Pretty easy to piece together from context.
Pretty easy to piece together from context.
It seems like a fair amount of people want to complete Sekiro but are unable to, so I would ask I guess for that pool of people to be smallerThey are for as many people as want them. What more should we ask for?
It's... radically different though haha
All the eloquent point isn't the world against the " easy mode" option are absolutely hilarious to me. I can't imagine being able to keep a straight face if someone decided to die on this hill to me in a real life conversation.
I still see that some people are still not getting that easy mode can be a wide variety of things.
Can there be an easy mode in Sekiro that keeps the theme of slowly overcoming a challenge as you master the game's mechanics? Yes (Like Ninja Gaiden Black's Ninja Dog mode) It gives you free additional healing potions and a def buff which makes bosses only deal like 60% of your healthbar worth of damage instead of like 80%. You will still die in 2 combos but Ninja Dog mode lets you take an extra stray hit every now and then before you have to heal. They do not have to add one but it would be nice for less confident players to adjust to the game.
Can there be an easy mode in Sekiro that completely ruin Miyazaki's vision of players overcoming the challenges that he set? Also yes, things like god mode or a poorly balanced easy mode like x2 damage or auto parry goes against the story and themes the game is trying to convey. Dying and retrying is tied into the story the game is trying to tell. If you never die in Sekiro you miss out on a lot of npc interactions and story tidbits.
Just because you don't give a damn about a developers set goal for their games, for their design philosphy, or simply their vision, doesn't mean it doesn't exist or doesn't hold any water.I didn't frame this as the reason to implement them, but to drop the artistic vision argument because in my opinion it doesn't hold water.
Yeah I didn't, but that's irrelevant. Most of us in this thread haven't. Most of us aren't even developers, few are. But most of us still have opinions on games and have been arguing in this thread.I mean, you not thinking the intent matters is as good a reason for me to agree with you as me thinking that intent matters is a good reason for you to agree with me.
On top of that you didn't actually make a world renown game series so...
You can mute your television yes. Is it also possible to adjust those sounds separately? I'm not up to speed on it. But nonetheless, we have these implemented in the game and we don't need to rely on something extrenal. Just like we should have adjustable difficulty in the game, and not just by modding.
It seems like a fair amount of people want to complete Sekiro but are unable to, so I would ask I guess for that pool of people to be smaller
Yeah I didn't, but that's irrelevant. Most of us in this thread haven't. Most of us aren't even developers, few are. But most of us still have opinions on games and have been arguing in this thread.
Pretty much lol. Some people...You're still going on about the fictional angry people in your head? Holy shit.
"There's thousands of examples but I don't care to actually provide a single one right now."
Always a very convincing argument.
Yeah sure, the difficulty can be more integral to his vision. Though we don't know for sure how important he thinks the audio is, as that's probably not asked in interviews as often. It has really impressed me from what I've seen, or more precisely heard. Personally I felt that in Ori and the Blind forest, the music was kinda also related to the difficulty. In the escape sequences which many considered rather difficult, the continuous flow of inspiring music encouraged to keep on going despite of failings. Worked super well. Though of course also how you get to retry immediately after failing, Super Meat Boy is similar to that.My point was more sound design can be quite different from gameplay design, even if sound can and is used to supplement and enhance gameplay. It's something that the end user might have more control over, externally, just by nature of what sound is and how speakers work.
Some people play in 2.1, some in 5.1, some in 7.1, some at volume 99 on their home cinema and some in incredibly low volume because their wife is sleeping in the next room.
As much as there is great audio in Souls (everyone remembers the creepy lanterns in Bloodborne) and the graphics/atmosphere can be a sensory overload, the gameplay is its bread and butter. The design of it is what put From Software on the map and you can be sure with those frequently posted Miyazaki quotes in here, much of what he refers to primarily is gameplay orientated. Not necessarily sound design.
Well, it is by some and not by others, it all comes down to personal feelings. Ultimately the consumers are going to decide, but I want my part in the discourse to represent the "side" of advocating for accessibility.I'd like to complete DMC1 but I'm horrible at it. Sometimes it doesn't work out. Moreso in a game where the design ethos works against maximizing completion. So why can't a game that resists players be welcomed?
Accessibility with respect to players who use non-traditional controllers due to physical conditions gives a certain wrinkle to these kinds of talks that I wouldn't be willing to dismiss outright just because "it's From's vision". As big a fan as I am of their Souls games, I don't want to advocate ableism.
