When I was younger, I grew up playing games like Spyro and Crash Bandicoot. In Spyro, running was as simple as holding the square button, and in Crash it wasn’t something I had to think about at all. Movement in those games felt straightforward and natural. For the most part, running in single-player games was never an issue for me.
That changed when I got older and started getting into multiplayer games. My first was Call of Duty: Black Ops — a very different experience from what I grew up playing. I didn’t expect it to be my type of game, but I ended up really enjoying it.
There was just one problem that many players probably never even think about.
I struggled to press and hold the L3 button to sprint.
The sprint problem
For most players, clicking the joystick to run is second nature. But for me, it could be difficult and sometimes frustrating, especially during longer play sessions. I still played and enjoyed the game, but movement often became the biggest hurdle. Something as simple as sprinting a core mechanic in a fast-paced multiplayer game could turn into a constant point of friction.
It’s about input demand
From an accessibility standpoint, this comes down to input demand. Mechanics that rely on repeated or sustained inputs like pressing L3 to sprint can create unnecessary strain for some players, especially over time. When those inputs are tied to essential gameplay systems like movement, they can become a barrier rather than a challenge.
This isn’t limited to sprinting. Many games rely on repeated inputs, such as rapidly pressing buttons during quick-time events. “Tap X repeatedly” mechanics have also been a challenge for me, not because of long play sessions, but because I can’t always press the button fast enough to keep up with the required speed of the input. Other systems, like holding triggers to aim or charge abilities, can also require sustained input that leads to fatigue. While these mechanics may feel natural to some players, they can quickly become uncomfortable or difficult for others.
That said, I have started to notice more games offering options like hold instead of repeated button presses, which is a step in the right direction. However, these solutions don’t always address the full experience. Accessibility isn’t just about reducing repetition, it’s also about giving players control over how they interact with core mechanics.
Auto-run done right
As games have evolved, some developers have introduced features like auto-run to reduce that input strain. However, the way these features are implemented makes all the difference. One game that stands out to me is Apex Legends. It’s one of the only games I’ve played that gets this right.
Apex includes an auto-run feature that doesn’t take away control. I can still gently move the joystick forward to walk slowly or stay stealthy when needed, instead of immediately being forced into a full sprint. That level of control makes movement feel much more flexible and accessible, without changing the core gameplay experience.
It’s a small detail, but it shows how thoughtful implementation can support a wider range of players while still preserving the intended feel of the game.
When movement systems fall short
On the other hand, I’ve also experienced games where movement systems don’t offer that same level of flexibility. In Silent Hill f, for example, the lack of an auto-run option made movement physically difficult for me over time. In Resident Evil Requiem, auto-run is present, but it transitions immediately from standing still to full sprint. That makes it harder to move carefully or stay stealthy when needed.
These differences may seem small, but they have a noticeable impact on how comfortable and controllable movement feels. When players aren’t given the ability to adjust their speed or reduce input strain, even basic navigation can become more challenging than intended.
Designing better, not just adding more
Accessibility in games is often framed around menus and settings, but it’s just as important to consider how core mechanics are designed. Movement is something players interact with constantly, and even small adjustments can make a meaningful difference in comfort and control.
As the industry continues to improve accessibility, I hope more attention is given to how these foundational systems are implemented. Thoughtful design doesn’t just remove barriers, it creates better experiences for everyone.
Accessibility isn’t always about adding more, sometimes it’s about designing better.