PieBrotherTB said:
So when do you chaps believe that accessibility goes too far, and becomes 'hand-holding'?
basically, from "point zero" (no implementation of interface) to a certain point (that varies from game to game) adding accessibility means making the interface more and more functional, well designed, and usable. Immediately from that certain point (which is basically "the best and clearest and easiest to use interface possible without giving you any explicit hint/help/tutorial messages") any other accessibility addition is handholding.
Example: Assassin's Creed 1 with its interactive display of contextual functions in upper right corner is exactly at that sweet spot of perfect interface. Tells you all you need to know, and shoves nothing right into your face. Batman: Arkham City with its "contextual tutorial messages" across the center of the screen (you go of gliding, the text "You can gain speed by diving by pushing the right stick forwards", you do that, the text "Now you can gain height by pushing the right stick backwards") is far, FAR beyond that sweet spot, and is actually a silly and obtrusive handholding.
Not all hand-holding is bad, though, if I encounter some object for the first time (AC2 spring boards), it's nice to have it explained - ONCE. However, game giving me unrequested tips on how to defeat certain enemies? (Again, AC2 tips on light/heavy soldiers) Too much, that's a thing I should be left to discover for myself. It's hard to really define accurately and universally at the same time where good interface ends, appropriate amount of handholding begins, and where that ends and annoying handholding begins. It can be done only on game-to-game basis.