Well, it is by some and not by others, it all comes down to personal feelings. Ultimately the consumers are going to decide, but I want my part in the discourse to represent the "side" of advocating for accessibility.
You already know the answer lol. This ride never ends. What I do wonder though is how many people will stop arguing for others who can't beat the game as soon they can beat it themselves.What are you guys going to do when he makes an easy mode on his next game and it's still too hard?
But wouldn't you rather them be for as many people as possible? Otherwise isn't it just gatekeeping? Which is widely regarded as a negative trait?
Ask for those more detailed settings, blunt easy mode isn't as good as letting the player choose what to alter and how much.What are you guys going to do when he makes an easy mode on his next game and it's still too hard?
Well of course, I get that. Just like I've referenced to the accessibility guidelines website because of it's authors. So it's understandable you would accept and respect the views of Miyazaki. And you're right, his vision doesn't agree with my goals. So I definitely still wish he would be more lenient about it and players would get more control.Sure, but you're the one demanding opposing rationale be dropped purely on the basis it doesn't agree with your goals or can be worked around in some scenarios while claiming it has no effect. Meanwhile those with a more impressive resume seem to think it will. It's an appeal to authority, but in subjective matters I'm more inclined to go with what I've experienced vs someone who says the whole is somehow unrelated to the parts chosen to create it.
Yeah sure, the difficulty can be more integral to his vision. Though we don't know for sure how important he thinks the audio is, as that's probably not asked in interviews as often. It has really impressed me from what I've seen, or more precisely heard. Personally I felt that in Ori and the Blind forest, the music was kinda also related to the difficulty. In the escape sequences which many considered rather difficult, the continuous flow of inspiring music encouraged to keep on going despite of failings. Worked super well. Though of course also how you get to retry immediately after failing, Super Meat Boy is similar to that.
Your tone throughout this thread has been needlessly condescending and hostile by the way, when people have been mostly respectful to you.
I'm not saying the comparison was good.Not really. It was a very poor comparison.
Certain games have achievements tied to difficulty levels. Like Nightmore or Hardcore etc.. If a person really cares that much about their gaming accomplishments to the point of alienating or condescending less "skilled" players why don't they try to derive their e-pride from said achievements. I really hate this overly wrought way people have now come up with for saying "get gud" because no matter how much they layer an art debate upon it that's basically what they are saying.
This is what I was saying with the adjustable audio. There are reasons why adjustable difficulty should be implemented and I've argued those points in this thread already. I didn't frame this as the reason to implement them, but to drop the artistic vision argument because in my opinion it doesn't hold water. But you went on with your scarequotes to claim I said something I didn't.
If you think about it the game is already set on the easiest difficulty.What are you guys going to do when he makes an easy mode on his next game and it's still too hard?
It's pretty wild that people still don't understand that difficulty is relative. It's not a hard concept
That's all there is to it in the end.If a game is too hard to soldier through than one should reexamine their desire to play the game at all. Is it FOMO or are they fighting through because they really enjoy the game? If it is too hard to enjoy and the challenge isn't fun then move on. That said I don't have a problem with difficulty levels if the creators are fine with it.
I guess. Still seems bit weird. But I've also stayed up for over 30 hours already so I'm running on fumesBut even if you created Rez... someone can still mute their TV. Why would they do it? Fuck knows. But as a creator audio design is something you have that tiny bit less control over, once the end user gets their hands on it.
Would you say playing Rez on mute wastes the experience? You can still play it (I think), but that's totally fucking up the experience. But there's not much the developer can do about that because of the way audio works at the end users side.
Gameplay design doesn't quite succumb to the same end user manipulation potential, hence why if you create something like Souls, you can put out 6 games without the player being able to use their TV remote to fuck around with the gameplay.
Sure, muting Souls makes the experience less optimal, but not quite in the same way muting Rez would. IIRC I've played Souls pretty much muted a few times when my ex was sleeping and I had no headphones. I'm sure it was one of the Dark Souls games. Certain games that are gameplay focussed can have less of a restrictive experience with audio being messed around with.
I just ment that the creator allows us to play around with his vision. Something I think could be implemented for difficulty too. Could be that I have hard time internalizing the lack of adjustable difficulty as important artistic vision in itself. I understand how the difficulty can be that. But they're linked for sure.You can't point to a feature the creators intentionally included and claim it violates their creative intentions. It's an absurd claim on the face of it.
