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Games

How Accessibility Consultants Are Building a More Inclusive Video Game Industry Behind the Scenes (washingtonpost.com) 146

An anonymous reader shares a report: Last year, Forbes published an article titled "'Sekiro: Shadows Die Twice' Needs to Respect Its Players and Add an Easy Mode." In the piece, Dave Thier, the author, argues that the title's egregiously high difficulty settings detract from the superb world and character design. "The difficulty is only one part of what defines these games for me, and honestly, it's not the most important part," wrote Thier. Easier difficulty settings would allow those with physical or cognitive limitations -- or just limited time to play games -- the opportunity to experience the studio's artistic vision. It was the latest salvo in a debate that has taken on a culture war-level valence among players online, a debate that has been litigated and re-litigated to no apparent end.

Fans of the series, angered by the article, argued that not all games are meant for disabled players. Futzing with difficulty settings, they said, tampers with the creative intent of a game, especially in genres where a game's key selling point may be its difficulty (as is the case with Sekiro: Shadows Die Twice). But the recent efforts of accessibility consultants and developers to create inclusive products tell a different story. Unbeknown to many, accessibility consultants have been pushing for an accessible industry for years. From menus containing a plethora of options, including the ability to customize controls and adjust subtitle size, to disabled inclusion within the workspace and gaming community, the often-hidden efforts of accessibility consultants are beginning to become standard practice within the industry.

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How Accessibility Consultants Are Building a More Inclusive Video Game Industry Behind the Scenes

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  • Pretty certain that the blind are going to have a very hard time playing the First-Person shooter games (or anything requiring visual acumen, really)... only so far you can go to accommodate, campers... sorry about that. I think it would be cool if someone innovated a means to let the blind actually get in on the action in such games, though.

    Also, I don't get the 'limited time' angle. Isn't that what save-points are for? As long as you're not requiring a player to grind through, say, two hours of gameplay a

    • by tlhIngan ( 30335 ) <slashdot.worf@net> on Thursday February 27, 2020 @04:15PM (#59775070)

      That's fine, there can be limits. I mean, I wouldn't expect the disabled to be competitive in online play, for example. But online gaming is just a small part of gaming in total - plenty of games are single player where the goal is to communicate a story.

      I don't play online because I'm not great or competitive, but some games have great campaigns or are designed to be single player experiences. Why shouldn't those games be accomodating? If you have a twitch element, make the window of the "twitch" bigger to accommodate people, or let them push the button slower.

      There are games with no-death mode where you can't really die, but you get to explore and look around and do plenty of things to experience them. Sure they do disable achievements, so it's not like people are going to use it to cheat their way to 100%.

      Given how much games cost to make, it seems like making them more accessible gets them in front of more eyeballs and more sales to help recoup the cost. I don't see it as a limitation - people still love to brag about completing games at the "super hyper impossible to win" level, while others are happy to just make it to the end.

      And yes, I've abandoned many games for reaching a difficult spot and being unable to get past it, missing out on the final part of the story

      • by Xenx ( 2211586 )
        You've already accepted the idea that not everyone is equipped to play all game types. You admit you aren't good at playing online/competitive games and thus don't play them. I can understand if you would like to see some of those games offer an offline/single-player campaign, but not all do. The difference is whether you believe every game should be offline/single-player, because you cannot play competitively online.

        I'm not saying accessibility shouldn't be considered when developing games. However, the a
        • Well, design the entire game intact with no difficulty levels, then you've got your perfected Nintendo-hard game. Then, call that "Master Level", and hand it to the accessibility team, and they're NOT allowed to change Master Level, but they can nerf it for other levels.

          Best of both worlds

      • Comment removed based on user account deletion
    • by narcc ( 412956 )

      Pretty certain that the blind are going to have a very hard time playing the First-Person shooter games

      You'd be wrong. Blind players can play many mainstream first-person games, and play them well. Among audio games, you'll find that the majority are first-person games.

    • Pretty certain that the blind are going to have a very hard time playing the First-Person shooter games (or anything requiring visual acumen, really)... {...} I think it would be cool if someone innovated a means to let the blind actually get in on the action in such games, though.

      You joke, but Evil Dog has litteraly done that [evil-dog.com] - a flash game about a blind swordsman, entirely played using audio cue and no visual feed-back.
      (Note: although the game was developped as a joke, the game *is* functionnal).

