Starting Point - Adaptive Controllers

Whilst many of the modules in the SpecialEffect DevKit might be applicable to your game, we’ve compiled a selection of modules which may be considered particularly relevant for games supporting adaptive controllers, including the Xbox Adaptive Controller, the PlayStation Access Controller, the HORI Flex Controller, or any other controllers offering adapted gamepad inputs. While simply supporting these input devices in your game is important, providing further options that assist players who are using these controllers with connected switches, joysticks, and mounts, is often required for them to play a game successfully.

The modules listed below can be expanded to reveal information on how they might be applied to supporting adaptive controllers and the players using them. This can be used as a starting point when interacting with the DevKit, if suitable for your game.


1.2    Supporting Multiple Input Devices

“Give players a choice of different input devices to play your game.”

Ensure that your game supports the adaptive controllers that are compatible with any given platform that your game is available on. In many cases this can be achieved by indirectly supporting the input devices that these adaptive controllers aim to emulate. However, it is best to consult official APIs in case any special considerations might need to be made for certain platforms, like Steam and the PC ecosystem.




1.3    Simultaneous Input

“Let players use more than one input device at the same time.”

The more input devices your game supports, the greater the chance the player will be able to use the input device they prefer. However, some players may find certain parts of different devices more accessible than others, so might benefit from being able to play with more than one of the same or different devices at the same time, using inputs from each device for different actions.

This method of play can be supported by allowing multiple devices to be used concurrently, acting as if only one device were being used. Some players may wish to separate different actions between two different input devices, so they might use switches connected to an adaptive controller for digital actions like jump and shoot but then use the analog stick on a gamepad for moving the camera.

One use-case for this might be a player positioning a gamepad to allow controlling an analog stick with one part of their body, such as their chin, and then using switches that are connected to an adaptive controller and positioned near their hands for access to other inputs. By supporting simultaneous input in this way, a setup like this becomes possible for players.

The Xbox Controller Assist feature (formerly Xbox Copilot) on Xbox and Windows 10 allows you to combine two devices and to make them act as one, and the ‘Assist Controller’ option on PlayStation consoles provides this too. But generally, it is best to support this functionality within the game, because this could allow the player to configure input and gameplay settings for each device separately if supported, and because not all platforms support this feature.

Additionally, allowing simultaneous input can also be useful for players who might share the controls with other people, to cooperatively control a single player in your game.




2.2    Remapping

“Ideally, let players remap any action to any input, at any point in the game.”

In many cases players may want to map the actions they consider most important to the inputs they find most easily accessible.

Players using adaptive controllers may have already created an input map of their controls within the configuration options provided by the platform, which corresponds with the different switches and joysticks that they have physically positioned to be in the most accessible places for them. However, allowing them to map actions within the game itself ensures that they no longer need to reconfigure the system input map or physically reposition their controls between playing different games, and also grants the benefits that more in depth action mapping options can provide, such as contextual mapping.

Additionally, if an action requires players to access multiple inputs at the same time, letting them remap each of those inputs can be beneficial. Or going a step further you might allow players to map the action to a single input if possible, since pressing two inputs simultaneously can still be difficult for some when using an adaptive controller.




2.5    Interchanging Analog with Digital

“Let players remap digital and analog inputs, and swap between the two.”

As well as remapping digital inputs, such as the A and the Y button, allow players to remap analog inputs such as triggers and analog sticks. Often it is best to include interchangeability between analog and digital inputs where appropriate, as this might be useful for players who prefer pressing a button to moving a stick in certain directions, or vice versa.

By going beyond the options provided in the system-wide controller configuration in this way, players using adaptive controllers are given the option to use the inputs that are most accessible to them for the highest priority actions, perhaps by using a digital switch to move a character forward in a game, or a particular direction on a joystick to jump.




2.8    Reducing the Total Number of Inputs

“Help players by reducing the number of inputs required to play your game.”

Remapping allows players to use the inputs they prefer and have greater access to. Remapping can also help players by reducing the total number of inputs needed to play a game.

