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Comments: 164 +-   Can Video Game Accessibility Go Too Far? on Friday June 26, @08:18AM

Posted by Soulskill on Friday June 26, @08:18AM
from the dentures-don't-need-to-be-an-input-device dept.
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A piece at GameSetWatch questions whether modern game companies are taking accessibility a step too far in their rush to attract people who don't typically play video games. This worry was inspired, in part, by the news that Nintendo's New Super Mario Bros. Wii would have the capability to play itself in order to let a human player get past a tricky part. Quoting: "Bigger audiences finishing more games is certainly a worthy goal, and Nintendo has shown that accessibility is the servant of engagement. History has rarely — if ever — dared to disprove the wisdom of Miyamoto's foresight. History has also never disproven, however, the principle that any medium and any message degrades the wider an audience it must reach. Art was never served by generalization, nor language by addressing all denominators. Entertainment for the masses ultimately becomes empty. There must exist an absolute point beyond which greater accessibility means less engagement. Making a game so easy it can play itself for you at the push of a button just might be that point."
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  • Why? (Score:3, Insightful)

    by hardie (716254) on Friday June 26, @08:21AM (#28480957)

    "Bigger audiences finishing more games is certainly a worthy goal"

    • I think it makes sense from a business point of view rather than from a gaming point of view. From a business point of view, does it make sense to invest money and resources in making a really great, memorable ending to an epic game, when most casual players will move on to something else before they get there? Or does it make more sense to make shorter games that can be finished in a dozen hours or so and take the time saved to make another sequel?

      As a gamer who enjoys epic games, it makes me sad. But it's

          • Re: (Score:3, Insightful)

            Is it a game if you watch someone else play? In my quake days, I used to go into spectator mode and watch the top player for the purpose of picking up new tricks or figuring out his play patterns (or just resting/chatting). There are also times I've watched a chess game play out in "Computer versus Computer" mode. I felt I was still involved in the game because I was learning how to play better for the next match. Nintendo's feature isn't any different than those two scenarios
  • Is it just me, or did that quote manage to use a hundred words without actually saying anything?

    • The more you try to gain mass appeal, the further you dilute the core qualities of the experience. This guy is saying that if you make games that can play themselves, they quickly cease to be relevant as games.
    • Re:Say what now? (Score:4, Insightful)

      by Rogerborg (306625) on Friday June 26, @08:48AM (#28481395) Homepage
      Let me translate:

      Nintendo did something new. I can't praise it without being labeled a 14m3r fanboi, and I can't criticize it because it'll probably turn out make them even more pots of money and then I'll look like a doofus. So I'll just talk around the issue to fill the space between these important messages from our sponsors.

  • This is new? (Score:4, Interesting)

    by Andruil (971627) on Friday June 26, @08:27AM (#28481045)
    So... As near as I remember ever single player game used to come with a whole slew of "Cheats" to be used by whoever, whenever and for any reason. Commander Keen had things like screen clipping where you could fly through the walls in the level, or fly mode. Age of Empires had things where you could turn the birds into dragons, get babies on tricycles with shotguns or cars with heavy weaponry. Since when is this new? Heck I remember some games having an "I win" button. Can anyone tell me how this is different from the age old era of 286 and 386 video games? Heck now that I think about it, what about game sharks and other such devices designed to unlock cheats in the game? up up down down left right left right a b b a.
      • No, that's DDR playing a remix of ABBA's Dancing Queen!

        (DDR seems to have gotten the difficulty scale right!)

    • I can see one significant difference. If you use a (heheh) "secret" cheat to get through a section, you didn't didn't learn how to play through it yourself.

      If you watch the game play itself through that section, you can at least go back and attempt it yourself now that you know how.

      In that respect, it's much like the walkthrough videos that YouTube is replete with. You know, an actual "trainer", rather than a God mode.

    • And I will take you back all the way to Donkey Kong. The cheat allowed me to work out the movement up first, and then worry about dodging the barrels. Or the 'no disaster' mode in Simcity. This allowed the user to learn how to build a town without having it destroyed just as you are moving to the advanced stages. In effect, you have a sub level for each level of difficulty.

