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I think this discussion has more merit when framing this from an ableism viewpoint. Games having accessibility sliders to either slow down puzzles or enemies helps players who have a disability.
A game that comes to mind is Crosscode! You had options that could change the speed and damage for various things in the game. Was nice because sometimes I’d change the settings when I had been stuck and frustrated on a puzzle which made the game far more enjoyable.
skill issue
The main goal of a game is to be fun, not to be a bragging right; even more in a single player game.
If someone, for any reason, prefers a more casual experience, let them have it. On the other hand, if you prefer to brag, go for it and cramp up the difficulty.
There us no point of gating a single player game. Single player games should be accessible for all.
A single player game shouldn’t be accessible to all. It should be accessible to everyone the creator intends it to be accessible to.
Devaluing and demanding an artist or team of artists compromise their vision and intent is flat out a shit take. You have to be a massive self centered asshole to think it’s even remotely acceptable.
Nintendo expects Mario games to be played by everyone, thus it’s reasonable to expect accessibility features and difficulty controls. To allow for the widest range of players.
A Mario game with out either implicit or explicit difficulty controls would be a fair thing to criticize when Nintendo’s clearly stated goal is to reach the boardest audiences and be a game for the whole family.
But a game made by say kojima IS NOT trying to reach the boardest audience. Thus, expecting any amount of control over the experience is just being an asshole on the part of the player. The game is designed for himself first and foremost. He’s making something he wants to make. Tell a story he wants to tell. If the player enjoys it then all the better.
Games are after all first and foremost art. Art can be a product or can be a passion. A product even if art is reasonable to expect it to be made for the consumer first and cater to them But never should any reasonable person. Assume a passion should bend the knee.
The main goal of a game is to be whatever the creators and/or you want it to be. Frustrating difficulty can still be fun, just like feeling scared in a horror game is fun. It simply has to be done right.
Keep in mind it’s already very hard to make a good, balanced game. Adding difficulty sliders increases that exponentially. Even if you add a few presets - that’s still a lot more work, which indie studios may not have resources for.
There doesn’t need to be sliders or options menu settings. Elden Ring handles difficulty settings beautifully: upgrading your flask is optional and increases both the frequency and amount of healing that can be received. Using summons is optional and can make some fights an absolute cakewalk. Same with all the different crafting items. If you want, almost every dungeon in the game can be skipped or revisited if it’s too hard.
All Team Cherry had to do was change the timing or location for access to certain tools in the game.
Many FromSoft games don’t strike that balance right. The ones I’ve tried, even the ones I successfully beat, gave me a groan of “Fucking FINALLY, now what mediocre reward and fresh hell do I get for that!? In fact, why am I playing this…?”
Another example, Stellar Blade. I enjoyed the difficulty, and got pretty good at the parries against bosses; but usually only hit about 60% of them. That wasn’t good enough for the very final boss, which takes off about half your health for each one you miss. Only for that fight, I ended up turning down the difficulty - and it was still tough! And, I still felt rewarded at the end.
One final example, Another Crab’s Treasure. It has some hard fights, and many difficulty options. I’m glad those were there…but I also just never used them. Also, it now has a NG+ that gets even harder.
For myself? Definitely! But someone shouldn’t be prevented from playing a game because of a disability. Just like how Frostbite engine games have great accessibility options for colour blindness.
Disability, accessibility and gameplay accessibility are two different things and should be treated as such. There is also a very hard line between what is possible to help someone with a disability. Enjoy a medium that requires certain minimal physical traits.
The color blindness deafness rebindable controls as many things that can help the disabled and these should be expected whenever possible. Hell a lot of these are built directly into your operating system and don’t require any effort from a game developer. They just need to make sure not to get in the way of already existing tools.
But gameplay accessibility is an entirely different beast and even very minimal. Gameplay accessibility can create an entirely new gameplay experience to the point where it’s not the same game. If the developer wants to add those, it should be up to the developer and what they’re targeting, both as an audience and as an artist.
We should always demand disability accessibility. We should never demand gameplay accessibility.
Colorblind accessibility is easy to implement and pretty much everybody can do it after reading a wikipedia article on colorblindness.
On the other hand, balancing a game for several difficulties is not easy and takes a lot of time. Plus, it doesn’t always make sense. Part of the game is the struggle. If you’re skipping the struggle, then you’re missing a part of the game.
Tbh it’s a reflex and dexterity game, among other things, so it is not for everyone. In the same way a game that requires memorising melodies is not for me, since I suck hard at it.
I suppose there could be a mod that simply doesn’t let you die and you can explore the whole world. There is no other way to make a platforming section easier, unless you add more anchor points etc., which requires actually changing the world (essentially, you remove the platforming section), so those could still be a problem.
Celeste is a game about reflexes and dexterity. They implemented tons of accessibility features, including ways to make platforming easier.
I have never heard of the game, i guess you are referring to https://celeste.ink/wiki/Assist_Mode?
I can see they have lots of options! However the platforming seems to be slightly different? In case of HK I suppose that invincibility-like mode is what I suggested brought to the extreme (I.e. you can just walk over spikes etc). Maybe the other thing that could work is slowing the game down so that timing is easier to get.
I think it’s an interesting discussion accessibility from this point of view. I think everyone draws the line at some point, between accessibility and simply making a game with some principles that represent the soul of the game.
And the game is fundamentally not the same with some of those accessibility features enabled. Good on the devs for targeting a wider audience but fundamentally they have different game play experiences.
Not every designer wants to have multiple experiences in their game. That should be entirely up to the designer and demanding them add entirely new experiences is unreasonable.
Color blindness support, rebindable controls, subtitles, on screen audio visual cues. There’s plenty of things that can help the disabled that don’t change fundamental aspects of the game. If a developer adds these but doesn’t want to compromise the intended gameplay as they see it then they shouldn’t have to.
End of the day. It’s art that is being sold to be consumed. If you don’t like the art, then it’s not for you.