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by didibus 1572 days ago
Because I just don't see why not.

The game would still be the same, I'd have experienced it the same way. The only change is a few more people would have also gotten enjoyment out of it.

Dostoyevsky is a bad example, because a book is a book, the only accessibility option you can provide is a dictionary maybe and some guides to go along it.

But a video game isn't a book, you can easily add a few cheats as options without changing the work in any way. I'm not Dostoyevsky, but if I wrote a book, I'd love for a way to have even the illeterate somehow magically be able to read my book just the same. That's what video games allow the authors to do.

1 comments

I agree with you in pretty much every case, except probably from games and games aiming for the same thing.

So much of the experience comes from the struggle to overcome overwhelming odds and an oppressive world. That’s thematically why the hollows exist in ds, it all builds toward its theme. Lowering the difficulty would disrupt this, those odds become a lot less daunting, the atmosphere is hurt, and the player dosent engage with the world in its themes in the same way.

A more under appreciated aspect is the bonds it creates within players. There is a shared experience between players, and the difficulty encourages players to engage in the subtle cooperation that inspired the series in the first place. Not to mention the summoning mechanics make the game much easier while pushing this cooperation and solidarity

In games that emphasize this, the difficulty is crucial to the expirences and engaging with it in the same way. I see it the same way as filmmakers or authors using unconventional techniques to push the viewer to engage with the themes in a deeper way

I understand what you mean, but I fail to see how adding some accessibility options would change that.

I keep using Celeste as an example, because it's an even harder game, but it had accessibility options done very well, and everything you say exist in that game and was not harmed in any way.

The game is brutal, it plays into the atmosphere and story, the players bond over it, had to learn to overcome the challenges, there's forums of people talking about how brutal and how many times they died and how happy they were when they made it, etc.

That's why I don't see the resistance to adding options like that, because from my vantage point, it doesn't take anything away, it only expands who can get to experience a similar thing.

The only reason I can think of is if you're saying that you personally couldn't resist turning on all the cheats all the time and thus ruining the experience for yourself. I don't have that problem, and from other Celeste players I don't see many who had that problem. It seems even a lot of people when turning on cheats wait a long time, and then they try to turn on the minimum amount and see if they can make it, and only after failing more time do they maybe try to add another one, etc.

Anyways, that's just my point of view. I respect the people feeling differently.

Fair, didnt know too much about the celeste options until this recent debate. Dont have too much to add, but thanks for the very well put together argument.

I am very much one for keeping the artists vision as true as possible so maybe that effects my view on this, also haven’t played much of celeste. Maybe I see the brutality as being so core to dark souls that an abundance of difficulty options might feel like reading the spark notes as opposed to engaging with the book. Saw a tweet from a dev I follow who highlighted the feeling of being trapped so far away from safety in the original dark souls and knowing that he has to make the journey back somehow. I cant help but wonder if that feeling might not be as impactful if you know you can just make it easier. Celeste being able to maintain these things is defiantly reassuring, though I cant say I have experiences with it or similar games with these options.

I’m definitely for accessibility options in games, and in many they have been handled very well. I think the hard part though is finding a balance that aligns with the vision and allows the most amount of people to play the game. At the end of the day not every game is for every person. From soft games are built upon the cycles of immense hardship followed by gratifying relief, and if one dosent enjoy it I dont think they will every really enjoy the game.