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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)MA
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2 yr. ago

  • What you and I experience as challenging or punishing is unplayable for someone that's younger, has a lower skill level or certain types of disabilities.

    For them, a lower difficulty level just means they're playing the same level of challenge that I am.

    I've never claimed that I know more about game design than Miyazaki. I've just said that I think a high difficulty threshold is bad game design cause it's exclusive. I think games should strive to be inclusive. One of the most downloaded mods for Elden Ring is an easy mode.

  • No, that's exactly my point, it's not about me. And of course game developers and publishers are free to do what they want. But their decisions can and should be criticized if you don't agree with them.

    Many years back a friend working with a group of disabled teens and young adults called me asking about Guitar Hero. He wanted to know if there was some practice or easy mode where the song didn't abruptly stop if you didn't play well enough. At that time, unfortunately there wasn't.

    I can't remember if Guitar Hero ever got a no fail mode, but Rockband did, which opens the game up to a new crowd of gamers.

  • Terrifier is available in several cut versions for specific regions / services. Which is incredibly common for movies in general and have been since the 70s. Which you do to reach a wider audience.

    Both Silk Song and Cuphead already have additional difficulties. They're already balancing difficulties, they've just decided to gate keep gamers who are not able to play difficult games.

    If Gears Of War and Call Of Duty had hardcore and veteran as the only difficulty setting, it wouldn't make them more interesting games or make a statement about the horrors of war and the fragility of man. It would just make less people enjoy them, for no good reason.

    A high difficulty threshold is bad game design. And it's exclusive to people who have physical disabilities or limitations, or other reasons to why they can't play overly difficult games.

    And I say that as someone who loves to beat games in the higher difficulty tiers. But as someone who also wants more people to be able to enjoy the games I enjoy and who's happy game design has improved since the 80s.

  • But it doesn't, accessibility in film does not deliver the same work to more people. Films are translated, dubbed and subbed to be approachable. Adding voice acting from talent that were never involved in the original film. It's all about adapting the film to fit a wider audience.

    The fact that gamers think games are somehow different and the "git gud" approach is just pointless elitism. How would Cuphead, Super Meatboy or Silk Song be a worse game if they had an easy game mode where you had more life and/or checkpoints? How does that setting change the experience of someone playing in normal, veteran or hardcore mode?

  • But The Cabin In The Woods is exactly what I'm talking about. A product with mass appeal that still caters to a small group of people. Much like Paul Verhovens old movies. You can watch them as dumb action or social criticism.

    And movies have several accessibility features. Things like subtitles, which often translate cultural references or jokes that don't directly translate to viewers from foreign countries. Descriptive audio tracks for visually impaired, directors commentary to learn things behind the scenes. Many services and devices also allow you to even out dynamics and enhance speech.

    The problem with games that have a too high difficulty threshold isn't that you're missing out on some hidden subtext. It's that you will never get to see 70% of the game, for absolutely no good reason.

    Cuphead is such a good example of this, according to xbox achievement stats 31% never made it past the first part of the game, 72% never got to the end of the game.

  • A high difficulty is not inherently good game design. Making a game more approachable through lower difficulty settings with additional checkpoints doesn't make it worse for people who like a challenge. It just makes it enjoyable to more people.

    Claiming it's down to "artistic vision" just feels dishonest. You could claim Studio Ghibli movies should never be dubbed or subbed. You just have to learn Japanese to enjoy them, just don't watch them if that's not for you... but why? How is it a bad thing if more people can enjoy something?

    Cup Head is a great example. It's a fantastic game with an art style that younger kids love. But it's too difficult for most kids, which doesn't make the game better, it just locks them out from a game they'd otherwise love.

  • I think some contracts have said "Earn 50 000 in cashout modes" while others have said something like "Earn 100 000". I'm assuming anything specifying cashout does not count for Powershift.

    The earnings in Powershift really should be increased with 50% though, they're very low compared to World Tour.