Play victoria 2 for 10 hours and say that again.It's not an intentional difficulty barrier. Paradox games just have poor UIs and most of the battle is learning how to navigate them.
Play victoria 2 for 10 hours and say that again.It's not an intentional difficulty barrier. Paradox games just have poor UIs and most of the battle is learning how to navigate them.
Not necessarily, Souls games found success in part due to their reputation of being challenging to the point where that was even used as a selling point. Just like how an easy game can bring players, it can also turn off others and I don't think From games would have reached where they are without those design decisions. They found their audience there and I so no issue in playing to that audience instead of trying to chase after everyone, if anything, this is something we need to see more of in the industry.it still limits its market. if it was an easier game for instance, then I would be interested in it. but all I hear is that its hard so I stay away.
It's absolutely coming from individuals with disabilities.
Like, did you even read the post you quoted?
Definitely. It got all that buzz because of the challenging and unforgiving nature of the game world.I think it's arguable that Demon Souls etc. only found success because they were so punishing. If they just had an easy mode I can't really imagine it ever really taking off
I've played it for 300+ hours. It doesn't change anything in that post.
Not sure if it has been said but i want to inform you that not only CK2 has difficulty options but you can also choose whom you start with. PDS games usually have a really high degree of costumability
here are some examples
CK2 for example has at the very least 12 rules that can be customized. Also PDS games are very modable so if there is a mechanics that you don't like there is a high chance there is a mod that changes that mechanic.
IMO comparing PDS games which have a very high customizability for their difficulty with from software games which barely have difficulty levels is dishonest.
This is an estimate of all disabled gamers, not disabled ones that are asking for an easy mode in Sekiro, maybe stop using it as such.
If games are art, creators should be allowed to challenge their audience. No one would tell Coltrane that giant steps should be made more approachable so that more people should enjoy it.
If games are a product, do not support a product if you feel that that product doesn't cater to you. There are other competing products out there that might be better for you, and you can support them instead.
Accessibility is important. We should give players more options to engage with games. But that's not the same thing as difficulty. People can beat Souls games with DDR pads, guitar hero guitars, and even more dumb controllers. Aka a much less accessible method.
If you don't want to invest the time into a game that looks appealing to you in order to get better at it, that's fine. But don't use disabled people as a shield. That's gross. Not every game is for everyone, just get over your FOMO and move on.
Maybe just an example of someone actually asking for an easy mode due to their disability is enough.What's the acceptable number of Sekiro players with disabilities before you take them into consideration?
Maybe just an example of someone actually asking for an easy mode due to their disability is enough.
If an artist wishes to create a game experience by having the player face difficulty and overcome challenges, then I believe that should be respected. The personal accomplishment or narrative implications that would result from overcoming those barriers wouldn't be the same if the players knew they could have taken the easy way out at any time, as you'd be playing what's essentially a different game on Easy Mode.I think some people are being too protective of their own cherished experience with "difficult-to-master" games. Yet, none of the people who want more accessibility options are coming to take away anyone's experience playing the game.
We've had plenty of people throughout human history who have no problem pointing to someone else, in a manner of ostracizing them, and saying:
"This thing/job/family/life/etc. that many people can have, these things are not for everyone."
Knowing this, why in the world would you ever want to be one of these people who would talk to someone else in this manner, and especially about games?
And how come people have no problem telling others about some games "dude, don't play this game on normal, play it on hard - it's too easy on normal" - but bristle at the notion of putting an easy mode on a game that currently doesn't have it? That other game surely had an easy mode (or normal IS easy or whatever), but you wouldn't pay that mode any mind - you would just play the mode you are most sure to enjoy.
I think some people are being too protective of their own cherished experience with "difficult-to-master" games. Yet, none of the people who want more accessibility options are coming to take away anyone's experience playing the game.
If an artist wishes to create a game experience by having the player face difficulty and overcome challenges, then I believe that should be respected. The personal accomplishment or narrative implications that would result from overcoming those barriers wouldn't be the same if the players knew they could have taken the easy way out at any time, as you'd be playing what's essentially a different game on Easy Mode.
Video games should 100% focus on getting people with physical disabilities through the door. It's been brought up before but colour blind modes should be a must at this point. However the reason someone may not be able to make it through Sekiro or Ninja Gaiden or whatnot is NOT necessarily a physical disability. It's also hard to pinpoint if the physical aspect of the game is what is keeping someone from succeeding.
For those whose sight and physical capabilities are different, there are already narrative implications agnostic of what any "artist" does or doesn't do.