      I would argue that having the game play through the really difficult parts allows the developer to add parts that would otherwise b

  • Finally! (Score:4, Insightful)

    by JPLemme (106723) on Friday June 26, @08:29AM (#28481069)
    There's nothing more frustrating (in the gaming world) than playing a game for hours just to unlock a part of the game I already paid for! Slogging through a dozen crappy songs just to unlock Anthrax and Megedeth was no fun at all. I paid for Guitar Hero. If the very first thing I want to do is play Free Bird on Expert then it's my right. (Or at least it should be.)

    A lot of game companies don't seem to understand this, but a lot of gamers are adults with other interests and responsibilities. Spending hours "practicing" so that I can master a video game is not in the cards.
    • There's nothing more frustrating (in the gaming world) than playing a game for hours just to unlock a part of the game I already paid for!

      It's to prove you paid for it, either full price new or half price used, not 1/10 of the price rental.

        • umm, excuse me, but who are proving this to?

          To the game. It is programmed to deny you the full enjoyment unless you buy your own copy.

    • One of the most frustrating things with many fighting games are the ridiculously cheap final bosses. Soul Calibur IV is a recent exception, but I remember many games that required beating the final boss several times to unlock all the game's characters. This isn't terrible except that final bosses aren't particularly smart AI, they just have lots of cheap moves that make fighting them frustrating. I don't plan on playing in fighting game tournaments, I just want to mess around in the game with friends wi
      • Interesting. GTA 3 could be $49.99, and a "100%" save game file could be an additional $19.99. I'd consider it. And it's not like you can't just get one for free off of the Internet anyway. (They'd need to add some extra bonuses beside just the normal 100% completion bonuses.)

        Which brings up a related design flaw which would have made this unworkable with GTA 3. If I really enjoy a mission I should be able to replay it over and over again without using an old save game. Going back to the early missions w
      • Need for Speed Prostreet already allows you to do just that. You can play through the entire game to unlock all the cars, or you can pay an extra fee to unlock all the cars at the start.

    • Likewise though, there aren't many things as frustrating as paying a fair amount for a game only to get a few hours of entertainment for it. There's a balance to be struck, and a delicate one at that. If a game is too hard or too easy you'll feel you didn't get value for money.

      I think the 'auto-complete' idea is a good one, but it needs to come with a penalty. Spending a "life" to progress, or some points, or simply being branded a "cheat" on the end screen would be enough to make you try to play through ag

    • Re: (Score:2, Insightful)

      I think TFA cuts to the heart of my problem with Nintendo- their grab for marketshare seems to be at the expense of what makes videogames special. They are making the system and software more and more commodified. The game is a pacifier, rather than engager. And that's the point of games, to engage the player. I would never sit through a ten hour movie, but I've sat in front of Fallout 3 for nights on end, and blinked by dry eyes realizing I had been wandering the wastelands for hours on end.

      The ironic

  • Good Idea (Score:4, Insightful)

    by arthurpaliden (939626) on Friday June 26, @08:30AM (#28481097)
    Just because the option is there does not mean you have to use it. Nothing is makeing you turn it on. You want the extreem chalenge never use it. However, if because you have a problem pushing the buttons fast enough due to a disability then this feature enables you to enjoy the game.
  • If you want a challenge then pick up Starcraft II (when it comes out) or Virua Fighter 5. Learning to be competitive in either of those games will require hundreds of hours of practicing the games, reading about games, watching tournaments and taking notes, or learning maps or matches. Of course the video game 'journalists' are not willing to learn how to get good at RTS or FGs so they instead complain about a game of low difficulty (like Mario Brothers) being made easier. If you want to play games to be challenged try getting good at Starcraft or Virtua Fighter.

    This new Mario Brothers with its auto-level completion (tm) or whatever is not a hardcore game and it's not even a hardcore genre. If you want more difficult platforming try Ratchet & Clank, God of War, or perhaps even Nintendo's own Mario Galaxy. But don't say it's the end of the world for hard games. I doubt those 'journalists' who complain about games not being hard enough for them haven't touched competitive Starcraft or Virtua Fighter or Counter Strike.

