Wes68
Star
The subject of accessibility in games has resurfaced with the release of Elden Ring's Shadow of the Erdtree DLC. There's been a lot of discussion surrounding the DLC's difficulty.
Some folks like Alanah Pearce have taken to discussing that even Steam users have suggested / admitted that the game is too hard. However just looking at the "Mixed" score as Alanah has; it is not presenting an accurate picture. What's notable is that Shadow of the Erdtree had some significant performance issues on Steam which is likely the reason for that mixed score. And if you are to check the steam page now? It's mostly positive which would make sense given that From Soft released an update.
In fact I didn't have to scroll long (even with the mostly positive to find two negative reviews which both cited performance)
For context I have attached a video reaction from OhNoIt'sAlexx discussing Alannah's take.
Alex: "It's not about making the game simpler. It's about providing options for those players, whether it's button remapping, colorblind mode, turning off QTE's, etc. Those things are accessibility options. Lowering the difficulty is not an accessibility option. That's a refusal to "get good." Disability is a serious topic, and people with disabilities need to have the tools that allow them to have the same experience and sense of accomplishment that other people can have. Having an easy mode robs them of that.
Alanah: "It counts as a disability where Elden Ring is concerned if you have a kid. You have a 2 year old and you are trying to play Elden Ring, you can't pause. That's a situational disability. You may need to pause to stop your kid from putting a fork into a power outlet."
Is this Alanah's too much water moment? First I have a few issues with this...take.
So with that in mind I thought it worth revisiting the topic of accessibility vs. difficulty not just in a broader sense but how it applies to Nintendo games. I wouldn't go quite as far to say that difficulty isn't an accessibility option as Alexx suggests. I feel a lot of it has to do with the type of game. But I would also not go as far as Alanah does in using a disability as a shield or excuse to not try and get better at a game. I think that Alexx is right in that just making a game easier can have the effect of depriving someone with a disability of a greater sense of accomplishment.
I think it's worth highlighting some individuals who have persevered in the space even playing at a competitive level despite a disability.
Take Broly Legs. The guy literally plays games with his face.
https://twitter.com/Brolylegs/status/876301001476771849?ref_src=twsrc^tfw|twcamp^tweetembed|twterm^876301001476771849|twgr^d0500a26732412579d27fa752368f2a7f8753e4a|twcon^s1_c10&ref_url=https://publish.twitter.com/?url=https://twitter.com/Brolylegs/status/876301001476771849
I find stories like this inspiring. They aren't asking for a handout. They in many cases work with what they are given. That isn't to say that there shouldn't be tools that make it easier for them. Take Microsoft's adaptive controller and quadstick for example. The quadstick is designed for paraplegic gamers.
There is another aspect of accessibility Alanah failed to mention. The cost for some of this specialized equipment. The quad stick I just noted above costs $1,000. It's a bit of an oxymoron in that a controller/device meant to make gaming more accessible is itself not easily accessible due to it's price tag.
And when it comes to Nintendo? Nintendo have been scrutinized for their lack of "accessibility" for disabled gamers.
https://www.themarysue.com/nintendos-new-tournament-rules-discriminate-against-disabled-gamers/
I hate to quote or agree with the Mary Sue, but they aren't really wrong here. To ban accessories not licensed by Nintendo is contradictory given their statement on making events open and welcoming to all. And no Nintendo really doesn't offer many options for people with disabilities.
As the article notes? The Switch Joycons are just ill-suited for disabled folks. While, I consider myself to be in decent health and am not disabled. The joycons are too small to the point my hands will begin to cramp for an extended play session. The grip that it comes with is serviceable. But the out of the box experience leaves a quite a bit to be desired. And I know people will say to buy a pro controller...but this too is kind of a strike against the out of box experience if you have to pay another $70 just to have a decent controller and that's before any issues of drifting sticks.
What I would like to see is for Sony and Nintendo to officially support the adaptive controller. I don't care if it's a MS peripheral if it allows more people to play more games.
2. Why should a father have to build a controller just so she can play a Zelda game? Because he cares that much. His kids aren't the disability as Alanah would suggest.
There was a reddit post from about 4 years ago referencing this so I thought it was topical and worth sharing.
I've focused quite a bit on the hardware side of accessiblity. But It's worth noting that a lot can be done within the games themselves without resorting to just making a game easier.
BotW and TotK both do not have colorblind modes something that perhaps should be industry standard by now.
Subtitles are found in many titles these days and are important for those who are deaf or hard of hearing.
And some options not only benefit disabled gamers who may find button mashing a QTE to be physically difficult. It can also benefit folks like me who just don't really care for QTE's in general.
________________________________
Finally I want to circle back to the topic of difficulty.
