The Accessibility Paradox: Why "Realistic" Flight Sims Are Designing Themselves Into Irrelevance
by Asar Dhandala, Founder / Game Designer
There's a recurring argument in flight simulation forums that goes something like this: "If you want accessible controls, go play Ace Combat. Real flight sims are supposed to be hard."
This sentiment, while understandable, reveals a fundamental misunderstanding of what makes flight simulation compelling—and it's slowly killing the genre.
After designing AeroMayhem, War Dogs, and Jumbo Jet—three mobile flight games that have collectively reached over 10 million players—I've come to believe that accessibility and depth are not opposing forces. They're design choices that exist on independent axes. The best flight experiences let players choose their complexity level, rather than gatekeeping depth behind a wall of mandatory suffering.
The False Dichotomy
The flight sim community has constructed an artificial hierarchy: "arcade" games at the bottom for casuals, "study sims" at the top for the serious. This framing suggests that complexity equals quality, and accessibility equals compromise.
But consider chess. Chess has simple rules that can be learned in minutes. It also has infinite depth that masters spend lifetimes exploring. No one argues that chess should require a 200-page manual before you're allowed to move a pawn. The accessibility of chess's rules doesn't diminish its depth—it's precisely what allowed the game to persist for centuries.
Flight simulation has the opposite problem. Many sims front-load their complexity, demanding players learn systems before they can experience the joy that makes those systems worth learning. It's like requiring someone to study music theory before they're allowed to hear a song.
What We Learned From Mobile
When we started designing AeroMayhem—a 4v4 multiplayer air combat game—the mobile platform forced constraints that desktop developers often ignore. We couldn't assume players had time for tutorials. We couldn't assume they'd read documentation. We had to make a game where someone could download it, immediately understand what to do, and have a meaningful experience within sixty seconds.
This constraint became a gift.
We developed what I call the "invisible tutorial" philosophy: every early moment of gameplay should teach something, but the player should never feel like they're being taught. In AeroMayhem, your first flight teaches throttle control through the natural desire to catch an enemy. Your first dogfight teaches energy management because running out of speed feels wrong before you understand why.
The result? Players who had never touched a flight sim were executing Immelmann turns within their first session—not because we dumbed anything down, but because we designed the learning curve to match human intuition.
Three Games, Three Solutions
Each of our flight titles solved the accessibility problem differently, and the variety itself is instructive.
AeroMayhem leans into competitive multiplayer. The accessibility solution here was social learning. When you see an enemy pilot barrel roll out of your missile lock, you don't need a tutorial to explain barrel rolls—you need to figure out how to do that yourself. The complexity reveals itself through competition, not documentation.
War Dogs takes a historical approach with World War II aircraft. Here, accessibility came through narrative context. Players forgive complexity when it feels earned. The Spitfire handles differently than the Bf 109 not because we wanted to frustrate players, but because that difference meant something historically. The accessibility layer was emotional investment in authenticity.
Jumbo Jet is the most simulation-focused of the three, featuring civilian aircraft with realistic physics. Our solution was progressive disclosure. New players get assisted controls that handle the overwhelming majority of flight inputs. As they grow comfortable, systems reveal themselves one at a time. A player who started with assisted mode can eventually manage full manual control of a 747—but only when they're ready, and only if they want to.
The "Desktop Was Wrong" Revelation
There's a persistent belief that mobile games are inherently inferior—that touch controls can never match a HOTAS setup, and therefore mobile flight games are fundamentally compromised.
This misses the point entirely.
The constraints of mobile didn't force us to make worse games. They forced us to make games that respected players' time and intelligence. Desktop flight sims often confuse friction with depth. A 45-minute startup procedure isn't depth—it's friction. Depth is the emergent complexity that arises from simple systems interacting.
When we removed the friction and focused on depth, something interesting happened: our players got better at flight concepts faster than players who started with traditional desktop sims. They weren't learning checklists—they were developing intuition.
The Real Gatekeepers
The irony of flight sim gatekeeping is that the genre needs new blood desperately. The average age of the traditional flight sim player has been climbing for decades. The community that insists on complexity purity is effectively arguing for their own hobby's extinction.
Meanwhile, games like Microsoft Flight Simulator 2020 have proven that accessible design drives massive commercial success without sacrificing simulation fidelity. The sim purists who predicted it would "casualize" the genre were wrong—it expanded the genre while maintaining depth for those who sought it.
Designing for Choice
The solution isn't to make flight sims easier or harder. It's to make them adaptable.
A well-designed flight experience should offer:
- Immediate playability: Someone should be able to fly within seconds of starting the game
- Discoverable depth: Complex systems should reveal themselves through play, not prerequisite study
- Player agency over complexity: Let players choose their difficulty and realism settings without shame
- Failure as teacher: Crashes should be learning moments, not punishment for not reading documentation
This isn't about lowering standards. It's about recognizing that the goal of flight simulation—experiencing the wonder and challenge of flight—is better served by designs that welcome players rather than exclude them.
The Path Forward
I believe the future of flight simulation lies in what I call "depth on demand." The default experience should be immediately engaging. The full complexity should be available for those who want it. And the path between should feel like growth, not homework.
Our games have shown that millions of players are hungry for flight experiences—they've just been told for decades that flight sims "aren't for them." That's not a player problem. That's a design problem.
And design problems have design solutions.
The only question is whether the genre is ready to welcome the players who've been waiting at the door.