Whilst adaptive controllers may allow a player to connect an input for every action in the game, not all players are able to access that many separate inputs as part of an effective controller setup. Offering players ways of reducing the total number of inputs required to play, can give them more control over the overall experience.

One way to let players do this is through contextual remapping. Allow players to use the same input for different actions if the actions they are bound to are mutually exclusive and you could never perform them at the same time. Even something like looking at or being near an interactable object, such as a door, or your character being in mid-air could be considered a different context. This allows the player to use the same switch for multiple different actions that would otherwise require multiple inputs.




3.2    Configuring Interactions

“Let players decide which input event performs an action, and the timing of that event.”

Every input interaction in a game contains one or more input events. While these input interactions can take any form, there are some in particular that recur between games, and which can be difficult for some players. You could allow players to adjust the input interaction that performs each action, so that they might avoid interactions they find particularly challenging, such as hold interactions and repeated presses.

Players using adaptive controllers might find holding a switch down or repeatedly pressing a switch difficult or sometimes impossible. Consider whether it might be possible to have actions that typically require an input to be continuously held down instead be toggled on or off by simply pressing a switch once. Similarly actions that require an input to be repeatedly pressed could instead be performed by holding a switch down or again even reduced to a single press, as while it’s useful to let players customise input interactions generally, it is also important to ensure players can choose to perform an action on the first press of an input where possible.




3.8    Reducing the Total Number of Inputs

“Let players configure inputs to perform multiple actions and so reduce the total number of inputs.”

There may be a secondary benefit to letting players configure input interactions, and that is the possibility of reducing the total number of inputs required to play a game.

This can be done by having one input perform multiple different actions, according to how it is used. So, pressing an input might perform one action, whereas a different interaction might perform another. For those players using adaptive controllers who are able to carry out a variety of interactions with an input, assigning an action to each of those interactions can allow for fewer inputs to be needed as part of their overall set-up. For instance, a single short press of a switch could perform one action, a hold another, and a double press a third action, which removes the need for three different inputs to be used.




4.2    Inner Deadzone

“Let players adjust the inner deadzones of each input to suit their movement.”

The inner deadzone is an area between two distinct values of an analog input, in which the bound action will not activate. By allowing players to adjust this area, players can choose the amount of input required to initiate an action.

Having the ability to increase the inner deadzone can be useful for players with involuntary movement trying to avoid unintentionally performing an action. Whereas decreasing the inner deadzone can be useful for players who would prefer to initiate an action with less input from the device, and therefore less physical movement overall.

With the wide range of analog sticks available for use with adaptive controllers and the even broader range of players using them, the option to adjust the inner deadzone of an action in relation to the player’s input can help to ensure optimal compatibility between the analog stick, the player, and the game - therefore giving the player a better chance of having good control of an action.




4.3    Outer Threshold

“Adjusting the outer threshold can help players to perform an action fully.”

The outer threshold is the opposite of the inner deadzone, in that it’s an area between two values of an analog input where an action will activate at its maximum value. The point at which a character will move at their maximum speed for instance.

Letting players adjust this area can allow players to reach the maximum value of the action with less physical movement. As with inner deadzones, outer threshold options give players using adaptive controllers with connected joysticks a better chance of controlling an action successfully.




4.5    Action Values

“Let players modify the maximum and minimum value of an action if possible.”

For those actions where the maximum or minimum value could be adjusted, like how fast a camera moves for instance, allowing players to modify these can offer improved control. One way to do this might be to multiply the value of the action by a certain factor at every input value, so the action becomes more or less sensitive overall.

This can be a particularly necessary option for some of the analog sticks being used with adaptive controllers and in the same way as other provided analog settings, can give players a greater level of control over certain analog actions, and a better chance of being able to play your game successfully overall.




5.2    Action Information

“Give players information about available actions and required inputs during gameplay."

Providing players with information on the various parts of your game, before starting and throughout, will allow them to make an informed decision on whether or not a game is suitable for them, and subsequently make the most of the input setup that they use.