Difficulty is something that can be pretty subjective. I personally feel that the developers shouldn't feel obligated to add a lower-difficulty option because a journalist says that a game is too hard. There are a number of factors that have to be accounted for with different difficulty options. Everything needs rebalanced for that particular mode. We saw something like this happen with FF7 remake where journalists said it was too hard only to then complain that easy was too easy.
As someone replied with regards to Kotaku...
Your progression in a game and increase in statistical power is part of that growth. Again if we talk about Elden Ring? The game can be as difficult or as easy as you make it. You can use mimic tears, you can find more flasks, etc. As others have pointed out? Shadow of the Erdtree the devs don't want you just facerolling shit with the stuff you have at the end of the base game. That's why they made it tougher...to account for your progress in the base game. There are more things to power up giving you reason to explore the new zone they created.
Take this feral artifact weapon cosmetic appearance in WoW. It's a reward for clearing the solo feral druid Mage tower challenge. It's was a pure test of player skill and it probably took me 30-40 tries even with looking up recommended items/strategies after failing several times initially. In the end my perseverance was rewarded. I still use it to this day and it it's nice to look at it and say "I did that." It wasn't just a matter of farming a raid boss on repeat for years on end (looking at Arthas who has yet to drop Invincible).
In Final Fantasy VII Rebirth there are a lot of systems and mechanics but after you play the game for the 120+ Hours they become second nature. And looking at how various characters can interact with one another and learning how to utilize them is half the fun.
@nookfan I hope doesn't mind me using their time with BG3 as an example. But iirc they restarted the game as they weren't happy with their initial beginning moments and they felt they had a better grasp of the many systems on a 2nd time around. Heck they finished the game before me!
Imagine if you didn't start a game with fewer abilities and armor like In Diablo.
What would the point of the game be if there wasn't the gear chase? Or look at the abilities. Imagine if you frontloaded the player with 4 abilities and said "Here you go have at it." Instead of allowing the player to experiment with the skill trees and learn what the abilities do and how the gear influences them in making a build?
Why not just give the player full raid gear, all their abilities and a UI like this with no hotkeys set up and expect them to win at a max level raid? The answer is because it's a bad idea. I've seen it first hand when Blizzard started selling boosts. What would happen is you'd have freshly boosted characters entering a dungeon without appropriate gear and they had not only no understanding of the encounter's mechanics. But they had no understanding of the countless abilities their character had just been given with that boost. They lacked the experience that came with those 50, 60, 70 odd levels of leveling through the world's content. Whether it's Elden Ring, WoW, Diablo, it's not so much that the game gets easier as you get more gear, it's also an extension of your knowledge of your class and abilities and how they work together, i.e. a rotation, etc.
As I said difficulty is really something that is largely up to the game devs if they feel it fits the game. That's why in a game like Diablo or WOW? They have more casual content baked in. The leveling experience with dungeons for example. But then you have the raids with additional tiers like heroic and mythic for folks that want more of a challenge.
For some narrative driven games? Maybe a story mode makes some sense for an RPG that spands 100's of hours. But Elden Ring's story is fairly light. The bosses are the content. And Miyazaki has said he feels adding other difficulty options would detract from the joy of toppling a boss.
With all that said...
TLDR: Can difficulty options make a game more accessible?
I don't feel difficulty is the same as accessibility. When I think of accessibility options I think of options like color blind mode, button remapping, specialty controllers, etc. that make the actual act of playing a game easier, rather than just making the game itself easier. However, I do think difficulty options can make certain games more accessible if done correctly.
You probably saw this coming. Fire Emblem arguably wouldn't even be around still if not for the additional difficulty options that were added in Awakening which have been carried forward.
However, it is worth noting that Fire Emblem has always difficulty options.
Fire Emblem Gaiden had an easy mode in fact though it was hidden.
Sacred Stones had easy, normal and difficult
Path of Radiance had easy, normal, difficult and maniac which was exclusive to the japanese version
Radiant Dawn had easy, normal and hard
What Awakening did was it added an option to turn off perma death. Here's an excerpt from an Iwata asks...
Difficulty in a game like Fire Emblem is not the same as difficulty in Elden Ring or a souls game. One is a 2D Strategy game where you mostly are dealing with classes and static numbers like x2 damage base on weapon type. Elden Ring and a souls like you have hitboxes, etc. and the 3D space to account for.
Someone playing on easy, casual or phoenix does not affect my enjoyment of how I choose to play the game. But such difficulty options have their own needs/considerations to be made by the development teams. I am sure if Miyazaki felt that an easy mode was warranted or something they wanted to do in a souls game? They would have done so by now. Instead we have options in the game like runes, tears, stakes of Marika and summons which are all great.
