#Accessible gaming macStadia, Steam Link, PlayStation 4 Remote Play and Xbox One’s Project xCloud streaming all take their games away from a single box and let you play on everything from a Mac to a mobile phone. This was the year that Sony opened its cross-play services to any developer who wants to use them, finally joining Microsoft and Nintendo in offering the ability to play with people outside of their walled-garden ecosystems. You can watch Netflix on whatever device you happen to have with you, and gaming is quickly becoming similar. One of the most positive developments over the past few years has been the widespread adoption of device agnosticism in games, joining the rest of media in not being bound to specific formats or hardware. Cross-play and streaming make us input-agnostic The scene has become more hostile to disabled people than ever before, except now it’s coming more from the audience, and less from the industry. Yet with all the impressive progress coming out of gaming, I’m still worried about the future disabled people like me have with the hobby. We’re at the end of a console generation the Nintendo 3DS’ successor, the Switch, has been announced, launched and then refreshed with the Lite and VR is more mainstream, affordable, and accessible than ever. I’ve still got Ehlers-Danlos Syndrome, a connective tissue disorder that causes frequent joint dislocations and pain, but that’s one of the few things that is the same. I was legitimately afraid of being left behind by my hobby, and I don’t think I was alone. It felt like devices were getting smaller than I could manage, VR was going to be a massive barrier that kept me from playing the newest games, and developers didn’t seem to care about accessibility. Four years ago, I wrote about how having a chronic pain condition made me worry about the future of gaming.
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