In the ever-evolving world of competitive gaming in 2026, accessibility remains a critical frontier. Riot Games' popular free-to-play hero shooter, Valorant, is facing significant criticism for its approach to this very issue. The core of the controversy lies in the studio's deliberate decision to block the use of touchpads within the game. This policy directly impacts disabled players who rely on touchpads as their primary or only viable input method, as they may be unable to use traditional controllers, mice, or keyboards. The situation gained widespread attention after a disabled player, Twitter user @DeadlyPG, shared a response from Valorant's support team confirming that touchpads are "intentionally unusable." This revelation has sparked a crucial conversation about player choice, competitive integrity, and inclusivity in the esports space.

The Heart of the Controversy: Riot's Stance vs. Player Needs
The debate intensified when the reasoning behind Riot's decision was made public. In the support ticket shared by @DeadlyPG, a representative stated, "Touchpads are not supported because they are not optimal for competitive shooter games." This justification has been met with considerable backlash from the gaming community and accessibility advocates. Critics argue that while a mouse might be the preferred tool for many, declaring a device suboptimal shouldn't equate to removing the option entirely. The fundamental question being asked is: why isn't this choice left to the individual player? For gamers like @DeadlyPG, who has a muscular disability preventing mouse use, the touchpad isn't a matter of preference but of necessity. By blocking it, Riot effectively excludes them and, as they point out, "millions of other disabled gamers" from participating.
Key Issues Highlighted:
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🚫 Lack of Player Agency: The decision removes control from the player, dictating what is "best" for them rather than offering options.
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🧑🦼 Exclusionary Design: It creates an unnecessary barrier for players with physical disabilities who depend on adaptive technology.
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❓ Questionable Logic: The argument that something isn't "optimal" for competition is seen as flawed. Players using non-optimal setups would inherently be at a potential disadvantage, which is a choice they should be allowed to make.
A Growing Chorus for Change
Leading the charge for a policy reassessment is Steven Spohn from the renowned charity AbleGamers. The call to action came directly after the disabled player was officially denied the use of their controller. As of now, Riot Games has yet to issue a public response to these specific criticisms. The silence is particularly noticeable in a gaming landscape where accessibility is increasingly recognized as a benchmark for quality and social responsibility. The community's response has been a mix of disappointment and advocacy, with many pointing out that inclusivity only strengthens a game's player base and cultural impact.
The Brighter Side: Gaming's Accessibility Wins
While Valorant's stance represents a significant stumble, the broader gaming industry has seen inspiring progress. The recent Accessibility Awards have spotlighted titles that are leading the way in inclusive design. These awards celebrate games that go above and beyond to ensure everyone can play. Recent honorees provide a powerful blueprint for what's possible:
| Game Title | Key Accessibility Features Recognized |
|---|---|
| Halo Infinite | Extensive controller remapping, robust subtitle/caption options, varied visual & audio cues. |
| Life is Strange: True Colors | Comprehensive difficulty settings, colorblind modes, and narrative assistance features. |
| Final Fantasy XIV: Endwalker | Deep system customization for UI, controls, and gameplay pacing to suit diverse needs. |
These awarded games demonstrate a commitment to player customization. They offer extensive menus that allow users to tailor:
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Gameplay mechanics (like input methods, difficulty, and assist modes).
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Visual presentation (including color filters, UI scaling, and effect reduction for players with photosensitivity or visual impairments).
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Audio and narrative elements (with detailed captioning and audio description features).
This approach embraces a simple but powerful philosophy: provide the tools and let the player decide how to use them. It stands in stark contrast to a one-size-fits-all policy that actively restricts peripheral use.
Looking Forward: The Path to Inclusivity
The conversation around Valorant's touchpad policy is about more than just one input device. It's a test case for how competitive games value their entire audience. In 2026, players and advocates rightly expect more. The technology and design frameworks to support a wider range of players exist and are being successfully implemented by other major studios.
For Valorant to truly live up to its potential as a global esport, addressing these accessibility gaps is essential. Potential solutions could include:
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Reversing the Ban: Simply allowing touchpad input and letting players manage their own competitive experience.
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Official Support & Calibration: Implementing in-game settings to properly calibrate and support touchpad sensitivity and input.
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Partnering with Experts: Collaborating with organizations like AbleGamers to audit and improve the game's accessibility features holistically.
The ball is in Riot's court. The community has spoken, highlighting a clear disparity between the industry's growing standards and Valorant's current practice. The hope is that this critique will catalyze positive change, transforming Valorant from an example of exclusion into a leader in inclusive competitive play. After all, the pinnacle of any game's success should be measured by how many people it welcomes, not how many it turns away. 🎮✨