The best article I have seen about this is probably IGN's Grant Stoner.
I see a lot of journalists asking for games to be easier, yet I see very few disabled gamers arguing for games to just be made easier for them. Stop using disabled people or disability as a crutch to justify making games easier for journalists. Journalists who as shown above in the kotaku remarks; indicate that they will never be satisfied. What people with disabilities deserve are better tools. An easy mode is not the answer. Flexible options have already been found in many games and allowing the user to tailor their experience to their needs or tastes is infinitely more appealing I think for all parties involved. It is also an area where I feel Nintendo could do more.
![960x0.jpg](/proxy.php?image=https%3A%2F%2Fimageio.forbes.com%2Fspecials-images%2Fimageserve%2F6676ddd6f1cdda8a327939e4%2Fmixed%2F960x0.jpg%3Fformat%3Djpg%26width%3D1440&hash=6daacfb2cd45e21a5f420349c8101147)
Some folks like Alanah Pearce have taken to discussing that even Steam users have suggested / admitted that the game is too hard. However just looking at the "Mixed" score as Alanah has; it is not presenting an accurate picture. What's notable is that Shadow of the Erdtree had some significant performance issues on Steam which is likely the reason for that mixed score. And if you are to check the steam page now? It's mostly positive which would make sense given that From Soft released an update.
In fact I didn't have to scroll long (even with the mostly positive to find two negative reviews which both cited performance)
The difficulty is completely fine. It is challenging, that's the point.
My issue is with performance. ER always ran smooth as silk on my pc until the dlc arrived.
Loading times have increased substantially, occasionally areas won't load and all you can see is a void, sometimes the sound works just fine, sometimes it plays intermittently which is extremely annoying. But the most frustrating issue is the random fps dips and freezes. It can be as random as fighting the same boss for 10 minutes without an issue and then it drops from 60 to 1fps, enjoy the slideshow! skeleton.
For context I have attached a video reaction from OhNoIt'sAlexx discussing Alannah's take.
Alex: "It's not about making the game simpler. It's about providing options for those players, whether it's button remapping, colorblind mode, turning off QTE's, etc. Those things are accessibility options. Lowering the difficulty is not an accessibility option. That's a refusal to "get good." Disability is a serious topic, and people with disabilities need to have the tools that allow them to have the same experience and sense of accomplishment that other people can have. Having an easy mode robs them of that.
Alanah: "It counts as a disability where Elden Ring is concerned if you have a kid. You have a 2 year old and you are trying to play Elden Ring, you can't pause. That's a situational disability. You may need to pause to stop your kid from putting a fork into a power outlet."
Is this Alanah's too much water moment? First I have a few issues with this...take.
- Maybe if you have to be concerned with your kid sticking a fork into a power outlet? Maybe you shouldn't be playing a video game at that point in time? Why not play the game when they are asleep?
- This is also why they have outlet caps/covers...
- To suggest having a kid is a disability is a kind of fucked up take. Imagine years later when the kid finds out that their parent viewed them as a disability because they couldn't play a video game.
- Maybe if having a kid is a disability? Don't have a kid in the first place? Like Alexx said? A kid is not a disability, they are a responsibility.
So with that in mind I thought it worth revisiting the topic of accessibility vs. difficulty not just in a broader sense but how it applies to Nintendo games. I wouldn't go quite as far to say that difficulty isn't an accessibility option as Alexx suggests. I feel a lot of it has to do with the type of game. But I would also not go as far as Alanah does in using a disability as a shield or excuse to not try and get better at a game. I think that Alexx is right in that just making a game easier can have the effect of depriving someone with a disability of a greater sense of accomplishment.
I think it's worth highlighting some individuals who have persevered in the space even playing at a competitive level despite a disability.
![1500044894335-brolylegs.jpeg](/proxy.php?image=https%3A%2F%2Fvideo-images.vice.com%2Farticles%2F5968d423b60ed20f0a7df999%2Flede%2F1500044894335-brolylegs.jpeg%3Fcrop%3D1xw%3A1xh%3Bcenter%2Ccenter%26resize%3D500%3A%2A&hash=6ad1bb7f4db4366406d78651134d23cd)
Take Broly Legs. The guy literally plays games with his face.
Mike "BrolyLegs" Begum learned to play video games with his face. As a kid, the Texas native pinned the rectangular NES controller against his wrist while he negotiated the buttons and D-pad with the surprising malleability of his nose and cheeks. It was there, on the floor, with his eyes cranked to the top of his sockets so he could see the TV screen, where he learned to beat Super Mario Bros.
BrolyLegs suffers from arthrogryposis, a rare genetic condition that seizes up crucial joints in his arms and legs. Traditional sports were out of the question, but competitors always find a way.
