Retrofitting games with accessibility options can, to your point, be expensive. However, games can be designed to be inclusive as we're going along e.g, considering minimum text sizes when building HUDs, ensuring mechanics communicate info with multiple methods of feedback, etc
You wrote "including accessibility options is a loss leader" I was responding to that specific line. But i see how that came across. Im not interested in an argument but I think it's interesting to discuss the challenge that poses as a designer...
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It's not unsolvable though, we can look to examples of adaptive difficulty (RE4 for example) or perhaps examples that empower player choice by giving them plentiful options to live choose the way they tackle the problems presented (Hitman)
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