Sony’s Latest Access Controller Highlights Major Challenges in Adaptive Gaming

Aaron Di Blasi, PMP
8 min readDec 13, 2023

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Sony — Access Controller — Multi

In a significant move towards inclusive gaming, Sony has unveiled the Access controller, a device specifically designed to cater to the needs of gamers with disabilities. This development marks a pivotal moment in the adaptive gaming hardware landscape, joining the ranks of the Xbox Adaptive Controller and the Nintendo-licensed Hori Flex for current-generation consoles.

The Access controller, a compact, turtle-shaped device, is engineered to offer extensive customization options, enhancing the gaming experience for users with disabilities. However, its launch price of $90, which is $20 more than the standard DualSense controller included with the PlayStation 5, highlights a persistent challenge in adaptive gaming: the financial burden on disabled gamers.

While the Access controller’s price point is notable, it’s not an outlier in the market. Its counterparts, the Xbox Adaptive Controller and the Hori Flex, are priced at $99.99 and $249.99, respectively, reflecting a trend of higher costs for adaptive gaming equipment. This pricing issue is particularly acute for the disabled community, which, as noted by the British charity Scope, faces substantial additional living costs. In the UK, for example, disabled individuals incur extra expenses averaging £1,248 (approximately $1,558 USD) monthly, significantly impacting their financial resources.

The impact of these costs extends beyond financial implications. Gaming, as highlighted by accessibility consultant and journalist Vivek Gohil, plays a vital role in the mental health of many disabled individuals. The high cost of adaptive gaming tools, therefore, not only imposes a financial burden but also limits access to an important recreational and therapeutic outlet.

The Sony Access controller’s design further illustrates the cost issue. With nine inputs and a single analog stick, it replicates only a portion of the functionality of a standard DualSense controller. Lacking features like swipe gestures, haptics, and adaptive triggers, many gamers may find themselves needing to purchase additional accessories or even a second Access controller to fully enjoy their gaming experience, effectively doubling the already significant expense.

This situation raises critical questions about the balance between developing essential tools for disabled gamers and the financial realities of producing and pricing these devices. In response to inquiries about the pricing of the Access controller, a spokesperson from Sony Interactive Entertainment acknowledged the importance of cost considerations for players in the accessibility community, suggesting an awareness of the issue within the industry.

As the gaming world continues to evolve, the challenge remains: How can the industry better serve its disabled gamers, not only in terms of technology and design, but also in making these crucial tools financially accessible?

When pressed about the possibility of more affordable adaptive gaming options following the launch of the Access controller, Sony Interactive Entertainment conveyed a commitment to community engagement. They emphasized their intention to closely monitor feedback online and to interact with players at key accessibility events. This approach aims to gather direct insights from users about their experiences with the Access controller and to explore ways to enhance the accessibility of gaming on PlayStation platforms.

Despite these intentions, the high cost of accessible gaming hardware remains a significant issue.

The introduction of the Access controller into the accessible hardware landscape is indeed a milestone, yet it’s crucial to recognize the ongoing financial strain imposed by such specialized equipment. However, a historical perspective offered by accessibility critic and consultant Laura Kate Dale provides some context. She points out that until 2017, no mass-produced accessibility controllers were available for consoles, and the cost of custom solutions could reach around $1,000, not including additional switches. The release of the Xbox Adaptive Controller in 2018 significantly reduced costs, bringing a previously expensive technology into a more accessible price range.

Caleb Kraft, founder of The Controller Project, highlights the dramatic price reduction in accessibility controllers over recent years, noting the affordable options available today compared to the past. Barrie Ellis of OneSwitch.org.uk also draws attention to the drastic cost reductions in specialized solutions over the years, citing the example of voice control systems that once were prohibitively expensive but now are available at a fraction of the cost.

Despite these advancements, the financial burden of adaptive gaming remains a hurdle. Fully equipping an Xbox Adaptive Controller to match the functionality of a standard Xbox controller can still cost around $600. This high cost is a significant consideration for many gamers, particularly given the complexity of modern games that often utilize a wide range of inputs.

Moreover, the issue is compounded by the lack of multi-platform compatibility among devices like the Access controller, the Xbox Adaptive Controller, and the Hori Flex. This limitation means that gamers who use multiple gaming systems face even greater financial barriers, as each platform requires a separate investment in adaptive controllers.

While the development of controllers like the Sony Access is a positive step forward in making gaming more inclusive, the industry still faces significant challenges in making these essential tools financially accessible to all gamers.

The consolidation of accessible hardware around proprietary adaptive controllers by major gaming companies like Sony, Microsoft, and Nintendo has amplified concerns within the disabled gaming community. Microsoft, for instance, has faced significant backlash for its policy of blocking unlicensed third-party devices, a move that disproportionately impacts disabled players. The full extent of this policy’s impact remains to be seen, following a similar path to Sony, which has previously been criticized for its restrictive approach, including making the DualShock 4 incompatible with PS5 games. Nintendo’s stance on accessibility also warrants a separate, in-depth discussion.

