Just a color blind mode for me. Souls games aren't the worst for me but sometimes there's something that hard to see.
Broadly, I prefer playing on KB/M, but this might be bias due to the sheer options you get on PC versus on consoles and also due to my history, I guess? I never had an Xbox growing up, so I could not tell you for the life of me where the Xbox prompts go on the controller. If there's a mod for PS button prompts, you can bet I'm slapping that on any time I need to be using a controller, otherwise I fuck up cause my brain goes to Nintendo control layout, not Xbox control layout. I was told that kind of like Monster Hunter, Dark Souls was a title that was best played on controller, so the majority of my time trying it out was on controller. Before I developed the neuropathy, I could happily claw grip all day every day for everything I needed (The PSP was my training ground, haha), but the neuropathy just makes it not feasible all the time. The toggle for Sprint basically is another neuropathy mitigation, tapping the button hurts less than holding, or if I'm completely numb, less likely my finger will slip off. I'd definitely want that to be an option, though. I know before my neuropathy, I prefer hold to sprint because that was more inuitive.
A lot of mitigations I've had to come up for, well, living, not just gaming, have had to happened post development of the neuropathy, because I've already lived with the dyspraxia for all my life so I've already had strategies in place, while the neuropathy was acquired ~3 years ago, and has compounded the dyspraxia's effect. Like, I bought a Galaxy Note after trying my boyfriend's on a bad hand day, and I cried because it didn't hurt to interact with the interface.
I would definitely love a dialogue log. I'll be honest, when it comes to discussing things that would help me or things I would like in games...I guess I'm kind of conditioned to make myself as small a target as possible, reaching only for the bare minimum, and my post was kind of written in that vibe. It's difficult to put yourself out there in such a harsh debate.
And yeah, like I said, I've not played Elden Ring, and I probably won't ever go beyond the 10 or so hours I tried of DS1 because the game didn't grip me to want to keep playing in spite of the struggles I was having.
But I have had some helpful people tell me in the past that they think summons and magic would be very helpful for my experience. But, I don't have the experience to deem about whether they are or not unfortunately. I've had most of my friends hate the Elden Ring bosses because they feel there's very little of the dance style patterns seen in previous Dark Souls games but that's really all I can say on my perspective of Elden Ring. I know I probably won't ever play it for myself. I didn't have the options readily available to me in those early hours of DS1, which, is probably a bit of the issue, I guess? If those options aren't readily available right from the start, then it still makes the start of the game inaccessible to me. It doesn't help if there was something that could help me 11hrs in if I can't make it past those first 10hrs. I do appreciate the insight though, and I'm glad to hear there are options later on that help you! And if I ever do go back to the series, I'll definitely keep these in mind.
Yeahh, I can definitely understand how the feeling of clearing something difficult can really help manage in facing your personal struggles. I won't ever forget finally clearing Titania EX in FFXIV while in my hospital bed after my bone marrow transplant. And I don't want to take difficult content away from people. I enjoy doing difficult content too! In FFXIV I'm always down to work on the extreme primals when they release, and with a group of friends who know and understand my conditions, happy to go into Savage with them. But, maybe it's because it was acquired, but, I'm acutely aware now that my body and mind just don't work right anymore. And they won't ever work right again. It's been really hard on me personally to find that as a rule of thumb, I find myself being at a difficulty stage lower than everyone else when it comes to pretty much any action title (Basically, Easy seems to be equivalent of Normal to me as I currently am, as a rule of thumb) when before I could often get away with playing on Normal and just slamming my head into the wall until I had a good run. And I don't think you were telling me like my requests were catered to already at all. I always appreciate when I have people genuinely try to help me get into it! It's more stuff like...dismissing anything I said could help me out of hand with no recourse I guess.
Like...the whole 'Oh you played on Easy, well you can't talk about the actual gameplay of a game, you're a baby trash gamer' vibes that is fortunately phasing out these days, but, I had internalised that, which contributed to the suicidal thoughts after the neuropathy developed. Even now I still feel ashamed or dirty dropping difficulty down to Easy if I get the option to toggle during game. It's always hard to see posts of that vibe come out every time there's people expressing something's too hard for them cause it just reinforces that intrusive thought process that I've spent years trying to break out of so I don't feel suicidal every time I turn on a game. A lot of this is mostly just...trying to get people to understand why these things might help someone disabled, and give perspective on things that people might not ever consider (Like a lot of people are completely baffled by the complete lack of ability to discern left/right and had never considered that was a thing), and maybe trying to turn the conversation away from those comments of dismissing things out of hand? IDK, I'm kind of emotionally rambling now
I've seen games that do it properly handle this in three different ways:And toggle sprint. Hmm. I guess it makes sense as an option. Personally because of my bad ADHD with some autism in there, toggling things can actually cause me to get overwhelmed with having to remember to turn them on and shut them off. It tooks many years for me to get used to how jumps work in Destiny due to me hitting a mental overload. If it's hold, then the moment I stop consciously holding it, it stops. And since running can get you easily killed in this game, that's not something you'd want to get stuck doing. But what makes me overwhelmed might be different from you so idk.