      • by Cederic ( 9623 )

        Sounds of a door opening, the noise from the traffic no longer muted. The gentle patter of rain, footsteps to your right.

        *strafe right* *swing sword horizontally*

        Screams. Shouted commands, but you can't make them out over the screams. Running footsteps, many, a car horn, more shouting. More screaming.

        A sharp crack, the screaming intensifies. Several more sharp cracks. The sound of your blood, bubbling out from your lungs.

        Game over.

    • Many games are very bad about savepoint placement, or having unskippable un-reviewable cutscenes. Due to needing surgery to fix my urethra at birth (my bladder didn't reach the outside because of intersex-related deformities) I need frequent bathroom breaks as I can't hold it in too well. A game that has very long stretches of unpausable cutscenes like Metal Gear Solid is much more difficult to enjoy. It's even worse in MMORPGs where some bosses require constant attention for long periods of time, but sever

  • Not a Hard Concept (Score:3, Insightful)

    by Stolovaya ( 1019922 ) <skingiii@gmEINST ... minus physicist> on Thursday February 27, 2020 @02:11PM (#59774554)

    Not all games are for all people. Trying to make all games for all people will just create a very homogeneous style of games.

    There are tons of games for casual players. Things like difficulty is a completely separate category from the last line of the summary; color blind options, subtitles, etc. are fine to be made into standards, and those should be encourage. Difficulty? That's kinda like demanding that the artist changes things for your particular sensibilities.

    • Re: (Score:3, Insightful)

      by Anonymous Coward

      That is complete crap. Not all disabled gamers want to play casual games. It may be art but it is also a product. Adding an easier mode make no difference to the artistic style of the game and is it does then dont play the easier mode.

      • by Stolovaya ( 1019922 ) <skingiii@gmEINST ... minus physicist> on Thursday February 27, 2020 @02:46PM (#59774694)

        This is like saying War and Peace should have its writing style changed so a first grader can read it. So, not complete crap. It's not even about disabled gamers. You're not entitled to have all games have an easy mode.

        I'm a pretty good gamer, but I'm not entitled to have every game have a difficulty setting for me. Games like EVE Online are incredibly complex, I'll never get into it, and there is no need for them to tone down the complexity for someone like me. I can go play a less complex game.

        • by DRJlaw ( 946416 )

          You're not entitled to have all games have an easy mode.

          You're entitled to advocate for one. It's called customer feedback and knowing your market. It complements your design goals, rather than requiring you to accede to it.

          I'm a pretty good gamer, but I'm not entitled to have every game have a difficulty setting for me.

          Yet you're entitled to ask for one. Just as the developer is entitled to say no.

          Games like EVE Online are incredibly complex, I'll never get into it, and there is no need for them to tone

          • You're entitled to advocate for one. It's called customer feedback and knowing your market. It complements your design goals, rather than requiring you to accede to it.

            This isn't coming off as "feedback". This is coming off as creating standards. Which is fine for things like color blind options, subtitles, etc. Not okay for difficulty.

            Ummm, the "easy mode" topic does not concern PvP, only the "accessible controls and visual" part. If you make a PvC game ridiculously hard you're limiting your market. If that's your goal, fine. But it's limiting your audience.

            PVP is not the complexity that's being talked about here for EVE Online. Lots of things are "audience limiters". Hey, I guess that every game should be rated E for Everyone; otherwise, you're limiting your market! Hey, every game should only use two buttons; otherwise, hey, you're limiting your audience! I think you need to look up the phr

            • by DRJlaw ( 946416 )

              ! I think you need to look up the phrase "you are not the target market".

              I think you need to look up the phrase "If that's your goal, fine" before advising that I do something utterly redundant.

      • I can't enjoy games like Sekiro or Dark Souls. Changing them so that I could enjoy them would ruin them for they people who already love them, even if it was just an available option. It would also force the developers to make a game unlike the one they envisioned.

        My enjoyment is not more important than someone else's. Nobody is under any obligation to make things I do enjoy, especially not at the cost of their own creative expression.

    • by MitchDev ( 2526834 ) on Thursday February 27, 2020 @02:52PM (#59774722)

      >> "Not all games are for all people. Trying to make all games for all people will just create a very homogeneous style of games. "

      Actually, trying to make all games for all people will kill the gaming industry. The "hardcore" or the specialists will get bored fast and move on to something else, and the casuals will probably get bored with "too easy" games. Diversity is the key.