BrolyLegs eventually discovered a better solution for gaming: his tongue. It was a surprisingly solid stand-in for a thumb, with a flexibility that allowed him the elegance needed to master a squirrely analog stick. His condition was no longer a barrier. BrolyLegs was starting to get good, and in 2004 he competed in his first Super Smash Bros. tournament. Today, he's 29 years old and a fixture in the Street Fighter V scene, maining the defensive hair-bunned Interpol officer Chun-Li.
https://twitter.com/Brolylegs/status/876301001476771849?ref_src=twsrc^tfw|twcamp^tweetembed|twterm^876301001476771849|twgr^d0500a26732412579d27fa752368f2a7f8753e4a|twcon^s1_c10&ref_url=https://publish.twitter.com/?url=https://twitter.com/Brolylegs/status/876301001476771849
BrolyLegs' story is about a gamer who got good the same way anyone gets good—by taking lumps against stiff competition. Pro gaming is the one sector in competitive sports where the differently abled aren't segregated into their own bracket. There's no defense to a perfectly timed Spinning Bird Kick, no matter how it's input.
While BrolyLegs might not be the best Street Fighter player in the world, right now he's capable of holding his own in any tournament, against any player. In May, he placed ninth at Space City Beatdown - Chapter 2 in Texas; the winner of his bracket was Bryant "Smug" Huggins, a top-50 player as ranked by the fighting game repository Shoryuken.
"I do like that disabled gamers are not treated differently in tournaments," BrolyLegs says. "Everyone that signs up wants to win and that is exactly how it should be."
I find stories like this inspiring. They aren't asking for a handout. They in many cases work with what they are given. That isn't to say that there shouldn't be tools that make it easier for them. Take Microsoft's adaptive controller and quadstick for example. The quadstick is designed for paraplegic gamers.
![378fc13b-4d8e-40b5-89b3-c9601468e155.jpg](/proxy.php?image=https%3A%2F%2Fassets.xboxservices.com%2Fassets%2F37%2F8f%2F378fc13b-4d8e-40b5-89b3-c9601468e155.jpg%3Fn%3DAssistive-Tech_Feature-0_Customize-Your-Experience_1040x585.jpg&hash=87addba3d7a00449efe83a379b3b9d45)
![quadstick.jpg](/proxy.php?image=https%3A%2F%2Fo.aolcdn.com%2Fhss%2Fstorage%2Fadam%2Fb726ad8809d1fb32ddf4db3d31050e02%2Fquadstick.jpg&hash=d01bc7b2db982c9424e5eb53d0482672)
There is another aspect of accessibility Alanah failed to mention. The cost for some of this specialized equipment. The quad stick I just noted above costs $1,000. It's a bit of an oxymoron in that a controller/device meant to make gaming more accessible is itself not easily accessible due to it's price tag.
And when it comes to Nintendo? Nintendo have been scrutinized for their lack of "accessibility" for disabled gamers.
https://www.themarysue.com/nintendos-new-tournament-rules-discriminate-against-disabled-gamers/
On Tuesday, October 24, the company announced that there would be new rules coming into effect for those who want to play in Nintendo tournaments
Those who have accessibility needs due to disability or injury won’t be able to participate in tournaments like everyone else.
Under the “tournaments that are illegal or inappropriately conducted or that could be viewed as offensive or otherwise inappropriate” section of the newly published guidelines, the rules state “Use of game consoles, accessories and software not licensed by Nintendo” is prohibited.
Nintendo needs to refer back to their own guidelines, which also state: “Organizers will make full efforts to create a Community Tournament that is friendly and welcoming to all, and that fully respects the dignity of Participants and will not tolerate harassment or discrimination of any kind, including based on race, ethnicity, nationality, ideology, religion, belief, origin, social status, class, occupation, sex, age, disability, sexual orientation, gender identity or marital status.”
I mean, Nintendo could solve the problem by making accessible accessories for their consoles that are licensed by them. But they don’t, and presumably won’t because those with access needs are an afterthought and that sort of investment is seen as a waste of money because it would constitute a minority of sales.
I hate to quote or agree with the Mary Sue, but they aren't really wrong here. To ban accessories not licensed by Nintendo is contradictory given their statement on making events open and welcoming to all. And no Nintendo really doesn't offer many options for people with disabilities.
