a glance.

XAG 114: Text Descriptions for Icons All icons should include text descriptions to make their purpose clear for all users.


3. Alternative Gameplay Approaches

Alternatives go beyond visuals and into gameplay mechanics. Offering players multiple ways to achieve objectives—such as stealth, combat, or puzzle-solving—empowers them to play in ways that align with their preferences or abilities.

Example: In Dishonored, players can choose to complete missions non-lethally, relying on stealth and gadgets, or go for a more direct, combat-focused approach.


The dishonoured options menu shows options to show pickup logs and contextual icons.
The Dishonoured options menu

APX Pattern: Multiple Ways to Play This design pattern encourages developers to provide diverse approaches to challenges, ensuring inclusivity across playstyles and abilities.


4. Customisable Controls and Interfaces

Customisation is a cornerstone of accessibility in games. Allowing players to adjust settings, remap controls, or toggle features helps them tailor their experience. For example, letting players customise HUD elements like minimaps, health bars, or subtitles ensures they only see the information they find essential.

Example: In Dragon’s Dogma 2, players can adjust their HUD to reduce sensory overload and focus on what matters most to them.

XAG 116: Customisable UI Enable players to personalise their interface to match their needs and preferences.


Why Do Alternatives Matter?

Alternatives in game design aren’t just about accessibility compliance—they elevate the experience for everyone. By offering text alternatives, pairing symbols with labels, providing flexible gameplay options, and enabling customisation, developers empower players to engage in ways that are comfortable and enjoyable.


Key Takeaways for Game Designers

If you’re designing a game, here are some best practices to consider:

  • Provide text alternatives for in-game notes and pickups.
  • Pair symbols with text to ensure clarity.
  • Offer multiple gameplay approaches to suit varying preferences and abilities.
  • Allow players to customise controls and interfaces to their liking.

By incorporating guidelines like XAG 102, 114, and 116 and APX patterns like Multiple Ways to Play, developers can create games that are both inclusive and universally appealing.



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