I've seen games that do it properly handle this in three different ways:
- There is a selection in the options menu to select which decides whether the Crouch and Sprint buttons/keys are toggles.
- Both Crouch and Sprint have two different buttons/keys, one which is a 'toggle', the other is the 'hold as long as you want it active'.
- For Sprint specifically, if you tap the button/key while moving, your character will sprint up until you physically decide to stop moving.
As far as Elden Ring goes, it's actually alright. "Alright" at least in the sense that it does feel like a reasonable game to play on a mouse and keyboard, but you need to do work with third party software to get it there. You'll need third party software to single-bind multi-button inputs like item shortcuts and the camera likes to wrestle you as you pan your mouse and run in a conflicting direction that feels bad, but you ultimately adjust to. I don't think there's a sprint toggle (Which is also annoying because your sprint and your roll share the same binding), but at the very least the act of locking on to enemies and strafing around and engaging them in combat, all that does feel good.I was told that kind of like Monster Hunter, Dark Souls was a title that was best played on controller, so the majority of my time trying it out was on controller.
Gotcha. And by tap you mean toggle or tap how rockstar does sprinting?
I don't get neuropathy much, but I do get it sometimes in my fingers (my dad has it as well, although more in his feet). When that happens though I just can't even play anything. It's like an attack that just goes until it calms down. Drumming my fingers can help or hurt depending. Problem is with my muscle fatigue rapidly tapping something can do a number on me and cause muscle spasms. So that's really interesting to read kind of the opposite
God that sucks. A lot of my chronic pain I can push through, but then I'm punished severely after, and I don't know if that's a good thing or a bad thing.
That's fuckin awesome though that you could use that. What about it made it not hurt?
Man this like. Fuck. This shit hits me in the heart honestly. So. Okay, where I'm coming from with these games. The difficulty these games pose were very helpful in helping me face ADHD, Depression, being on the spectrum, chronic fatigue, chronic pain, audio processing issues (I need subtitles for this reason for example; I use it as an example of how helping those with disabilities helps more than those with the very obvious ones), and a lot of emotional trauma. Also other things too lol. So it's a struggle right, because a lot of my issues made dark souls very difficult for me, much more than for most people, and I would absolutely have jumped at the chance to make it easier, but its difficulty was so instrumental in helping me fuckin, like, develop the mental model for facing these struggles. Like I had ADHD as a kid, but all the other issues started coming out of the woodwork when I was around 10 years old, including the abuse. Within about three years all the issues had come in full force and as a kid with a family who just did not understand that I was having issues, I was made to believe that I could not do anything. I internalized it because that was the environment I was raised under. I was gaslit by being told that I didn't care about things, when I actually deeply cared about everything probably too much, but ADHD complicated that in a way no one around me was willing to understand. Had the abuse that you're probably familiar with where my social blindness caused anything well meaning by me who just genuinely cared about people to so often be interpreted as malicious. Like, I went from being a decently bright for my age kid to completely losing everything past 10 years old. At no point had I had the chance to learn how to face adversity in any kind of healthy way. I was already so maxed out facing just the day to day. The concept of victory being not only nice but genuinely fun was utterly foreign to me. Games were an escape. I played then as now, most everything on normal or easy. I played to get lost in stories so I'd forget for a moment how miserable I was. It got...pretty bad.