Nintendo’s New Games Are Miserable for People With Disabilities
https://onezero.medium.com/nintendos-new-games-are-hell-for-people-with-disabilities-8e9d6b2182e9The article is paywalled, but here is just an excerpt. And the Wii was interesting. It offered many non gamers ways to play games via motion controls. It found it's way into nursing homes. But it's worth noting that so many games were tied too or developed around motion controls which...if you are a paraplegic isn't going to be particularly easy.While Nintendo rides high on the success of its new Switch console, people with disabilities struggle to enjoy the company’s games. These gamers complain of trouble navigating hits like Super Mario Odyssey — if they can play the games at all — because they’re packed with fiddly interactions requiring a flick of the wrist or sensitivity to a controller’s vibrations. Nintendo didn’t reply to a request for comment before deadline.
These problems with the Switch have actually plagued the company’s products for years. The company’s Wii console, launched way back in 2006, also relied on innovative motion controls that shut some people out of the system — ironic, because the Wii was supposedly designed around accessibility.
Switch does not account for disabled gamers
http://www.duqsm.com/switch-not-account-disabled-gamers/As the article notes? The Switch Joycons are just ill-suited for disabled folks. While, I consider myself to be in decent health and am not disabled. The joycons are too small to the point my hands will begin to cramp for an extended play session. The grip that it comes with is serviceable. But the out of the box experience leaves a quite a bit to be desired. And I know people will say to buy a pro controller...but this too is kind of a strike against the out of box experience if you have to pay another $70 just to have a decent controller and that's before any issues of drifting sticks.
What I would like to see is for Sony and Nintendo to officially support the adaptive controller. I don't care if it's a MS peripheral if it allows more people to play more games.
Dad builds Nintendo games controller for disabled daughter
https://www.bbc.com/news/world-europe-jersey-51174568![_110573756_rory_still_controller_ava_976.jpg.webp](/proxy.php?image=https%3A%2F%2Fichef.bbci.co.uk%2Fnews%2F1024%2Fcpsprodpb%2F100C9%2Fproduction%2F_110573756_rory_still_controller_ava_976.jpg.webp&hash=97a593c562beb411730d1a893a797e08)
1. That's impressive and super cool.A man has hand-built a custom controller for his disabled daughter so she is able to play video games.
Rory Steel said the Nintendo Switch controller was built for nine-year-old Ava with a Microsoft device and components from eBay for about £110.
A video on Twitter of Ava, who is from Jersey, using the device has had more than 800,000 views.
Mr Steel said she had given the device a "big thumbs-up" and the attention had been "a little bit surreal".
He said Ava, who has hereditary spastic paraplegia which affects her motor controls and speech, made the suggestion after seeing videos online.
Teacher Mr Steel, head of the Digital Jersey Academy, built the device with two joysticks and arcade game-style flashing buttons hooked up to a Microsoft Xbox adaptive controller.
He said the controller was built in a weekend after some "serious soldering" and "wire management".
Mr Steel, who described himself as "always a bit of a tinkerer", said Ava's five-year-old brother Corben, who has the same condition, was also involved.
He said Ava had "actually stolen the limelight", but the younger sibling was "straight in afterwards" to also play The Legend of Zelda: Breath of the Wild.
"She also said that she's made me famous and asked 'What's my cut?!'," Mr Steel said.
2. Why should a father have to build a controller just so she can play a Zelda game? Because he cares that much. His kids aren't the disability as Alanah would suggest.
There was a reddit post from about 4 years ago referencing this so I thought it was topical and worth sharing.
Microsoft is helping veterans game again with Xbox Adaptive Controllers
https://www.theverge.com/2019/4/30/...tive-controller-military-veterans-partnership_______________________Microsoft’s Xbox Adaptive Controller started out as two hackathon projects at the company after an idea from a veteran with limited mobility. Designed for gamers with disabilities, the controller has two large programmable buttons and 19 jacks that can be connected to various accessories to make Xbox and PC gaming far more accessible for a number of players. Microsoft is now partnering with the US Department of Veteran Affairs to provide 22 rehab centers with Xbox Adaptive Controllers and allow veterans with limited mobility the ability to play games again.
“Our conversations with other platforms about supporting the Adaptive Controllers been positive,” says Spencer. “We’ve talked to Valve about it, we’ve talked to Nintendo about it, we’ve talked to Sony about it. This isn’t something where I feel like we’ve got to break down some walls. My hope is that it’s just time.”
I've focused quite a bit on the hardware side of accessiblity. But It's worth noting that a lot can be done within the games themselves without resorting to just making a game easier.
![Fortnite-Visual.jpg](/proxy.php?image=https%3A%2F%2Fstatic1.makeuseofimages.com%2Fwordpress%2Fwp-content%2Fuploads%2F2020%2F10%2FFortnite-Visual.jpg%3Fq%3D50%26fit%3Dcrop%26w%3D1500%26dpr%3D1.5&hash=17a241043ac48e4dac284a07211bc00b)
BotW and TotK both do not have colorblind modes something that perhaps should be industry standard by now.
