When Naughty Dog was developing Uncharted 4: A Thief’s End, the studio had what lead gameplay designer Emilia Schatz describes as “a very simple plan” for accessibility features inspired by one player in particular. Prior to starting work on the game, the studio received a letter from a player who managed to get near the end of Uncharted 2, but got stuck at a point where they had to rapidly press a button during a quick time event. “They were able to play all the way to that point and then they were blocked from finishing the game,” Schatz explains.
This experience got the studio thinking much more about accessibility — though things admittedly started slow. “In Uncharted 4 our accessibility options were actually pretty sparse,” says Schatz. “But we got a lot of community praise for it, and felt like we had a huge success with a very small amount of things that we did.