    • God of war for difficult platforming??!
      Mario Galaxy, the easiest 3D Mario game by a longshot?
      Did you really play those games?

      You seem to like to use words like hardcore game and hardcore genre, but that's all a bunch of bologna. There's no such thing as a hardcore genre. The concept of hardcore game is meaningless, and only a way for stupid teens to claim that other games don't have enough childish violence to appeal to them.

  • Conway's "Life" [dmoz.org] plays itself, player pianos play themselves, soccer matches on the TV play themselves (as far as we're concerned) — what's new here?

  • I can't for the life of me find the image right now, but there's a classic photoshop of a Gamecube controller with all the buttons on the right side replaced with a giant, green WIN button. This reminds me of that.

  • Not everyone pays for a game to sit there for hours on little overly difficult segments of the game.

    Yes, there is something to be said for overcoming a challenge, but not everyone buys games to be challenged. Some people buy them to merely have fun with friends and/or family!

    In my opinion there is more than enough room for both camps.

  • Everyone's Special (Score:3, Interesting)

    by ThinkWeak (958195) on Friday June 26, @08:45AM (#28481349)
    Score one for the "Everyone's special" crowd. However, this could be good for the regular gamer.

    We have an entire generation of employees entering the workforce that can't think for themselves. A step like this in the video game world is not that surprising.

    It USED to be that you had to think to solve puzzles, complex puzzles, to continue a story - not just finish the game. This has been diluted over the years to give the end-user more flashy graphics without really challenging them.

    Now imagine if a developer could create mind-bending puzzles that would cause even the most experienced gamer problems - but not alienate the "I'm special" crowd. It COULD be a great step in the evolution of gaming.

    However, it probably will just be to assist those people that can't even handle the mediocre challenges that we currently see.
  • by DavidR1991 (1047748) on Friday June 26, @08:51AM (#28481449) Homepage

    "Making a game so easy it can play itself for you at the push of a button just might be that point."

    No no and no. If anything, this is the [b]reverse[/b] - it means more difficult sections can be added to the game, without endangering less experienced players (by showing them "how it's done" and letting them skip the harder bits completely if they want to).

    This means each demographic gets what it wants - hardcores get a game with some nice tricky sections, and casual gamers get a fun game where they skim over the bits they find too difficult/tedious.

    The quoted article is just alarmist turd, and skims over the fact this is, effectively, difficulty levels on crack. There's absolutely no difference between this and selecting Easy/Medium/Hard - this is just a clever hybrid.

  • A statement that somehow the message of art 'degrades' as it reaches more people is something I assumed to hear from some art snob complaining about reproductions of the Mona Lisa, not about a video game starring Mario. The whole notion is insanely elitist, and I'm frankly flabbergasted that someone saw fit to print it.

    Especially considering that they got the whole idea wrong - it's only a demo mode that shows you how to beat a section. In order to progress through the game, you still have to play it yourself!

  • God Mode (Score:3, Informative)

    by Mr. Underbridge (666784) on Friday June 26, @08:57AM (#28481575)

    This is no different than old-school games (ie, the ones I played growing up) like Wolfenstein or Doom, each of which had a "God mode" which everybody knew. Those codes would give you invulnerability and/or unlimited ammo.

    Sometimes it was fun just to use them and just go berserk, but one of the main uses of them was to get through portions of the game that you simply couldn't beat. I used them occasionally when I was just unable to beat some monster. As such, those codes (which have been used in many games by many gamers) are no different than the current feature in Mario, except that it's more interactive.

    I've favored games that automatically level the difficulty level so the user still does all the action rather than watching it. That's easier with combat style games than it is for platform-style games. Maybe they need ways of making the *physics* more forgiving as well - say make Mario jump farther/higher, have something rescue you if you fall, etc.