Dark Souls, which I only played because it was free and I had nothing else to play, in repeatedly challenging me beyond what I thought I was capable of, over and over, and never allowing me any quarter, having to adapt any which way worked for me, helped me slowly, over and over to train within myself a mental model of "wait, this seems impossible. But...but wait, but I thought that before. And it didn't matter. And I remember last time this happened I thought it was a fluke but now it's happened so many times. I know what to do now mentally." I talked to myself a lot, but I had not learned self talk in that way. It genuinely helped me, through that repetition develop this awareness beyond my own emotional outlook, which was probably the single-most empowering thing ever. I was not much allowed to go to therapy because my parents didn't exactly...believe in it, preferring I spoke with spiritual leaders in my church, which of course did not help my mental struggles. The ADHD made it impossible anyway, to well understand any kind of counselling. I had to experience it, and in a way that fit within my small ADHD mental RAM budget. The idea that I could have that kind of awareness was fuckin life changing. I use it, still, to help me face adversity when I get overwhelmed, and I've been complimented by therapists/counselors in the past on how I know how to do things that take them a long time to teach some patients. I had one woman who perked up at my mentioning of the game because a former patient had mentioned dark souls to her as well, which I found kinda funny.
So like, to me, it is fundamental to my struggle and the fact that I'm alive right here to day that that game existed as it does. And it's tough to hear people say that the game being different with options wouldn't affect me, because it absolutely does. And I think a lot of times someone like you gets caught in the crossfire of such a conversation, where fans who have had my emotional experience with this game (and boy there are many) desperately want to communicate that to people. And worse there absolutely are toxic fans as well.
So then I look at a situation like yours, and idk where you as a person are at in life. I don't know you from Adam. But I don't like the idea that someone like you, who let's say you could find the experience of the game valuable if it was less difficult, might miss that opportunity. I want anyone to whom it might be valuable to experience it. It won't be the same as my experience because I had my needs it spoke to in the way I needed so desperately at the time in a way nothing else did, but that's okay.
So that's why I ask like, how the game affects you and why I've read your posts with a lot of interests because I feel like often the person I'm debating with is an abled bodied person who just thinks I am able bodied person who just wants to be exclusionary, and thinks I don't know what it's like to be disabled, and I'm like, buddy, I absolutely do. It's not as often that I feel like I read something like yours that's more in depth with the whys, like an actual situation. So like, I'm glad you spent the time to do as you've done and write it out instead of staying small.
Sorry that's a really long way of explaining where I'm coming from. Where I really think that the difficulty these games push is really special, but also I want to figure out how to balance that in such a way that that challenge still happens for everyone regardless of how much, just that they figure out what mechanics work for them. And I feel like so many suggestions are so basic and don't respect the design goals the game has, and I've appreciated some of your more specific accessibility suggestions.
Idk, tl;dr: definitely I think a lot of souls fans like me do genuinely care about this issue. It's just a tough one.
That is true. That was helpful for me, since I grew up on German fairy tales in old beautiful story books when I was very young, so the undead berg was like playing through a fairy tale for me. That and just having no other games to play helped. That's why I think Bloodborne is actually "easier" for some people, because I really think the game is much more demanding, but it is dripping with atmosphere and that pulls a lot of people in.
Yes thankfully Dark Souls 1 has very powerful magic early on. They did nerf it over time, but you don't want to play 1.0 because some of the mechanics are ridiculous (Ex: getting cursed takes half your health away for example, and in 1.0, that could happen infinitely, halving your health over and over lmao. It was horrible). It is still very powerful. Since overall Dark Souls 1 is the slowest paced of the series, it is very reasonable to take things very slowly and kill a lot of things at a distance so they never even get to face you. You can make it comically easy to do, and you don't really need any special knowledge to do so, just maybe some exploration and time. So with needing to slow things down lest you get overwhelmed, DS1 is probably the place to start. You can get through half of the game before you finally face a boss that demands you be more quick on your toes and manage enemies in real time, but it's a boss there's almost always people willing to help out with. Just so you're kind of aware of your options.
You've just gotta understand how many people are taking my posts in utter bad faith when I try to offer suggestions, so hearing you read them how I meant them literally made me sigh lol. Thanks. Yeah I totally get you.
I really hate that this has rubbed off on you that way, but I understand. People are often so insensitive to the issue, even if they don't mean it maliciously.
Yeah a great example of like me myself having to understand an issue I just didn't grasp before was tone deafness. I'm very musical, so like, the concept of not being able to identify tones was just bizarre to me. But I read a lot of people struggled with the sound puzzles in The Witness, which were actually still really hard for me too. And yeah totally the moment you actually start talking about like a disability someone can't just, reconcile with what they already understand in 0 seconds, they just, like, disappear or change the subject lol.
I definitely get that shame sometimes. I have this like, fomo of not doing something as hard as I could, or having an achievement unfinished from time to time, and it's something I need to work on, since while I can do (some) things at their hardest difficulty, doing so puts such an enormous burden on me typically. It doesn't leave room for taking care of myself well, and pushes me to bad pain points at times where I will crash with real consequences. I've recognized there are a few games that I will never get as good at as I like, like doom eternal or tetris effect, that I deeply love, and that's okay. Thankfully doom eternal scales down enough for me to enjoy it in a way that I can get what the experience is about, and can see the trajectory of how it pushes me as I get better insomuch as I can.