      • by Strill ( 6019874 ) on Thursday February 27, 2020 @03:07PM (#59774806)

        Path of Exile's developers had an interesting comment on this at their convention. They spend 20% of their time developing content that only 10% of the playerbase will be able to reach. That makes sense, because it creates an aspirational goal for the rest of the playerbase, whether they reach it or not. It also creates something to challenge and engage streamers, who will show off the content to their audiences. When something is rare and difficult to achieve, it becomes more valuable. If they had made this content easy to beat, it wouldn't create anywhere near as much engagement for their players.

        • by alvinrod ( 889928 ) on Thursday February 27, 2020 @03:51PM (#59774982)
          On the other hand I wouldn't be surprised if that 10% of the player base accounts for something like 40% of the total hours played, so in a way that 20% of development time is more fair than it might seem at first.
          • by Xenx ( 2211586 )
            I see the point you're trying to make, but it really isn't the case here. It isn't that the top 10% of the player base makes up a majority of play time, it's that that top 10% of the player base draws in the other players. The reality is that having that high end content drives up the playtime of the other 90% of the player base.
          • by AmiMoJo ( 196126 )

            Probably 90% of the streaming on Twitch and YouTube too. That kind of free publicity is priceless.

          • On the other hand I wouldn't be surprised if that 10% of the player base accounts for something like 40% of the total hours played, so in a way that 20% of development time is more fair than it might seem at first.

            How is hours played relevant to anything, except on subscription games? What matters is sales. If the 20% of developer time spent on that content doesn't increase sales by a corresponding amount, or more, it's wasted effort. I suspect it's not wasted, but not for the reason you state.

    • by lgw ( 121541 ) on Thursday February 27, 2020 @03:14PM (#59774856) Journal

      Not all games are for all people. Trying to make all games for all people will just create a very homogeneous style of games.

      To start with, TFA conflates two very different things that should never be jumbled together: accessibility and difficulty. There's no excuse whatsoever in the modern world for a game from a AAA studio to not have robust accessibility. It's both immoral and hurts profits not to. It's so obvious these days that you need to have colorblind options, that you need to do subtitles correctly (and have them on by default during the opening cinematic), and that you need options to disable screen shake and "head bob", that you need a FOV slider for first person, and so on. There's a wealth of information now on how to do this stuff right, and it's so cheap to do that even tiny indy devs barely have an excuse. Also, it's time to abandon control schemes involving either holding a button for a long time or rapidly mashing a button, if at all practical.

      If you're not making cheap and easy accommodations for the disabled at this point, you're just being a giant asshole. Looking at you Japan: you're games still suck at this. Do better.

      Difficulty is a totally different discussion. I hate to bruise your fragile "some games aren't for everybody" ego, but there's no downside to adding an easy mode from a studio's point of view. You will always sell more copies that way, especially if the default difficulty is too hard for "games journalists". It's just dumb not too.

      Now default difficulty is a very different discussion. Difficulties harder than the default rarely get properly Q/Aed, and many games just don't work properly if you elevate the difficulty above the default. So, if you want to make a "hard" game, make the defaults hard. Fair enough. But if you don't also add an easy mode, you might as well fill a barrel full of cash and burn it to keep your creator's ego warm. And your stockholders probably take a dim view of that (but, hey, if you're an indie "auteur" and don't want to sell out your high principles for dirty cash, have fun with that).

      • I agree with your main point about not conflating accessibility & difficulty although I do believe an argument can be made that there's a genre of "hard" games whose value does increase with difficulty (think Veblen goods like a Rolls Royce but instead of value increasing with price, it's increasing with difficulty).

        For example, consider From Software's games (i.e. Demon Souls, Dark Souls, Bloodborne, Sekiro, etc.). I believe there's a substantial portion of their audience that they'd lose if they made

        • by lgw ( 121541 )

          I believe there's a substantial portion of their audience that they'd lose if they made ways to make their games easier,

          I don't think they'd lose a single player. Mostly, people ignore easy difficulty settings, and refuse to lower the difficulty of a game even if they really should. Thing about gamers: if they find a particular game fun, they'll buy it regardless of all the noise they might make about it. The industry knows this, which is why player protests and "boycotts" etc are almost universally ignored. People whine, then buy the game anyhow. But only if it's fun.

