• 4 Posts
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Joined 2 years ago
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Cake day: July 3rd, 2023

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  • Still on my phone so this might be a little limited.

    I can imagine some situations where it could be sure, but most of the times it isn’t and the times it isn’t isn’t worth the effort for me. It just makes the game less fun for no conceivable benefit most of the time. The backtracking Im describing here is essentially filler (the type I don’t think most people like).

    So when it is not filler, should you be disallowed from skipping it? Who is to say what the benefit is? Does the design intent matter?

    Of course everyone should be able to complete every game. I can’t even think of what point this could be leading to except the obvious absurd idea that people should be expecting not to be able to enjoy the things they purchase.

    This is a big disagreement. I don’t think everyone should be able to finish every game. They should be able to work the controls. If someone made Calculus Souls I’m just not going to beat it. I’m not good at math. I don’t expect them to give me the answers or add in an Arithmetic mode. If it’s there, fine, but that’s gravy. That’s like getting a second game for free.

    Did you ever read the book House of Leaves? It’s great. Unreliable narrators, unconventional layout and use of form. Several friends of mine bounced right off of it. “Can’t read this”, they said. I wouldn’t say they were gatekept. I wouldn’t say the author is ableist because they didn’t also provide a linear narrative, without all the footnotes. I accept that not everyone is going to finish that book. Even if they paid money for it.

    My dad bought a big jigsaw puzzle once. Loves puzzles. Couldn’t do this one. He put it back in the box and never finished it. He didn’t say it was an accessibility problem. It would never occur to him to ask for, like, the backs of the pieces to be numbered

    People routinely accept that things will be hard, and maybe they can’t beat them. Maybe they could with more practice, but it’s not worth it. This is not a failure of the game or toy.

    That’s what a lot of these discussions feel like. Someone made something interesting and challenging, and people want it changed. If you take all the footnotes out of house of leaves, you get a very different, much reduced, result.

    I think the idea here that you seem to be putting out is that there is some point at which a players choice to change the difficulty is no longer valid, and I don’t think any such point exists. Let people do what they want, and give them some reasonable defaults that you’ve actually tested for/think blend well.

    Well, earlier I said something about tuning difficulty down to the point of triviality, and you said that was a straw man.

    But look, I’m not against options in games (assuming everyone playing gives informed consent. Unilaterally cheating is not okay). I just think the framing of it as accessibility in the same way that subtitles or changing controller inputs is dicey. “I think this would be more fun” is a fine, subjective, argument. “This game is ableist” is much shakier.

    Of course, if you’re not saying lack of options is ableist but having them makes the game more fun, then I guess we violently agree.

    Well, with the footnote that I do believe some people would ruin their own fun by turning the difficulty too high or low, but that’s not my business, and could be a net zero when compared to people not having fun with the available options. (But like for real when I was a kid I briefly ruined Diablo by cheating myself all the cool items.)

    And the thing I was waiting for in real life has occurred. No more editing! Post away!




  • I think our assumptions are not shared, so arguing more isn’t going to be productive until that’s straightened out.

    When you say difficulty settings, I think of lowering enemy effectiveness, raising player effectiveness, and removing consequences for bad play (eg: permadeath of characters). Is that what you mean?

    You mention less annoying backtracking. Can you imagine a game where the “annoying back tracking” is fulfilling an important role (eg: resources attrition, encouraging revisiting areas)?

    If so, is there a threshold beyond which is too much? If there’s a slider that adjusts enemy damage, should it go to zero? If no, how do you decide the limits? What about the players who want to exceed them?

    It seems like you have the assumption that everyone should be able to complete every game. Is that correct? Is that true for all media, or only video games?

    I would write more but I’m on my phone and almost to my destination.





  • One time in a game of DND the players were exploring a strange cave system, and found a strange thick goo collecting in a pool. Players being players, one of them decided to eat some.

    It was, in my notes, some sort of celestial honey made by these extra planar insects that were causing some of the region’s problems. It was supposed to taste amazing, but with some drawbacks. I started to blank when trying to describe how good it was, and the phrase that came out was “it’s like… It’s like … it’s like seven pizzas!”

    The player eating it, his eyes lit up and was like “AMAZING”

    The other players were like “wat”

    I think that adequately captured how delicious it is but also maybe you shouldn’t be eating it.