• aidan@lemmy.world
    link
    fedilink
    English
    arrow-up
    1
    ·
    29 days ago

    Accessibility is literally how this thread started.

    What? Yea? Sorry maybe you mixed me up with someone else I didn’t deny that.

    I also disagree that the game requires a high degree of precision. Dark Souls originally came out with only 8-directional rolling, which you could do on a D-Pad, Fight Stick, or any other accessible controller.

    Its not just a matter of precision in being able to input a control, its being able to reliably input a control quickly.

    you can find challenge runs of people beating the game while wearing oven mitts and other such shenanigans.

    Again, someone being able to do something doesn’t mean everyone can.

    The series main difficulty is in making the right decisions with the committed attack animations, end lag, and stagger mechanics, not quick reactions or precise inputs

    Yea this I wouldn’t agree with, there definitely is a lot of quick inputs needed

    Sure, but skills and muscle memory are skills and muscle memory. Unless you’re referring to learning disabilities, people improve at things with practice, and time spent practicing the combat will make you better at the combat.

    Look into stuff like dysgraphia and dyspraxia, or even speech impediments. People can practice things repeatedly, but still because of muscle or neurological issues be unable to reliably perform certain actions. Obviously practice can improve, or it might not, or there might be a ceiling much lower than people without those issues- as well as improving much more slowly. What you seem to be misunderstanding is people aren’t saying its impossible for anyone to play the game with differing levels of ability, they are saying it might not be viable- and they won’t necessarily follow the same path of improvement that you did. This could make it way more frustrating or even impossible to finish the game.

    I’ve also replied to that in this thread. But I’ll also add that something like a quick save is very different from adding a new scaled difficulty option, and Souls already implements a wealth of options to make the game easier. Adding another option in that same vein is a separate conversation from adding an Easy Mode.

    I’m advocating either or/both, an easy mode would be an improvement. But I’ll add more in the comment there.

    P.S. I don’t mean to be snarky by linking my own comments. It’s understandable that you wouldn’t constantly be re-reading every comment I’ve made on this thread before replying, but I am getting a bit fatigued after debating this all day with Lemmy, and don’t feel a need to re-hash the same arguments here.

    Fair, at least from my perspective it seems like you’re kinda talking past people though of course I would think that.

    • Hazzard@lemm.ee
      link
      fedilink
      English
      arrow-up
      1
      ·
      28 days ago

      Fair, at least from my perspective it seems like you’re kinda talking past people though of course I would think that.

      Fair enough, I do actually think we’re having a fundamental misunderstanding here. I get the impression that when you’re asking for accessibility, you’re looking for a perfect accessibility, where literally anyone can play the game.

      When I say accessibility, I’m picturing more of a sliding scale, from completely inaccessible (a game that just crashes on boot or something) to perfect accessibility.

      I think a game like Elden Ring is actually very accessible, despite it’s difficulty. I bring up examples like beating the game with oven mitts or voice control to say that it doesn’t require superhuman precision or reaction time. I assume that the majority of disabled players, using an adaptive controller or specialized rig that they’ve had years of practice with will be able to control their character with better precision or reaction time than the ridiculous twitch streamers who completed those challenges. Those players will still have to invest time to build game knowledge and experience to apply that to beating the game, but fundamentally, the game “can be accessed” by them.

      I also have no illusions that “everyone can beat Elden Ring in 140 hours”, like you’ve implied that I do. And uh… yes? Games take different amounts of time to beat for different players, and that’s fine. If Elden Ring was your first ever video game, then uh… questionable decision, but the game would eventually teach you everything you need to know to beat it. I’m not exactly sure why this is a gotcha, honestly. If you take 1000+ hours to beat Elden Ring and love it, then power to you, I would never shame you for it or assert you had a worse experience than mine. Same way I feel about summons, or using multiplayer to beat bosses, or whatever else Souls weirdos can be elitist about.

      If you look hard enough, you’ll always be able to find a disability that can’t play the game. That’s unfortunate, but I don’t think it’s a requirement that the game is playable by everyone. Books are written in languages I don’t speak, art is made about life experiences I can’t share, and that’s OK. A wealth of good games are coming out all the time, and I’m sure someone with dyspraxia can find games they can play and enjoy.

      Obviously, I know how that sounds, if a game can be made accessible to more players, and has the budget, it should be. I wholeheartedly agree. That’s why I’ve advocated for better support for captions and flashing visual cues and audio indicators. I would love the next Elden Ring to be a better experience for the visually impaired or hard of hearing.

      But I also think that games are art, and that the careful crafting and balancing of souls games are a part of that art. And they’re designed from the ground up with that difficulty in mind. Honestly, I think it’s a fundamental part of what Souls offers, and an easy mode wouldn’t be the same experience. To quote Miyazaki:

      “If we really wanted the whole world to play the game, we could just crank the difficulty down more and more. But that wasn’t the right approach,” he said.

      “Had we taken that approach, I don’t think the game would have done what it did, because the sense of achievement that players gain from overcoming these hurdles is such a fundamental part of the experience. Turning down difficulty would strip the game of that joy - which, in my eyes, would break the game itself.”

      As a piece of art, if an easy difficulty was added, lots of people would play it. But I’ve already articulated why I don’t think a simple scaling difficulty would work, and why I think it’s important the base game is difficult. The only way to do it properly would be a bespoke and balanced lower difficulty. But the artists that made the game have no passion for that, and bluntly, I don’t feel it would be worth their time and talent because it would just… be like a lot of other games you could go play instead, rather than the unique experience that Souls is.

      And unfortunately, this does fundamentally exclude some people. Elden Ring takes tons of measures to minimize the excluded crowd, but it won’t ever be zero, without fundamentally changing what Souls is. That’s a shame, but ultimately, I really think Souls should exist, and is important art all the same. Do a quick google search for “Dark Souls saved my life” and you’ll see just how powerful a piece of art it can be.

      My real point here is, just because a small sliver of people can’t play it, or because people don’t want to invest the time or effort to experience it, Souls has the right to exist, and From Software should be allowed to make the game they want to make, even if it’s for a niche crowd. They don’t have to offer an option that they feel compromises the experience, regardless of whether or not we agree.