    • Since video games are a luxury activity, I agree that there shouldn't be a requirement (legal or social) that the game have an easy mode. Exact same for the game being playable by handicapped people. It's a luxury activity, and so it is OK if some segment of the population can't have it.

      The provision of an "easy mode" should be entirely up to the game designer. Leaving out an easy mode will alienate a potential target market, thus reducing profits, but it will also win-over a different target market, pot

      • Oh, it can certainly be a balance. By making some games harder, you do have the potential for lower sales (though there are a lot of elements that go into what makes a game sell successfully or not).
    • Speaking as a game developer myself, I don't believe that accessibility is about homogenizing games at all. What it mainly involves is some pretty simple things, like ensuring you don't only rely on color differentiation for important gameplay events, that audio is subtitled, that you can remap your controls (#1 thing disabled gamers request), and so on. These are all things that will make for a better experience for everyone anyhow.

      There are a few other things you can do, like making text resizeable, off

      • I don't think you're going to find too many people are that saying that color blind options and subtitles shouldn't be included, even as default. Those are things that (for the most part) don't do anything to the core game experience and only help more people enjoy the game.

        I think it's fine for developers to set games at whatever spread of difficulty they want. I just don't think it's fine for anyone to think that they're entitled to an easy mode. But I do realize that having a wide spread can help a game

        • by narcc ( 412956 )

          I just don't think it's fine for anyone to think that they're entitled

          How dare someone think the wrong thing! Better call the thought police!

        • I don't think you're going to find too many people are that saying that color blind options and subtitles shouldn't be included, even as default.

          It MUST be a choice though. Why can't we mandate something so simple?

          Because there are more types of color vision anomalies than you could possibly accommodate. I didn't realise this either until I was watching some Battlefield preview thing on Giantbomb and it seems half their staff have some kind of color blindness. The thing that got me was that Jeff said he plays with the accessibility option off because NONE of the options provide more contrast than the default which he technically can't "see" but some

    • by AmiMoJo ( 196126 )

      Back in the day when games were pirated they often added a "trainer", basically cheats you could enable like infinite lives, ammo, money etc.

      When I found a game too hard I'd use the cheats. Years later I was good enough not to need them, but cheating meant I got to see more of the game and it helped me improve.

      I'm okay with hard games having a cheat mode or easy mode. You don't have to use it.

      • It's always a problem when you make something universal though. You say I don't have to use the easy mode if I don't want to, but if you mandate an easy mode it causes game design considerations that wouldn't exist otherwise. Many games treat the gameplay loop as a battle of attrition where you'll take a certain level of minor damage while you slog to the end of the map and so you can trivially drop the damage levels and up the player's ability to take out the hordes. Those aren't exactly the pinnacle of ga

        • by AmiMoJo ( 196126 )

          That's why I like cheats. Obviously being invincible or having infinite resources breaks the game but that's fine for some people. You don't really need to design for it and developers often put those things in anyway to help with testing the game.

  • by Strill ( 6019874 ) on Thursday February 27, 2020 @02:11PM (#59774556)

    This article can't decide what it wants to be. It starts out covering the backlash over Sekiro, and rightfully so, since adding easy-mode dilutes the accomplishment of beating the game. Then it talks about activists who want rebindable controls and colorblind modes. I don't get it. What do those have to do with one another?

    • by barc0001 ( 173002 ) on Thursday February 27, 2020 @02:28PM (#59774618)

      > since adding easy-mode dilutes the accomplishment of beating the game.

      Does it though? There are other games out there that have everything from easy to insane skill settings when you start a playthrough, and people still brag about playing through XCOM on Impossible without save-scumming and the like.

      Deus Ex: HR even has a "Tell me a story" skill level for those who want to play and enjoy the story without having great FPS skills, but I don't feel that diminishes the accomplishments of those who play through DXHR on the advanced difficulty levels and finish the game without needing to make a (non boss fight) kill.

      • by twocows ( 1216842 ) on Thursday February 27, 2020 @03:14PM (#59774854)
        That's actually a great example. The first time I played through DXHR, I played through it on normal or easy mode. I liked it enough to play it again on a harder difficulty, then again, then I started going for the achievements. I eventually got all of the achievements except one, which either bugged out or I screwed up somehow but didn't know (the one where you complete the game without setting off any alarms -- I attempted it twice and don't think I set off any either time, but I didn't get it on either playthrough).