I mean do you SEE my post above lmao. It's all good. This shit is emotional.
As far as Elden Ring goes, it's actually alright. "Alright" at least in the sense that it does feel like a reasonable game to play on a mouse and keyboard, but you need to do work with third party software to get it there. You'll need third party software to single-bind multi-button inputs like item shortcuts and the camera likes to wrestle you as you pan your mouse and run in a conflicting direction that feels bad, but you ultimately adjust to. I don't think there's a sprint toggle (Which is also annoying because your sprint and your roll share the same binding), but at the very least the act of locking on to enemies and strafing around and engaging them in combat, all that does feel good.
That said, if you can comfortably play a tab-target MMO, you really ought to give Monster Hunter World/Rise a go with mouse and keyboard. The original version of World absolutely botched its implementation of its mouse-look by trying to emulate an analog stick, and there were a lot of completely un-rebindable actions that were tied to other actions contextually simply because that's how it was on the controller (I.E. Everything tied to monster mounting).
Nowadays, you have 16 individual sets of Melee/Ranged Button Keybind settings you can assign things to. All but two multi-button combinations in World (And I think just 1 in Rise?) can be mapped to a single button. Mouse-look works as it ought to which eliminates the need for a lock-on. Toggleable Sprint/Crouch bindings are present, as well as bindings for just about every contextual action in combat. Also, there are special UI elements to facilitate the layout of a keyboard, like an item "Wheel" that presents itself like an MMO action bar.
There's still some annoyances tied to its console heritage (The abundance of buttons you have to bind for menu interactions, some actions being fine with sharing a key bind and some not, even though contextually those bindings may never have a chance to conflict). At the end of the day though, it's probably the most considerate set of PC binding options I've seen in any Japanese action game and they deserve way more credit for it. It really ought to be the bare minimum for third person action games.
It's definitely weird in Elden Ring specifically because there's an item that allows you to be summoned by anyone in your general area, but not an item that summons anyone from your general area. You still have to wait for a summon sign, run over before someone else gets it, and hope that it works.Agreed.
They need to change it because it barely works on top of being archiac. The amount of time I've spend in ER waiting on summon sigils to appear, only to click on them and for them to error out is infuriating. It's sub par in every way.
There should just be a menu to fully-customize the colors of other players and their respective sign colors. A common mistake made with colorblindness accessibility is having only pre-set protanopia/deuteranopia/tritanopia settings available, instead of having those as quick presets to use as a starting point and full customization available as well.
For #3, let me clarify. What I mean is, you are walking forward, right? If you press the run button/key once while you are moving, your character will start sprinting and won't stop until you stop moving or perform another action like dodging or attacking. So no, not constant taps.Right yeah, it definitely bugs me especially on PC when some games don't do number 1 since some custom set ups rely on toggle, and just like, there's no reason not to meet someone with what makes sense for them. It doesn't affect the actual experience in a meaningful way other than just making it worse. I like 2 even better.
I don't think I've seen 3 ever, but it's just crazy for because the tapping is often the thing I hear complained about in rockstar games. I find it fatiguing and some people find it very painful. It's interesting to learn it's actually the better option for some people. Does seems pretty straightforward to implement.
Souls games would need to figure out a different button for running in that case since rapidly tapping would just cause spam rolls, given they're on the same button, so it'd be a challenge. No excuse for it not to be a thing on keyboard though.
Did you read the OP?Keep things as is for the normal mode, but introduce an "easy" mode where enemies have less HP, there's a page function, hints, etc. Thing is, achievements are disabled in that mode. :)
I want to be clear that this thread isn't ONLY for those with various disabilities and limitations to speak, as Lord knows fully remappable actions as one particular example would benefit everyone who plays the game as far as letting one approach the game in the most comfortable way they can.Mods often don't get due credit so just want to say
"The relitigation of 'Easy Mode' by the able-bodied will not be tolerated"
THANK YOU for this so much. Able-bodied people using the disabled people as props for their 'discourse' around easy mode has been so transparent and so gross.
Anyways back on topic I would like to have a pause button in offline play. This is mainly to benefit parents who have no way of getting uninterrupted play time.
And of course button mapping would just be a super easy and super non-controversial win for able-bodied and disabled people alike.