  • by vortoxin (213064) on Friday June 26, @09:05AM (#28481677)

    It is how I look at most games. I like a challenge, but I do not want to have to allocate project management, tons of research, and bringing my A game every time I play it. This is just a new easy mode, same as a cheat for God mode, or turning down difficulty a ton like a combat slider in Oblivion.

    I want to be involved in the game story, get some enjoyment out of it, and not miss some part of the game because a different minority wants me to suffer through a game to get the best items or game play experience just because they had to.

    I give Progress Quest as an example of the game will play itself, you will watch it, and you will be amused as an example of this. http://www.progressquest.com/ [progressquest.com] It has a following, so maybe there is some truth in the matter.

  • by Logical Zebra (1423045) on Friday June 26, @09:08AM (#28481719)

    How is this different from the difficulty slider in The Elder Scrolls IV: Oblivion? If I get to a part that is particularly pissing me off, I drop the slider all the way down to easy and kill those pesky Dremoras with one swipe of my Sword of the Divine Crusader.

    There are those of us that do not want to be overly frustrated with video games; we simply want to have fun. While I enjoy a bit of a challenge, it's nice to know that if I fail at something 5, 10, or 25 times, I can just click a button and make it easier (or skip it).

  • As a parent, these things bother me because I don't see the kids getting an opportunity to be challenged and learn to overcome. Legos. We go bowling, and the kids whine if they don't get to use the rails on the side the prevent gutter balls. We play Legos Star Wars, and they make little effort to avoid the toons getting killed because there is almost no penalty.

    How are they supposed to learn to overcome the frustrations of life if their games offer no frustration?
    • Maybe this is more evidence of the "Here let me do that for you" society we have become.

      We know who to blame: CLIPPYYYYYYY!!!!!!!!
    • Of course Super Mario Bros. got the difficulty level about right. Anyone could pick it up and play it, get pretty far, and beat it with a little practice. I think SMB is a good example of a very accessible game. If it gets much easier what's the point in playing? Other games, say, Ninja Gaiden required a lot more dedication to beat. But that's good for the right kind of game player. We need more games like Ninja Gaiden. Still other games, like say, Ghosts 'n Goblins were, in my opinion, unreasonably di

    • by JPLemme (106723) on Friday June 26, @08:34AM (#28481163)
      "When I was a kid...I liked it because it was a challenge."

      Exactly. But as an adult life has enough challenges already. Games are the only thing where I even have the option of saying "this is too hard, let's skip it."

      /I'd kill for that power in the rest of my life...
      • Re: (Score:3, Insightful)

        Well, most DVD players also have a "Fast Forward" button so you can skip all the dialogue thingie and just get to the next action scene, so games certainly aren't alone in that respect. I'd still consider that to be intelectually lazy, however.

        • by JPLemme (106723) on Friday June 26, @09:53AM (#28482619)
          The purpose of a video game (for most people) is to have fun. I'd hardly call skipping the parts that aren't fun "intellectually lazy". It's more like "pragmatically efficient".
            • by JPLemme (106723) on Friday June 26, @02:52PM (#28487259)
              First of all, I think your argument has more or less merit depending on the artwork in question. For something like The Lord of the Rings, perhaps you're doing yourself a disservice if you don't slow down and experience the whole thing. But if you're watching Star Trek: The Motion Picture, fast-forwarding is simply efficient. (I thought it dragged in fast forward.) Your argument presumes that all parts of all artwork are equally worthy, but I don't think this is always true.

              Second, there's a time for thinking and a time for not thinking. It wasn't until my third child that I realized why America's Funniest Videos is on at 8:00 on Friday. It has no plot to remember, no characters to keep track of, no storyline that lasts more than 30 seconds, and it mostly consists of sledding accidents and people getting hit in the crotch. There has never been a show that demands less from its audience. (So as to retain some shred of credibility, I don't watch AFV (my kids do). But I've seen enough of it to appreciate its utter simplicity.)

              Third, in this particular case we're not always talking about skipping something because it's boring or because you want to get to the good bit. If I need to spend hours "practicing" a game to get past a difficult mission then it's the game that's flawed. Demanding that I pay $50 for the right to play a game is one thing. Demanding that I spend 50 hours of toy guitar practice before I can play all the songs on the disk, or demanding that I play 50 boring quest or racing missions before I can unlock Las Venturas and play virtual video poker is...poor customer service? Poor game design?