![FIFA-20-Story-Subtitles.jpg](/proxy.php?image=https%3A%2F%2Fstatic1.makeuseofimages.com%2Fwordpress%2Fwp-content%2Fuploads%2F2020%2F10%2FFIFA-20-Story-Subtitles.jpg%3Fq%3D50%26fit%3Dcrop%26w%3D1500%26dpr%3D1.5&hash=79ec07bc133bb14ebc98230ab8712501)
Subtitles are found in many titles these days and are important for those who are deaf or hard of hearing.
![rg1y1emm3h021.jpg](/proxy.php?image=https%3A%2F%2Fi.redd.it%2Frg1y1emm3h021.jpg&hash=f23048163f80ea9e271f9557e6b7b969)
And some options not only benefit disabled gamers who may find button mashing a QTE to be physically difficult. It can also benefit folks like me who just don't really care for QTE's in general.
________________________________
Finally I want to circle back to the topic of difficulty.
![elden-ring-streamer-chin-twitch-boss.jpg](/proxy.php?image=https%3A%2F%2Fwww.dexerto.com%2Fcdn-cgi%2Fimage%2Fwidth%3D750%2Cquality%3D60%2Cformat%3Dauto%2Fhttps%3A%2F%2Feditors.dexerto.com%2Fwp-content%2Fuploads%2F2022%2F02%2F28%2Felden-ring-streamer-chin-twitch-boss.jpg&hash=687dd292f7f275d846a1c9c5cd71651f)
Twitch streamer ‘HanDcapableSean’ is well-known for beating some of the most difficult video games in existence with just his chin, and as other streamers are rage quitting Elden Ring, he is succeeding.
Difficulty is something that can be pretty subjective. I personally feel that the developers shouldn't feel obligated to add a lower-difficulty option because a journalist says that a game is too hard. There are a number of factors that have to be accounted for with different difficulty options. Everything needs rebalanced for that particular mode. We saw something like this happen with FF7 remake where journalists said it was too hard only to then complain that easy was too easy.
Kotaku Finds Final Fantasy 7 Remake’s Easy Mode “Way Too Easy,” Readers Quickly Criticize Hypocritical Complaint
https://boundingintocomics.com/2020...ers-quickly-criticize-hypocritical-complaint/“Combat in Final Fantasy VII Remake, especially when facing powerful boss battles, involves juggling normal and special attacks, destructive and healing magics, and strategically exploiting enemy weaknesses. Unless you’re playing in easy mode. Then it’s just button-mashing bullshit.”
“Then came the dogs. Towards the end of the game, there’s an encounter with a bunch of Shinra bloodhounds. It’s not a boss fight, just a regular encounter between Aerith, Tifa, and a bunch of genetically modified puppers. The two characters, separated from the rest of the party, were quickly overwhelmed by snapping canine jaws again and again. There were just too many of them. I barely had time to get their ATB gauges to the point where they could use items or cast spells.
As Jason Schreier mentioned in his incredibly helpful tips post, there is no shame in switching to easy mode for this battle. After reloading from the game over screen five times, that’s exactly what I did.”
“The dogs, which tore my people apart time and time again, went down in under 30 seconds in easy mode. I didn’t use spells. I didn’t use special abilities. I barely had time to do so. Basic attacks, highly ineffective in normal difficulty mode, ripped those doggies apart like they were tissue paper.
As I was entering the game’s home stretch and wanted to complete it quickly so I could dish with Jason about the ending, I left easy mode on, and it continued to be ridiculously simple. My potion stockpile grew instead of steadily depleting. I barely healed at all during the game’s final moments. Boss attacks designed to deliver massive damage in normal mode barely tickled.” - Mike Fahey (Kotaku)
Kotaku Consistently Calls For Easier Games
In “Learning to Love Easy Mode” from December 27, 2012, Patricia Hernandez writes, “More importantly, I’m moving into a place where I’d like difficulty, but not in the way most games give it to me. Mechanical difficulty is not the only type of difficulty there is.”
Hernandez adds, “Physically going through the motions of pressing buttons, at this point, is easy. I know how to do that, I’ve played a ton of games that have refined my skills and reaction time. Until more games give me reasons to make those actions complicated or messy, I’m plenty happy seeing what a game can offer me when I stop being so serious.”
Joshua Rivera on February 2, 2019 in “An Easy Mode Has Never Ruined A Game” wrote, “An easy mode can also offer an entirely different but equally desirable experience. To some, it could be the secret to making a game like Wolfenstein: The New Colossus go from “hardcore old-school shooter” that turns them off to “ridiculously apt Terror-Billy simulator” that brings them along for the ride. A concession on difficulty can lead to you discovering all sorts of things you might not otherwise appreciate in a game.”