It is clearly a thread derail attempt.What is the purpose of this post? Should accessibility merely be a cherry on top, and not considered as part of the core product? Do accessibility features cost too much for all but the best paid studios to implement?
Low wages and high stress for the employees is a big problem, but feels entirely separate from the accessibility conversation.
Mods often don't get due credit so just want to say
"The relitigation of 'Easy Mode' by the able-bodied will not be tolerated"
THANK YOU for this so much. Able-bodied people using the disabled people as props for their 'discourse' around easy mode has been so transparent and so gross.
Anyways back on topic I would like to have a pause button in offline play. This is mainly to benefit parents who have no way of getting uninterrupted play time.
And of course button mapping would just be a super easy and super non-controversial win for able-bodied and disabled people alike.
I'm so sorry that past threads made you feel that way. The wild thing is that clearly the vast majority of such discussion was apparently exactly using accessibility as a prop, because this thread is sitting at 3 pages in 2 days instead of 50 pages in a similar timeframe. I'm seeing a lot of great discourse around accessibility so far, and think that much of what's been mentioned in the thread would be fairly trivial to implement. Hopefully the industry as a whole moves towards more robust accessibility options sooner rather than later. From is particularly bad in this regard and I hope they improveI am so happy the mod team feels that way, I used to try to articulate this as someone with cerebral palsy, it was so frustrating that I just stopped engaging with it. I felt like a pawn lmao
Yeah, I think just adding visual cues to attacks in general would be great. The challenge stems from learning cues and knowing when and how to avoid-and-punish, but I often find - in Elden Ring especially - that enemy's cues are almost non-existant and incredibly difficult to discern from others. That wouldn't be the case if a red flash appeared on screen for "this attack is gonna grab you and take away like 80% of your health."I think Sekiro did something really cool with unblockable attacks - the red symbol + sound cue to mikiri counter was awesome and I could see it being helpful to Souls (especially shield) fans who may have difficulty seeing the subtle "I'm gonna grab you now" animations.
As for enemies that circle you - I think everyone finds them annoying and only a few actually add any challenge to the game. The way the camera zips around is nauseating and disorienting, and I find myself generally skipping the enemies. They should absolutely tweak that behavior if it's causing extra issues for people - I can't imagine anyone likes the locked on behavior of those damn bugs.
definitely a great recommendation and something that could even be further expanded upon. Even since early souls, the mystery about which attacks can be parried and which cannot has always struck me as extremely odd, considering parrying is a core mechanic of all of them. A symbol, similar to perilous attacks, for any non-parryable physical attacks, would be a great move.I think Sekiro did something really cool with unblockable attacks - the red symbol + sound cue to mikiri counter was awesome and I could see it being helpful to Souls (especially shield) fans who may have difficulty seeing the subtle "I'm gonna grab you now" animations.
As for enemies that circle you - I think everyone finds them annoying and only a few actually add any challenge to the game. The way the camera zips around is nauseating and disorienting, and I find myself generally skipping the enemies. They should absolutely tweak that behavior if it's causing extra issues for people - I can't imagine anyone likes the locked on behavior of those damn bugs.
Plum said:These can stem from visual changes, aids to help those hard-of-hearing to understand audio cues better, controller remapping, contrast options, and so on. There's a multitude of different possibilities that can be applied both to games in general, and to the Souls 'genre' of games itself.
I can't do repetitive tapping and my reflexes are not great anymore. Something as simple as a toggle in place of button mashing can make the difference if I can finish a game or not. Case in point, the original Ori had a wall climb that required button mashing to stick to the surface. This quickly became the boss of the game for me. I never got farther than the first escape phase. Ori and the Will of the Wisps added a charm that could be picked up very early that allowed Ori to stick to walls - no more button mashing. I was able to complete the game and I loved it.
So yeah, I hate button mashing and I need longer dodge windows or very good visual cues.
Oh man that first escape phase. I got through it after hours of trying but I ended up bruising my thumbs through repetition and that inevitable tension and pressing harder as you die more and more. Had to not play for a while to let them recover. Never could quite finish Blind Forest because of multiple sessions leaving me like that. I just couldn't justify the pain and not being able to play other games while I recovered. I'll have to watch a video playthrough or read a synopsis and revisit the sequel when I have a chance.
A combat arena would be great for so many reasons! I love this ideamode where you can spawn enemies you have already encountered would be cool! To practice. I would use it to make little scenarios tho.
mode where you can spawn enemies you have already encountered would be cool! To practice. I would use it to make little scenarios tho.