These policies effectively render many third-party accessible solutions obsolete, invalidating the substantial investments made by gamers in these tools. The increasing hostility toward non-proprietary devices from major console manufacturers places a significant financial burden on disabled players, making it increasingly difficult to use current-generation consoles.

The issue is further compounded by the diverse spectrum of disabilities, which necessitates a range of solutions rather than a one-size-fits-all approach. The potential negative impacts of consolidating accessibility around a single device emphasizes how this approach can feel hostile to users. Devices like the Sony Access controller and Microsoft’s Xbox Adaptive Controller (XAC) may not adequately cater to all needs, such as being a suitable one-handed controller replacement. And for those requiring more complex solutions, reliance solely on these controllers would be a significant regression indeed.

The value of a rich ecosystem of third-party options lies not only in their potential cost-effectiveness but also in their ability to provide a diverse range of solutions. This diversity ensures that disabled players are less likely to waste money on expensive tools that do not meet their specific needs.

Sony, in response to these issues, has released new 3D printing and 3.5-mm expansion port specifications, ostensibly to empower hobbyists and accessibility charities to create more customization options for players with specific accessibility needs. While this move appears generous on the surface, it may also highlight an overestimation by Sony of the Access controller’s potential as a universal solution, underscoring the need for greater consideration of the diverse needs within the community.

The responsibility placed on under-resourced charities to address the limitations of Sony’s Access controller is a significant concern within the accessible gaming community. Many express disappointment over the expectation that these organizations should bridge the gaps in proprietary devices. This responsibility requires them to not only familiarize themselves with various accessibility setups, but also to develop new solutions for specific, proprietary hardware, which may not be universally usable or necessary.

Third-party options, often smaller, larger, or of unconventional shapes, can be more suitable for individual players than adaptive controllers, and they typically come at a lower cost. The importance of these diverse, unofficial controllers, still play a crucial role in the gaming experiences of many.

However, with the focus shifting towards proprietary controllers like the Access, diverse and potentially more affordable solutions are being overshadowed and made less viable due to the financial barriers imposed by these new devices.

Beyond hardware, there’s a need to address accessibility at the software level. When Todd Howard of Bethesda focused on the Xbox Adaptive Controller (XAC) in discussions about accessibility in Starfield, he inadvertently illustrated a common oversight in the industry: neglecting the importance of software-based accessibility features.

The cost of accessibility extends to the software realm as well. Buying a game that turns out to be inaccessible equates to a wasted expense. This issue highlights the necessity for more customizable software options, particularly in hardware settings. Kraft suggests that extensive customization options for controllers and the XAC on the Xbox could potentially reduce the need for additional hardware solutions.

Moreover, there’s a significant information gap regarding accessible gaming options. Needed are a more comprehensive range of choices and easier access to information about different accessible solutions. Bridging this information vacuum is a responsibility that arguably falls on companies like Sony and Microsoft, who should be more proactive in facilitating access to and understanding of various accessibility tools and features.

While proprietary adaptive controllers represent a step forward in gaming accessibility, there’s a pressing need for a more holistic approach that includes a diverse range of hardware options, improved software customization, and better access to information about accessible gaming solutions.

The challenge of making gaming more accessible, particularly in terms of hardware costs, should not be the sole responsibility of under-resourced charities. A more effective approach might involve a single, well-resourced, affiliated, and platform-agnostic organization. One suggestion for such an entity is a company like Epic, known for its Unreal Engine, which is used in games across various platforms including PlayStation, Nintendo, Xbox, and PC. This type of organization could play a pivotal role in creating and disseminating accessible gaming solutions that are effective, diverse, and financially attainable.

The importance of providing accurate information about accessible gaming options cannot be overstated. Knowledge about what is available and how it functions can prevent players from investing in solutions that do not suit their specific needs. However, even these specific solutions should be viewed as part of a broader array of accessible hardware options, rather than as ultimate answers to the challenges posed by high costs.

The introduction of the Access controller, while a positive step, should not be seen as a cure-all for the issues of video game inaccessibility. Its $90 price tag does little to alleviate the overall financial burden of accessible gaming. Moreover, positioning the Access controller and other adaptive controllers as the sole solutions for their respective consoles risks limiting player options and impeding progress in reducing costs. This approach could stagnate the significant advancements made in recent years, perpetuating high expenses for disabled players.

The potential of a single, cross-party adaptive controller, even in an ideal scenario, should not overshadow the need for a variety of accessible solutions. The current trend towards proprietary devices as the primary option risks not just limiting player choices but also slowing the reduction in costs, which remain prohibitively high for many.

In conclusion, while the Access controller is an important addition to the range of accessible gaming hardware, it’s crucial to recognize that it’s not a comprehensive solution to the challenges faced by disabled gamers. The financial burden on disabled gamers is a critical factor making gaming inaccessible. Addressing this issue requires a multi-faceted approach that includes a diverse range of hardware options, broader information dissemination, and the involvement of major players in the gaming industry committed to making gaming truly accessible to all.

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Aaron Di Blasi, PMP

I break down the most advanced news in the areas of artificial intelligence, technology and disability. Publisher: Top Tech Tidbits, AI-Weekly.