But for me, since I'm able-bodied and can distinguish most colors, the personal accomplishment and narrative remain unchanged and unaffected by the existence of easy difficulty or visual settings. And knowing that these settings exist in part to allow other players to engage with the game, they don't constitute "taking the easy way out" to me.
And I might also choose to play a game on easy mode, either to re-live or further appreciate the narrative of the game, or examine the animation or artwork further while having a lighter gameplay burden. I'd say that difficulty options allow me to better appreciate what an artist has conceived and constructed, even more than just one specific difficulty setting might.
Also games is art debate has long went out the window thanks to publishers. Games are a service now. At best products.
For some reason these people always get ignored.
To generalize it that way doesn't make much sense. Michael Bay making movies doesn't negate that Ingmar Bergman was making art
You'd be surprised.I think everyone can agree that adding difficulty options isn't going to ruin your game
Do you have to do that in Sekiro?Do I have to pay extra in the movie theater to get Soundwave in the Transformers movie? Do I have to be online and in a group of others to watch Dumbo? Do I have to pay extra to skip the boring grindy parts of a movie?
It's not that they get ignored (I've atleast responded to them), but there's also women disagreeing if something is misogynistic or black people disagreeing what is racist. There are minorities debating about affirmative action etc. But the discussion doesn't stop there, if I post an opinion from South Korean who isn't offended by the ad to the Hornbach thread. Does that mean the advertisement isn't racist? So when people with disabilities say, hey I'd need assistance with this. It's not negated by someone else with disabilities telling that they personally don't. They don't need or want that assistance, that's fine. But what it has to do with those who need and want it?
See, I don't see why one of these opinions is worth more than the other. Because you share it? It's not about negations, it's about listening to these people, and I see way more people on here bringing up disabled people to back up their argument for easy difficulties as some form of accessability than from people that argue for the opposite.It's not that they get ignored (I've atleast responded to them), but just like my black friend or husband saying that something isn't racist doesn't mean it's not racist. So when people with disabilities say, hey I'd need assistance with this. It's not negated by someone else with disabilities telling that they personally don't. They don't need or want that assistance, that's fine. But what it has to do with those who need and want it?
So you don't even know if you were able to play it as is because you never tried it, you just assume you wouldn't be and demand them to alter their entire design philosphy out of principle...cool.I wouldn't know because apparently having an Easy option in the menu gives "gamers" the vapors so I'm not able to play it.
So you don't even know if you were able to play it as is because you never tried it, you just assume you wouldn't be and demand them to alter their entire design philosphy out of principle...cool.
It absolutely would change it. From leveldesign over atmosphere to item and currency ecenomy, these things are linked to the difficulty. Miyazaki has been designing his games like this for a decade now and you want to say it's not part of how he makes games. Cool story. Maybe you should look harder then.I've played them all, and adding an easy mode would not "alter their entire design philosophy" in the fucking slightest.
Not wanting an easy mode in these games is pure gatekeeping elitism, full stop, period, end of discussion. I have seen absolutely no valid, convincing, or worthwhile arguments against the idea. People against it should probably just embrace being an asshole about this particular subject and stop trying to fool anyone, especially themselves.
It's because of the view, that society disables physically impaired people. Disability is something imposed on top of the impairment by the way people are unnecessarily isolated and excluded from full participation. This has been very important point for disability movements. It can be said, that games are luxury products and not a necessity. But why wouldn't disabled people have the same rights to entertainment (or art) as others, cinemas etc should accomodate people with disabilities too. Whenever possible, an effort should be made to give people the same chances and best possible experience.See, I don't see why one of these opinions is worth more than the other. Because you share it? It's not about negations, it's about listening to these people, and I see way more people on here bringing up disabled people to back up their argument for easy difficulties as some form of accessability than from people that argue for the opposite.
It has to do something with the view of an easy mode being neccesary "because disabled people" and when some disabled people say "no, I'm disabled and don't think we need one for every game" they get ignored by most people taking the former stance.
But let's not get into this again at this hour lol.
So you don't even know if you were able to play it as is because you never tried it, you just assume you wouldn't be and demand them to alter their entire design philosphy out of principle...cool.
It's because of the view, that society disables physically impaired people. Disability is something imposed on top of the impairment by the way people are unnecessarily isolated and excluded from full participation. This has been very important point for disability movements. It can be said, that games are luxury products and not a necessity. But why wouldn't disabled people have the same rights to entertainment as others, cinemas should accomodate people with disabilities too.