        The existence of difficulty modes in that game gave me something to work toward and added replay value. I think it's a great example of why difficulty levels can be a good thing.
        • by Mashiki ( 184564 )

          What'll surprise you is that the first Deus Ex game at normal, is about on par with "Give me Deus Ex" in DXHR. Enough so that the DX:Revision guys cranked the difficulty up even higher and made it even more challenging.

          As for the foxiest of hounds no-alarms option it's hard to do, took my second play through to get it. If you're wanting to try again this might help. [fandom.com] The one that most people mess up on is Omega Ranch and shutting down the jammer.

      • since adding easy-mode dilutes the accomplishment of beating the game.

        Does it though? There are other games out there that have everything from easy to insane skill settings when you start a playthrough, and people still brag about playing through XCOM on Impossible without save-scumming and the like.

        In this case, yes, having an easier mode does dilute the accomplishment. From Software has a reputation for making their games brutal going back to Demon's Souls. Their games have actually gotten easier since then (if for no other reason than they started actually explaining some of the mechanics), but it's a gamer bade of honor to be able to honestly say you beat Demon's Souls because everyone knows there is no possible way you could have done it without developing a significant degree of mastery in the

    • by MobyDisk ( 75490 )

      Then it talks about activists who want rebindable controls and colorblind modes.

      Yeah, that confused me too. I'm hoping it is just a poor summary and the actual articles make more sense.

      since adding easy-mode dilutes the accomplishment of beating the game.

      I used to play games on the hardest settings, for the challenge. I beat Doom 1 using just the fist. I used to try to find every secret. But with kids, aging parents, and a full-time job I now play games on the easiest settings. I don't have time to spend for hardcore gameplay, but I want the experience, the ambience, and the storyline. I just played BioShock 1 on easy. For BioShock 2, I am just go

    • They're actually related in so far as things go. You do have to look at things a bit different though.

      Skill in videogames 'broadly defined by ME' is a combination of strategy, tactics, and physical control (how fast you can press buttons, hand eye coordination...)

      Different games provide challenges differently in each of those domains. A 'dumb' action game might be all physical control. A civilization style game might have 75% strategy, 25% tactics...

      To use a crafted example, suppose you wanted to make a fig

    • adding easy-mode dilutes the accomplishment of beating the game

      Why?
      You can have multiple achievement levels, such as "beat the game on easy/normal/hard/insane mode" and so on.

      • It's not necessarily that easy to do that and still maintain the core gameplay.

        Souls games are about punishing mistakes. If you could tank damage it wouldn't be a souls game. You can call it gatekeeping if you want, but if there's two communities of people, one who loves learning the ins and outs of every fight to perfectly thread the needle through attacks and win, and another who just wants to play it like a hack and slash, then you've got a culture clash. One group's concerns for the sequels are vastly d

  • Know your customers? (Score:4, Interesting)

    by Austerity Empowers ( 669817 ) on Thursday February 27, 2020 @02:12PM (#59774560)

    There's no one size fits all here. Some games are deliberately and unapologetic PvP-fests, it's why they exist and what makes them fun and they have a consistent audience of acolytes forever trying to one up each other. I would not spend a lot of time or money on art or non-functional sound on these games. Similarly I would expect a lot of potential customers are not even going to look at these games.

    If you've invested a lot in artwork, or music or an overall experience however, and you want to get eyes on it, I would focus on making games a little bit more like the pre-2000 timeline. Slower moving, ponderous, possibly story or puzzle oriented with controls that are either simple and flexible, or that have more involved UIs (perhaps UIs that aren't joystick friendly) that assist with the complexities.

    The problem is when you try to one size fits all a game. That rarely works.

  • Video games are art (Score:4, Interesting)

    by theheadlessrabbit ( 1022587 ) on Thursday February 27, 2020 @02:17PM (#59774578) Homepage Journal

    Video games are an art form, and it should be up to the creators to decide how they want to express their vision. And if that means making games early Nintendo hard, then so be it.

    Video games are also a business, and it is smart for creators to cast a wide net to allow as many players as possible to experience their creation.

    Personally, I would rather live in a world where 90% of games are not for me, and 10% of them are laser-focused on what I love, than live in a world where everything is generic pablum designed to be inoffensive to everyone.

    • Video games are an art form, and it should be up to the creators to decide how they want to express their vision.