Informing players on the actions they can perform in the game, both generally and for specific contexts, can be useful for the player if they want to know which inputs are required to play.

While a controls screen that shows which action each input corresponds to can be useful, they can be less flexible when trying to show controls for different contexts and for different input interactions. Input prompts and reminders that show the required inputs and interactions needed to perform actions while actively playing, can be a more understandable way to present controls.

If possible, have prompts change depending on the input setup the player is currently using. For players using adaptive controllers who have reconfigured what each input is mapped to in-game, ensure that the prompts match the inputs and input interactions that the player has bound to each action. Similarly, providing prompts for different types of input device on platforms that support multiple devices can also be beneficial.




5.6    Testing Configurations

“Give players options to test their setups while becoming familiar with your game.”

In order for players to get familiar with your game, with the various actions they can perform, and to test how adjusting the various settings will affect their experience, consider adding a consequence-free area or mode for the player to practice in.

How you implement this will depend greatly on the nature of your game, and for some games it might not be suitable, but for those that it would be, it can be a very useful tool for players to get familiar with your game before they make potentially irreversible actions.

You might have a contained sandbox area that features simplified elements of what the player will encounter in the main experience, showing them how each action behaves and what effect it will have. By allowing players using adaptive controllers to configure settings while in these areas, they could test which inputs and input interactions should be bound to which specific actions without the potential pressure that the main experience might bring.




6.5    Analog Action Assists

“Give players options to assist their control of analog actions.”

For actions in your game that are controlled by analog inputs, consider providing options that make it easier for the player to have a good level of control over those actions.

There may be players using adaptive controllers who don’t quite have the required dexterity with a connected analog input to optimally perform an action, and so would benefit from options to have these actions assisted in some way.

There are many ways that you could assist an analog action, and these will depend on the nature of your game and the actions it contains. For example, in games that use a player-controlled camera, providing aim assist options can make this camera easier to control. These options will vary from game to game but usually work by detecting where the player is trying to aim and adjusting the camera to make that easier.




7.3    Automatic Digital Actions

“Allow players to automate certain digital actions.”

Even when alternative ways to perform certain actions are available, some players may find there are still too many actions overall for them to play successfully. In these cases, it might be possible to reduce the number of actions the player needs to perform by partially or fully automating them. Which could in turn reduce the total number of inputs required to play your game.

There are a number of ways you might automate digital actions, and how this is implemented will depend on the nature of each action and each game. One way of having a digital action be performed automatically is to let the player set it to happen only when in certain contexts. These contexts could take any form and so will be different for each game.

Some players using adaptive controllers might not have a corresponding input for each of the inputs on a standard gamepad for access reasons. Therefore, by automating certain digital actions when in specific contexts, like jumping when near an obstacle, players can still play effectively even with a reduced number of inputs.




7.4    Automatic Analog Actions

“Allow players to automate certain analog actions in a specific or optimal way.”

In a similar way to automating digital actions, analog actions could also be automated.

Analog actions however can take any number of values, so you will need to decide how best to automate them given the current actions available in your game. You might decide to let players configure how analog actions are performed in a specific way, or you might have them be performed in an optimal way instead.

Some players using adaptive controllers may only have access to one connected analog stick, rather than the two available on a standard gamepad. Or perhaps a player may be unable to access an analog stick whilst simultaneously using switch inputs. By allowing the player to automate certain analog actions, they might be able to play your game successfully with a reduced number of inputs, using the controls that they do have access to.

For example, if your game normally gives the player control over the camera, you could provide an option to have it automatically update the direction of the camera to point in the direction that the character is currently moving. This can be especially beneficial for players who have difficulty using two analog sticks at the same time.





We hope this has been useful for getting started when considering the motor accessibility of your own game. If you are interested in additional areas of motor accessibility that may also be related to your game, you might want to use our Checklist. This can be used to assess which motor accessibility options your game currently supports, and to determine what could be supported in the future.

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