Books without translations that many people will never be able to read sounds ideal, that's what we should strive for, as well as singular difficulty levels.Games are not the only form of media that have accessibility barriers. Not all books are for everyone, there are books that require specific technical expertise in order to understand what the book is about, there are books written in languages that you can't read and that will never be translated etc.
Is Sekiro the Bennett Foddy of 2019? Really not much else to offer.I mentioned this in the Giant Bomb thread, but the overwhelming majority of talk around Sekiro is the difficulty. People talking about their struggles with the game, overcoming those struggles. If people didn't talk about their difficulty with Sekiro... would they even talk about the game at all?
I told you earlier that don't mention it, but I actually appreciate it. Thanks to you for the encouragement.This is huge. My disability is hearing related and subtitles boxes at a movie theater becoming a thing has been massive. There is enough that I deal with to manage my issue that giving me a small peace of normalcy back is really empowering.
Thanks again Budi. Your english is fine btw.
What kind of accessibility options are usually suggested for that? People are pretty explicit with what they want from Sekiro to make it more accessible, I have not seen any specific requests of Paradox. I think they should strive to meet them if possible though.
Worth noting, difficulty levels belong into the basic category of accessibility options. Let's leave the argument to rest that it's not tied to accessibility.Recommended reading for everyone asking these kinds of questions
http://gameaccessibilityguidelines.com/
Worth noting, difficulty levels belong into the basic category of accessibility options. Let's leave the argument to rest that it's not tied to accessibility.
People have argued that difficulty settings aren't an accessibility option. And your link says otherwise, it's even in the basic category that it's easy to implement rather than some herculean task.
We're leaving this argument because of an arbitrary definition on a website huh?Worth noting, difficulty levels belong into the basic category of accessibility options. Let's leave the argument to rest that it's not tied to accessibility.
People have argued that difficulty settings aren't an accessibility option. And your link says otherwise, it's even in the basic category that it's easy to implement rather than some herculean task.
Well personally I respect the assessment by group of professionals more than random people on forums. If people who research and work towards accessibility on games say that difficulty is an accessibility option, then I'm going to believe that yes. And is there any reason for me to refute that? I also don't see any logic in arguing against it, nothing at all. You can of course challenge their assessment, I'd actually be rather curious to see that. Why don't difficulty settings make the game more accessible? I respect your opinion, but you're out of the league compared to the contributors of that site. They definitely have more information and insight on this than you. Or do you work on game accessibility? It's bit like I don't usually argue against my doctor. Only when they tell me to stop smoking. You can still argue that Sekiro shouldn't have difficulty setting as an accessibility option, but you were claiming it shouldn't be treated as such.We're leaving this argument because of an arbitrary definition on a website huh?
Yeah I checked the core contributors. I've been sharing a Twitter thread by Hamilton few times already. And I've been calling difficulty options as all-encompassing myself, of course that's not nearly enough to have. More is needed, for specialized needs. Colorblind mode isn't all-encompassing, but still important etc.Oh right, yes indeed.
That website is maintained by Ian Hamillton, he's a great guy though I've only spoken with him briefly.
The page does come with the caveat that difficulty settings are a rather blunt way of addressing accessibility. But nonetheless, they are relatively easy to implement (especially compared to some of the other accessibility options, like providing audio transcription for the entire game, for instance) and crucially I think what people are missing here is that it's about proving players with options.
Gamers with disabilities come in all shapes and sizes, some with mild cognitive impairments, some with visual difficulties, some with a mix of disabilities, it's difficult to accomodate all of the variation with any one individual feature. Difficulty settings are a good way of providing a little extra help for those who a game still feels inaccessible to.
As an example, if you're blind or partially blind, there's only so much a game can to help you understand what's happening in the game world. Difficulty settings, ideally alongside other accessibility features, can nudge the experience back into being something that's realistically accomplishable. It doesn't make the game a cakewalk, it actually helps these players experience the game in a way that's closer to the way the developers intended.
They deliberated what can developers do to accomodate more people with physical and cognitive impairments.How did they come to the conclusion that difficulty levels are intrinsically tied to physical accessibility?
Opening up as many existing variables as possible to player configuration can allow the same basic mechanic to be opened up to a huge range of abilities.Through settings the same base game can become everything from a simple cause and effect activity all the way through to a complex highly motor-demanding game.
It also allows gameplay to be tailored to the unique needs of each individual player, rather than being funnelled into simplistic general "difficulty" buckets which may not match up with the areas of gameplay that each player finds a particular barrier and which they do not.
The more settings exposed the greater the degree of personalisation possible, although care must be taken to avoid an overwhelming array of options. Presets and grouping can help greatly with this.