      Video games are a product that you often pay $60 for, not factoring in the cost of console if you buy one of those, peripherals, etc. That's not to say they aren't also art, but if you're trying to sell a game to a lot of people, it often makes sense to at least listen to those peoples' preferences. All of the problems critics of difficulty sliders have can be bypassed with a simple solution: de

      • Another one I thought of, can't believe I forgot. The Civilization series. More difficulty levels than you can shake a stick at. I think between Civ4 and Civ5, I have well over a thousand hours of playtime. Some of that's in the middle difficulty levels where it's more challenging to me, and some of that's in the lower end where I can just steamroll everything. The fact that I have the choice whether I want to challenge myself or steamroll is a feature for me, because there are times I want to do one and ti
        • by _merlin ( 160982 )

          For me, CivV doesn't become fun until I get into the upper difficulties. At "normal" difficulty (Prince IIRC) I can win without really thinking much - it's like being on cruise control, not having to micro-manage cities or worry much about unit positioning. Some of the scenarios aren't even a challenge unless you set them to Emperor or Immortal. But this makes it good - they know there are people who just want to cruise through a game, and people who enjoy having to think every turn through carefully. T

          • You have to keep in mind I'm pretty middling at strategy games like Civ. I can win most of the time one stage higher than the middle difficulty, but after that I start getting curb stomped pretty hard. This is with a good deal of external research on how to play intelligently, too -- I think I just tend to make bad decisions in those games sometimes.
      • Don't like it? Don't buy it.
        Plenty of research tools out there, Twitch and You Tube are great for researching, and reviews, blogs, and tons of other options out there too.

        Games are about what the game's creator wants them to be, and not all games are made for everyone.

        • Games are about what the game's creator wants them to be, and not all games are made for everyone.

          Sure, FPS games aren't going to appeal to people who don't like FPS, etc. So if you're designing an FPS game, you shouldn't dumb down the FPS elements just to appeal to people who don't like FPS games. But that's not what we're talking about here. We're talking about difficulty. Adding an option to make the game easier isn't changing the core gameplay elements. As long as it's transparent that the game is mean

  • "Futzing with difficulty settings, they said, tampers with the creative intent of a game, especially in genres where a game's key selling point may be its difficulty"

    Then uhh... don't play on easy mode. Someone else enjoying something differently from you doesn't detract from your entertainment. What's difficult for you may be impossible for someone else. And being possible is what makes a difficult game fun.

    I can at least see the origins of some gate keeping. People who were ostracized by the attractive, popular people growing up and later in life having sex workers exploiting their loneliness for cash will view cute streamer girls with suspicion that it's part of

  • by rsilvergun ( 571051 ) on Thursday February 27, 2020 @02:28PM (#59774616)
    I like vertical & horizontal schmups, but being color blind make picking the right power ups damn near impossible. I gave up on the Cotton & Twin Bee series for just this reason. Even Raiden can be a pain since the Blue/Purple power ups look the same to me. And don't get me started on Puzzle Fighter, though I keep meaning to try the "color blind" hack somebody made for it.
    • Inside the industry, fortunately, there's more awareness of colorblind issues these days. It's more rare to see icons solely differentiated by colors, especially red and green (blue and orange is more typical now, although color AND shape is always preferred), at least at the AAA level. Indie game developers are still having to learn a lot of those lessons, unfortunately. In my own game I'm developing, I'm looking into various color-blind debug modes, and I'm considering additional control options to hel

  • by EndlessNameless ( 673105 ) on Thursday February 27, 2020 @02:45PM (#59774686)

    The article could be titled "David Thier Needs to Respect the Developers' Creations and Buy Other Games Instead."

    The gist of that article would be that different products are made for different people, and he should focus on finding products that he enjoys. Maybe not even a video game, if something else is more appealing.

    I like challenging games, and every game that tries to span a huge difficulty range usually fails somewhere. It's hard enough to balance a game once. Doing it 3-5 times to support a range of skills is even harder.

    The best games I've seen in this respect are the 2K releases of XCom:EW and XCom 2. But the lowest difficulty still confuses/deters players who are new to the genre. And the challenge at the top end isn't as high as other games in the genre. So even though it's the best example, it's far from a perfect example.

    • I think that, like me, he just doesn't like frustratingly difficult games. And, like I admit I have done, he is probably lashing out because he's so pissed off.

