Games provide opportunities for entertainment, socializing, and community building. However, many games are not built with players with disabilities (PwDs) in mind. Accessibility features, like captions or auto-aim, vary in availability and quality. While some standards and guidelines exist, designer-developers continue to face several resource, knowledge, and practical challenges in implementing accessibility features. Complementing prior work about specific needs and features, we present Access Profiles (AP), a framework for multi-directional communication between game designer-developers and PwDs. Through a qualitative study, we investigated how systems utilizing the AP framework could support designer-developers in selecting, implementing, and documenting accessibility-related features in their games, as well as how PwDs may be supported in both finding accessible games and improving the initial experience of new games. Our findings include insights on how AP has the potential to improve game discovery and configuration, but also necessitate comprehensive changes across game engines, retailers, and launchers used across the gaming ecosystem. We then apply theories of propagation to discuss how AP can support the standardization of known features and spreading of novel features to systematically improve game accessibility over time.