Fahey himself previously supported the idea that a standard game difficulty “should start out with ALL weapons/shields/extras enabled.”
Wow, did that Final Fantasy VII Remake demo actually send my interest plummeting. I have basically zero idea how to play that first boss fight. A million interlocking systems all thrown at you at once.
Make sure to attack but also heal but also you can’t heal but also use magic but also you can’t use magic but also make sure to Stagger the enemy but also he has a barrier but also hide behind this debris but also Cris Kohler (Kotaku)
How dare a game demand you to learn it's various systems and mechanics. How dare a game expect you to improve with practice/experience.“Is Video Game Difficulty Ass-Backwards? in 2001, “You know what I think, game difficulty is all backwards in practically all games. You start up with barely any weapons…and if a game involves defense you start out with low shield or armor. As the game progress you get more weapons and things that make the games EASIER.” - Mikey Fahey (Kotaku)
As someone replied with regards to Kotaku...
Mike Fahey seems to have been living under a rock. You start out underequipped and then is surprised that the game gets easier as you get more gear, etc. That's pretty much how any game ever has worked. Even BotW/TotK, Metroid, etc. I might add.How many of their writers stomped their feet about “entitled” gamers when people said that the game balance and artistic vision matters.
And then they seriously pull this out lol. Its almost parody.
— Dr. Shy Guy (@DrShyGuy) April 10, 2020
Your progression in a game and increase in statistical power is part of that growth. Again if we talk about Elden Ring? The game can be as difficult or as easy as you make it. You can use mimic tears, you can find more flasks, etc. As others have pointed out? Shadow of the Erdtree the devs don't want you just facerolling shit with the stuff you have at the end of the base game. That's why they made it tougher...to account for your progress in the base game. There are more things to power up giving you reason to explore the new zone they created.
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Take this feral artifact weapon cosmetic appearance in WoW. It's a reward for clearing the solo feral druid Mage tower challenge. It's was a pure test of player skill and it probably took me 30-40 tries even with looking up recommended items/strategies after failing several times initially. In the end my perseverance was rewarded. I still use it to this day and it it's nice to look at it and say "I did that." It wasn't just a matter of farming a raid boss on repeat for years on end (looking at Arthas who has yet to drop Invincible).
In Final Fantasy VII Rebirth there are a lot of systems and mechanics but after you play the game for the 120+ Hours they become second nature. And looking at how various characters can interact with one another and learning how to utilize them is half the fun.
@nookfan I hope doesn't mind me using their time with BG3 as an example. But iirc they restarted the game as they weren't happy with their initial beginning moments and they felt they had a better grasp of the many systems on a 2nd time around. Heck they finished the game before me!
Imagine if you didn't start a game with fewer abilities and armor like In Diablo.
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What would the point of the game be if there wasn't the gear chase? Or look at the abilities. Imagine if you frontloaded the player with 4 abilities and said "Here you go have at it." Instead of allowing the player to experiment with the skill trees and learn what the abilities do and how the gear influences them in making a build?
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Why not just give the player full raid gear, all their abilities and a UI like this with no hotkeys set up and expect them to win at a max level raid? The answer is because it's a bad idea. I've seen it first hand when Blizzard started selling boosts. What would happen is you'd have freshly boosted characters entering a dungeon without appropriate gear and they had not only no understanding of the encounter's mechanics. But they had no understanding of the countless abilities their character had just been given with that boost. They lacked the experience that came with those 50, 60, 70 odd levels of leveling through the world's content. Whether it's Elden Ring, WoW, Diablo, it's not so much that the game gets easier as you get more gear, it's also an extension of your knowledge of your class and abilities and how they work together, i.e. a rotation, etc.
As I said difficulty is really something that is largely up to the game devs if they feel it fits the game. That's why in a game like Diablo or WOW? They have more casual content baked in. The leveling experience with dungeons for example. But then you have the raids with additional tiers like heroic and mythic for folks that want more of a challenge.
For some narrative driven games? Maybe a story mode makes some sense for an RPG that spands 100's of hours. But Elden Ring's story is fairly light. The bosses are the content. And Miyazaki has said he feels adding other difficulty options would detract from the joy of toppling a boss.
With all that said...
TLDR: Can difficulty options make a game more accessible?
I don't feel difficulty is the same as accessibility. When I think of accessibility options I think of options like color blind mode, button remapping, specialty controllers, etc. that make the actual act of playing a game easier, rather than just making the game itself easier. However, I do think difficulty options can make certain games more accessible if done correctly.
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You probably saw this coming. Fire Emblem arguably wouldn't even be around still if not for the additional difficulty options that were added in Awakening which have been carried forward.