      Which just means you're right - he should play something else. Nobody has a right to enjoy every game, and devs are not under any obligation to make games everyone enjoys. As they say, "there's no accounting for taste", and some people have a taste for things the author and I hate. C'est la vie.

  • I always thought it weird that people were mad about Sekiro being hard. Most people that suggest playing Dark Souls or love the game won't stop jerking off about how it is "THE HARDEST GAME EVERRRRRRRRRRR" and whatnot. Whereas it's mostly just.... a punishing game that doesn't baby people.

    Meanwhile Sekiro had people being excited as it was "Dark Souls Japan" or whatever. Then the game came out and there was a massive outrage that the game had the audacity to be hard.....? I thought (for some people) t

    • Dark Souls' difficulty usually felt fair to me (hitbox bullshit aside). Fairness in difficulty makes a big difference and if Sekiro's difficulty isn't fair, it could explain the differences you're talking about.
  • by theurge14 ( 820596 ) on Thursday February 27, 2020 @03:12PM (#59774840)

    Most days as an adult I have an hour maybe two for downtime to enjoy playing a game. If that hour is spent trying to figure out how to jump up on a box because some game designer decided that's part of the game, I'm turning it off and finding something easier.

    • Remove the "an adult" from your post. It's irrelevant. Being an adult isn't a valid excuse for anything. Stop trying to use it as one.

  • by clawsoon ( 748629 ) on Thursday February 27, 2020 @03:18PM (#59774874)
    The problem with "if you don't like it, just don't buy it" for disabled people, across pretty much all human activities, is that they don't have the market power to prompt the creation of anything that works for them. "If you don't like stores without accessibility ramps, don't shop at them" - result is almost no stores or apartment or office buildings with accessibility ramps, and people in wheelchairs end up isolated in their rooms. "If you don't like computers without text-to-speech, don't buy them" - result is almost no computers usable by the blind, and blind people end up isolated in their rooms. If we as a society don't want to be total assholes, we intervene in these cases. We don't just leave it to the market.
    • That's all well and good when it comes to public accommodations, but what does that have to do with video games? Sekiro is intended for people who enjoy a frustratingly difficult challenge. Due to something classified by the ADA as a disability, I have a very low tolerance for frustration. Sekiro is not for me. To try and include me in its target audience would mean turning off a significant portion of the intended audience and seriously interfere in the creative/artistic vision of the developers. As w
      • You'll note that none of what I was talking about was public accommodations. It was all about private businesses providing private goods and services being forced by the government to accommodate, because the market would be unlikely to create those accommodations by itself.
  • Sometimes I'll get sucked into one and then I can play other games competently for awhile but mostly I don't have the time.
    My first order of business is figuring out how to cheat which takes a lot less effort than getting good at the game.
    I can see why a lot of people would feel cheated paying 60 dollars for a game and then beating the whole thing in a weekend but I feel cheated when I pay for something and it takes more than a few days.
    The idea of passing time is completely alien to most modern workers und

  • by LenKagetsu ( 6196102 ) on Thursday February 27, 2020 @03:31PM (#59774924)

    - Consideration for the colorblind.
    - Subtitles for all dialog, and subtitles for the totally deaf that provide visual feedback in place of sounds.
    - Full HUD customization (including on-screen text size)
    - No-questions-asked control customization. If I want to map attack to me flicking the right stick upwards you don't fucking argue
    - No rapid button mashing/QTEs-in-cutscenes.
    - Pause or save/quit at any time. (I'm mildly incontinent so any game where I can't pause cutscenes is a kick in the teeth)

    I feel someone is entitled to fully experience a game, but I feel that nobody is entitled to complete a game. That is up to you and your personal skill level. I would also like to remind you all of gamers like BrolyLegs who despite their severe disabilities are very skilled players.

    • I don't like Dark Souls because it's so frustratingly hard. That difficulty is a significant part of "fully experiencing" the game. If they added a "save anytime" option, that would make it playable for me, but outrage the game's intended audience by significantly changing the experience. I cannot see how I could be entitled to have something added to make me happy at the cost of the happiness of the people the game is meant for.
  • I worked in the Accessible Software industry for the better part of a decade. I met some amazing people during my time.

    I was selling/developing software primarily to the U.S. Federal Government, which by law (Section 508 of the U.S. Rehabilitation Act of 1982) is required to comply with. The problem? The Government didn't enforce the requirement. As a result, few complied.