              The fundamental argument is the right of the artist to control how you experience his art vs the right of the consumer to experience the art on his terms. By your logic, it would be lazy to skip songs on a CD to get to the song you actually want to hear. Certain artists may agree because they carefully wrote and sequenced the songs to achieve a certain effect. But ultimately I believe that I should be the one to make the decision.
    • by Jellybob (597204) on Friday June 26, @08:36AM (#28481199) Journal

      If you want a challenge, don't use it.

      Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.

      • Exactly! Personally I'd never use it, but it doesn't bother me that it's there. Why would it? No one is forcing me or anyone else to use it at all. They're probably smart enough to include a "number of seconds played automatically" meter so people who truly beat the game can brag to their friends with evidence ;)

      • by gEvil (beta) (945888) on Friday June 26, @08:44AM (#28481321)
        Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.

        Exactly. There was one of the Metroid Prime games where I got to one of the bosses and I had a bitch of a time fighting it. Never did beat it. I spent several hours going through the same routine of reloading the game, skipping the cutscene, finding the boss, skipping the next cutscene, starting the battle (this process of just getting to the start of the fight took something like 7 minutes IIRC), fighting for a few minutes, getting my ass wiped all over the floor, lather, rinse, repeat. I eventually just gave up. It's a shame too, cos I really liked the game. But putting one part in there that I couldn't get passed ruined the experience for me. Honestly, I think the best approach is the one where after 3 or 5 failed attempts, the game gives you an option to scale back the difficulty for that fight.
        • Re: (Score:3, Informative)

          The World Ends With You for DS does exactly that. You can change the difficulty of the game at any time (except in battles), which affects the items and XP you get from fights. If you lose a fight, you have 3 options: Quit, Retry, and Retry on Easy. Great system.
          • Re: (Score:2, Insightful)

            The difficulty of some boss battles is one of the things that pisses me off about the FF games. I've heard good things about The World Ends With You. I should definitely look into it.
        • Re: (Score:3, Insightful)

          Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.

          Exactly. There was one of the Metroid Prime games where I got to one of the bosses and I had a bitch of a time fighting it. Never did beat it. I spent several hours going through the same routine ... my ass wiped all over the floor, lather, rinse, repeat. I eventually just gave up. It's a shame too, cos I really liked the game. But putting one part in there that I couldn't get passed ruined the experience for me.

          Exactly2!!

          I gave up Metroid Prime 3 after attempting the same stupid boss like 50 times. No doubt it was my fault -- I just suck too much, and I'm not very good with the Wii controller -- but I play games for fun, not to brag how hard-core I am. I know it feels great to finally get past a hard bit after having honed your skills through endless attempts, but sometimes enough is enough.

          Of course there are alternative approaches:

          1. Dumb down the game generally. Seems obviously worse, because it takes away
          • I agree with the parent. I have at least half a dozen games sitting unfinished on my shelf because my enthusiasm exceeds my ability.
            I've actually got to the point where I don't really want to buy new games because I hardly get to finish them
            Admittedly I'm obviously a bit retarded when it comes to gaming abilities, but not being able to finish games has curbed my enthusiasm, and definite potential future purchases. So I am also glad that they are doing something about this.
    • Re: (Score:3, Interesting)

      You can blame Penny Arcade [penny-arcade.com] for giving them ideas. Except their version was more interactive...

    • Are paintings, sculptures, music, photography, cinema (and so on...) challenging? For the one who receives them. Or perhaps it's more about what was in the mind of the creator and how do you receive this particular cultural artifact? (which might include challenge)

      Well...you decide that.

      So - decide, let others decide, don't yell "consoles are dumbing our games!" (I can see that bs already in this thread...), you still have and will have a choice. Sure, more "mainstream" games will appear to hijack the whole

An eye in a blue face Saw an eye in a green face. "That eye is like this eye" Said the first eye, "But in low place, Not in high place."