However, it is worth noting that Fire Emblem has always difficulty options.
Fire Emblem Gaiden had an easy mode in fact though it was hidden.
Sacred Stones had easy, normal and difficult
Path of Radiance had easy, normal, difficult and maniac which was exclusive to the japanese version
Radiant Dawn had easy, normal and hard
What Awakening did was it added an option to turn off perma death. Here's an excerpt from an Iwata asks...
Yokota
But piling up new things in a positive way resulted in a new style of play. For example, you can develop the characters endlessly, so even if your parameters don't rise much when you level up, you can play without worrying because you'll have plenty of chances later on. What's more, in Casual Mode6, even if a comrade is defeated, you don't have to hesitate in developing them.6. Casual Mode: In this mode, when a comrade character becomes incapacitated, that character isn't lost and will be available for use on later maps. This mode first appeared in the previous game, Fire Emblem: Monsho no Nazo.
Iwata
Is there still a controversy over Casual Mode?
Higuchi
No, it's all right now.
Yamagami
I'd like to hear what you really think.
Higuchi
No, no! It's really all right! (laughs) A lot of people even at the company play casually.
Iwata
Some people think Casual Mode is heresy, while no doubt some would say they only discovered the enjoyment of Fire Emblem because of it.
Higuchi
Yes, there are quite a few of the latter. Especially among team members who played it for the first time, some said it was difficult without casual play, so I thought Yamagami-san had shown foresight. Sorry for getting huffy about that on the phone. (laughs)
Yamagami
No, no. But that was a surprise. It really was!
Everyone
(laughs loudly)
Yokota
I was totally against it from the start, too. But after coming to work on it, I thought Casual Mode was great! (laughs)
Iwata
There are different ways to play and enjoy it—stoically or adventurously in various ways.
Yokota
That's right. There are two modes and three difficulty settings, so it was difficult volume-wise. (laughs) If you combine Normal with Casual Mode, it could be a little easy.
Maeda
But when we had new employees test play it, I realized there was a value to having various modes, because if it was too difficult on Classic Mode, they could play to the end in Casual Mode. I think a lot of people will play all the way to the end.
Yokota
And we can't go without mentioning how Higuchi-san and Maeda-san applied themselves to adjusting the difficulty so their wives could play it. (laughs)
Higuchi
No, no…let's leave that out! (laughs) The three difficulty levels are Normal, Hard and Lunatic7, and they each play a certain role. Normal is recommended for people who regularly play RPGs, and we can recommend it to beginners. On the other hand, we want true masters of Fire Emblem to play in Lunatic!
Someone playing on easy, casual or phoenix does not affect my enjoyment of how I choose to play the game. But such difficulty options have their own needs/considerations to be made by the development teams. I am sure if Miyazaki felt that an easy mode was warranted or something they wanted to do in a souls game? They would have done so by now. Instead we have options in the game like runes, tears, stakes of Marika and summons which are all great.
Takahashi Amends Mass Effect Review
https://kotaku.com/takahashi-amends-mass-effect-review-339632Takahashi is the same "Journalist" that called Mass Effect Mas Defect because he wasn't allocating skill points. He also as seen above was outplayed by a pigeon in Cuphead. He also if memory serves had some pretty bad gameplay for DOOM eternal.It takes a big person to admit a mistake. And it takes an even bigger reviewer to do the same thing. Dean Takahashi wrote a fairly harsh review of Mass Effect...going as far as calling it "Mass Defect" (and making it cry all night and pass out over a half-eaten box of bonbons). And now, he's taking much of it back:
The dumb thing about the way I played the game, as many pointed out, is that I didn't make use of my Talent Points. I started the game doing so, but while on Feros, I didn't pay attention to all the Talent Points I was accumulating after every encounter. Those points just sat there. They were waiting for me to assign them to specific character trait improvements...A lot of positive effects flowed from this expanded repertoire in game play.
The best article I have seen about this is probably IGN's Grant Stoner.
Accessibility Isn't Easy: What 'Easy Mode' Debates Miss About Bringing Games to Everyone
https://www.ign.com/articles/video-game-difficulty-accessibility-easy-mode-debateI see a lot of journalists asking for games to be easier, yet I see very few disabled gamers arguing for games to just be made easier for them. Stop using disabled people or disability as a crutch to justify making games easier for journalists. Journalists who as shown above in the kotaku remarks; indicate that they will never be satisfied. What people with disabilities deserve are better tools. An easy mode is not the answer. Flexible options have already been found in many games and allowing the user to tailor their experience to their needs or tastes is infinitely more appealing I think for all parties involved. It is also an area where I feel Nintendo could do more.