    As of today, I am unaware of any requirement in the private sector. There has been talk of adding digital Accessibility requirements

    • According to the ADA, I have a disability. One aspect of it is a low tolerance for frustration, which is probably why I hate playing games like Dark Souls. Changing the game to make it tolerable for me would ruin it for the people who love it for what it is. The mere presence of the features that would make it enjoyable for me would ruin it for the intended audience, even if they were off by default. It would force the developers to make a game unlike the one they wanted to make.

      I don't like the sound

  • That's maybe possible with action oriented games where making the game easier is quite easy to pull off. In a FPS game, just make the enemy move slower, shoot slower and hit less hard, you can actually get to the point where the enemy doesn't even move and you're always winner (wonder how many get that one...).

    How do you do that in a puzzle game? How do you allow everyone to play every level of things like Lemmings, Bridge Builder or The Incredible Machine where the goal is essentially to figure out how to

    • by narcc ( 412956 )

      How do you do that in a puzzle game?

      That depends a great deal on the nature of the game. I suspect that it would be possible to adapt most puzzle games for those with limited cognitive ability.

      I feel like I should point out that Sudoku puzzles very often come with a difficulty rating. I've also seen electronic Sudoku games with hint systems that make it possible for even poor players to complete difficult puzzles.

      • Seriously, playing puzzle games with hints is like getting a second chess computer for the one you have so they play against each other while you watch a movie. Why bother with a puzzle game when you let it only play with itself?

        • by narcc ( 412956 )

          That's the neat thing about hint systems: they allow anyone to adjust the difficulty of a puzzle to best fit their needs or abilities. That also means that you don't need to use if you don't want or need it.

          Players that find some puzzles impossible and frustrating, might find them fun, but still challenging, with just a little bit of help. That's a good thing.

          Anyhow, I think all of this reasonably answers your question "How do you do that in a puzzle game?"

          Accessibility is an interesting and challenging

  • by Falos ( 2905315 ) on Thursday February 27, 2020 @06:12PM (#59775426)

    Difficulty that came from a slider never really was, in my opinion. You won't have a very compelling "ultra-hard" Megaman by setting him to 1HP. By turning a boss to a billion HP. Or exhausting XP curves and grinds.

    The above hints at the counterpart of artificial difficulty: Situations not made easier by sliding a variable. A water temple puzzle. Or navigating lava, spikes, jumps, etc. Or a boss that requires you to perform a certain gimmick, like Mario extinguishing torches, or parrying the centipede giraffe.

    I think I'm saying the sliders only help with making things easier, not "challenging". I'll try expressing it another way:
    Adding extra minutes to a mission timer is a valid way to design accessibility
    Removing minutes is a crappy way to design challenge

    Leading to my original conclusion: If the sliders helped, the "challenge" was more likely numeric than skillful.

    The flip side of that, of "sliders help with lazy numeric trolling", is that they won't really provide meaningful handicap versus difficulty born of non-numeric craftsmanship.

    I'll emphasize: "Sliders won't help*"

    If someone plays like they're in a hack-n-slash against Jinsuke Saze, granting them 100 resurrections won't matter. And he's an unremarkable miniboss, a simple gimmick fight with a requisite gimmick of requisite skill. A puzzle boss. Sliders don't really help with puzzles.

    * unless the game's "challenge" was built on poorly-made, artificial, numeric difficulty

    • I think I'm saying the sliders only help with making things easier, not "challenging".

      But, how to make it easier is the whole point here. So, design a challenging game, then add a slider that lets the player make it easier. This is possible even in puzzle games; the easy mode just has to offer some hints. This can be done ham-handedly, of course, in a way that makes the easy mode simply pointless... but if your easy mode is so boring no one wants to play it, how have you lost anything compared to not having an easy mode at all, which no one can play?

  • If the game is too difficult, then cheat!

  • if you grew up during the 8/16 bit era, then you know what hard games are.
    what people call hard games these days are most of the time is still easier then what we had to endure in the 80's.

  • I hate frustrating games. Never played Sekiro because Dark Souls made me so mad. My controller wasn't so cheap that I can afford to throw it across the room all day. Or once. That just isn't fun for me. If it's going to be that hard, I want to be able to save wherever, whenever, or the game is getting returned.

    That said, if the dev's intent is to make a game that's controller-smashingly hard because some people like that, then more power to them. They can target whatever audience they want, and if t

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