Ask for those more detailed settings, blunt easy mode isn't as good as letting the player choose what to alter and how much.
lolol agreed
I can't tell if this is a joke or a real quote. It's hard to tell with Itagaki.
Kikizo: The level of difficulty was described in one memorable review I read - Edge magazine's - as a "design flaw" and not a "badge of hardcore honour" because it limits what weaker players can get out of the game. How would you react to that?
Itagaki: It was done intentionally of course. The testers who tested this game went nuts. At first it was easier, but when the testers said "this is too difficult", I made it even more difficult. [everyone laughs]
Why do people request bans when people don't agree with them and they don't immediately convince everyone? I don't get it. Like, have an opinion. Share it. Don't get upset that people disagree. Have a discussion without getting mad or condescending.
I'd be very interested in discussing ways to improve accessibility in Sekiro without compromising the inherent challenge of the game. Maybe based on a better article. This one is tainted by the idea that difficulty=accessibility. Poor form from Kotaku Imo. Seems like the same articles that get shat out every time a From game comes out, with a special moralistic twist.
This industry has a long way to go with accessibility. The only time I ever see anyone talk about developer intent and vision is if it's for tits or difficulty.Personally, I understand the concept. What's difficult for one isn't necessarily for another. And if someone has a disability, a game that's "easy" may be as difficult as a standard Souls game for them. Totally get it.
The problem lies in the fact that it's impossible to account for everyone. Some need a tiny boost, some a much larger one. You can't account for them all, unfortunately. So the director probably just goes for what he feels the average gamer can complete with enough time and perseverance.
The problem with adding lower difficulty options is that people who *could* finish the game (but with a lot more time and effort required, which we've established Miyazaki feels is integral to these games) would likely pick the path of least resistance. There are people in this thread attesting to this, stating they don't want to waste hours and hours on a single area or boss. And that's understandable. The problem is, that's the Dark Souls experience. It's not just that people do it to brag (which I find tasteless,) but the difficulty keeps the game's tone and ludonarrative consistent. Clearly, From feels this is the case as well.
So, yes, it kind of is a case of "people can't be trusted to adjust the game's difficulty" -- at least not if they are going to have the experience the creators intended. Yes, a large amount of people would likely still enjoy Souls games immensely if they could adjust the difficulty. But they wouldn't be playing the game From intended at that point, and it's the developer's choice to minimize the chance of that happening. Unfortunately, that's the reality of the situation, as I see it.
Because that would take effort and not be "easy". Noticing a trend here?Why do people request bans when people don't agree with them and they don't immediately convince everyone? I don't get it. Like, have an opinion. Share it. Don't get upset that people disagree. Have a discussion without getting mad or condescending.
I'd be very interested in discussing ways to improve accessibility in Sekiro without compromising the inherent challenge of the game. Maybe based on a better article. This one is tainted by the idea that difficulty=accessibility. Poor form from Kotaku Imo. Seems like the same articles that get shat out every time a From game comes out, with a special moralistic twist.
This industry has a long way to go with accessibility. The only time I ever see anyone talk about developer intent and vision is if it's for tits or difficulty.
This industry has a long way to go with accessibility. The only time I ever see anyone talk about developer intent and vision is if it's for tits or difficulty.
Pretty much.Doesn't Cuphead's easy mode lock players out of 70% of the game?
As in "you beat a boss on easy -> you don't get to advance" ?
This industry has a long way to go with accessibility. The only time I ever see anyone talk about developer intent and vision is if it's for tits or difficulty.
Pretty much what I was thinking as well. I am not going to argue that I want the option to adjust the difficulty on the behalf of disabled gamers, but the last time i saw the "developers vision" line trotted out so often was when I saw people defending Kojima over some people's dislike of Quiet.
What a fucking jerk lmao
Also, as an aside, I think calling the forum you moderate a "fiery hellscape" isn't a good look, even if it's obviously an exaggeration. You're pretty much talking down to your own community.
What I'm trying to say is: There must be SOME limit to when a game is just too difficult for its own good, right? How many people have to say a game is too hard to a point it's not fun anymore until this statement can be considered legit?
Yes
Person with disability: I'd like to play games but I need better accessibility options, or really any accessibility options
Dev: Hmm we never really thought about that