What discussion you know you are on the wrong side of?
Maybe you haven't been convinced by a good enough argument. Maybe you just don't want to admit you are wrong. Or maybe the chaos is the objective, but what are you knowingly on the wrong side of?
In my case: I don't think any games are obliged to offer an easy mode. If developers want to tailor a specific experience, they don't have to dilute it with easier or harder modes that aren't actually interesting and/or anything more than poorly done numbers adjustments. BUT I also know that for the people that need and want them, it helps a LOT. But I can't really accept making the game worse so that some people get to play it. They wouldn't actually be playing the same game after all...
Adding an easy or "story" mode to a game doesn't inherently make it worse. You can still play it with difficulty cranked up to "Dark Souls" or whatever. The fact that there is a separate mode that others can use does not affect you; you need not use it yourself.
"Story mode" is actually an accessibility option in disguise: it can let people who have difficulty with fine motor control, reaction times, or understanding visual and auditory prompts to enjoy the art alongside everyone else. Instead of cheapening the game, it actually expands its influence on the world.
All that being said, no, no game is strictly obligated to be accessible, but why cheapen your art by not making it so?
I mean, if you want your story to reach broad audiences, story mode is good. If you have an artistic vision and can only see your story learned as such, do that. Not supplying story mode is like not supplying condiments at a restaurant. Limiting your client base.
“Story mode” is actually an accessibility option in disguise: it can let people who have difficulty with fine motor control, reaction times, or understanding visual and auditory prompts to enjoy the art alongside everyone else.
I have an experience relating to game difficulty and accessibility that you would probably appreciate.
I was playing Rimworld for the first time, and because I was aware of how huge disasters that wipe out most of your work (that you can sometimes build back from) is a part of the game, I felt bad about playing the game on the mode that allows you to load earlier saves; I would find losing progress in this way more stressful than fun, so I wanted the ability to reverse poor fortune or choices, even if it felt like I was "dishonouring the intended experience".
However, a friend (who was the reason I had bought Rimworld in the first place, and who enjoyed the chaos of no-save mode) pointed out that whilst the no-save mode may be presented as the default, the mode with saves enabled is presented as a perfectly valid way to enjoy the game. This made me feel immensely better about it, and I was able to dispel the silly guilt I was feeling. It highlighted to me the power of how we label difficulty settings and other accessibility settings.
I don't particularly find the acessibility argument that compelling. Sure, we must make experiences as acessible as possible, but at a certain point the experience gets degraded by it. You can't make a blind person see a painting, and if you did, it wouldn't be a painting.
I think it's sort of a matter of perspective. You may feel like having an easier mode degrades the experience, but for others it makes the game enjoyable/playable to them.
Do you have the same perspective on people that like the sandbox style of the sims games and so would use cheat codes for infinite money? It certainly alters the experience in a way that is different from the intentions of the devs, and to you may degrade the experience of the game, but for other people it elevates the game, and makes it more interesting or fun for them.
A similar argument could be made about the modding scene. Although it's community driven rather than done by the actual devs of the games, allowing people to mod the game to customize their experience with quality of life mods, or mods that make the game easier/harder allows people to tweak the game more to their tastes and what they're looking for in a game.
You might say that if a game isn't appealing to someone they should just play another game. But if the game is very close to the experience they are looking for, but there are a few hangups that are a deal breaker for them, why force them to look for the perfect unicorn game instead of acknowledging that allowing players to cater the game to their own tastes is better. Having an easy mode does nothing to harm you, or your experience of the game, you can still play at your desired difficulty. And it only opens the game up for other people to enjoy.
You can't make a blind person see a painting. But you can put a braille placard in front of it with a description of the painting. Or have audio tours that describe the paintings. And to you, that may degrade the art, but for someone who otherwise wouldn't be able to experience it at all, it allows them to at least share somewhat in the experience that everyone else in the exhibit is having.
Good old klapaucius:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:!:! I wish there was some use to me still remembering that word today.
The point I'm making is that you need not alter the painting. Adding an option to a game does not alter it for those that do not select it.
You're arguing for letting perfect be the enemy of good. The fact that a blind person can't perceive the visual aspect of an experience doesn't mean that they should be excluded entirely.
Even worse, deciding that perfect is the enemy of good on behalf of another person.
Given the person has no access to "the perfect", this is basically exclusion on ableist grounds.
Adding an option to a game
(or an alternative modality like audio description)
Mona Lisa is not a good example here because it is a single work. Games are mass-producible. If you steal Mona Lisa no-one can experience any more. If you add a story mode to the game, nothing at all is reduced from other modes of the game.
Additionally, if you consider strictly simulation games, their difficulty is just a configuration of different amounts and pacing of things happening in the game. There is no foundation on which number configurations are more correct than others.
By extension, all games simulate a real or imaginary world, and these numbers' configuration are in the control of the designer. Again, no one of the possible worlds is inherently more privileged than others.
You can also offer an audible description of the painting, and, just so the analogy makes sense, you can warn the audience that hearing the explaination isn't the experience the author intended to craft.
For it to work well the developer has to change the game's design to allow for the easier mode to work. If they don't, it wouldn't offer a good experience for neither the easy mode nor hard mode players.
The vast majority of games these days handle difficulty levels by simply tweaking the numbers of how much damage you take and deal. They build the game around a “recommended” difficulty and then add hard/easy modes after the fact by tweaking the stats.
Other games simply turn off the ability to die, or something along those lines.
In both of these cases the game is clearly built around the “normal” mode first. I’d be curious to see a clear cut example of that not being the case.
It would be pretty crappy to never give a description of a painting to a blind person though. Like could you imagine if we never described the Mona Lisa to a blind person and they just to guess what it was a picture of.
Using this logic, you would have to accept that people that are very good at a given game from the start have a fundamentally different experience to people that are very bad at a given game. And people that are average have another experience again.
So who's having the "true" experience? Is the good player having a degraded experience because they feel like they're playing on easy mode? Is the bad player having a degraded experience because they give up half way in? Is the average player having the "intended" experience of each part of the game feeling earned and hard won?
The reality is it's impossible to give the "intended" experience to everyone regardless. And if the average player experience is the intended experience, having difficulty settings will actually let the other players experience that, not take away from it. If the very good player and the very bad player can fine tune it so their relative experiences are the same as the average player, hard but not impossible, haven't you actually given the intended experience to more people rather than degrade it?
I think one of the really neat things about games as a medium is that "the experience" is inherently a super malleable concept. Gaming blows my mind when I think about how adaptive you need to be to run a tabletop roleplaying game, like Dungeons and Dragons — no matter how elaborate your plans are, players will always find a way to throw a spanner in the works. Video games have the same unpredictability of how players engage with the world you've made, but a much smaller ability to respond and adapt to ensure that they're getting the correct "intended experience".
In some respects, I agree with you, because when I play games, I care a lot about the intended experience. However, the reality is that I bring too much of myself to any game that I play to be able to think of my experience in that way, and I think that's probably one of my favourite aspects of games as a medium — a dialogue between gamer and game developers. Especially because sometimes, the intended experience of a game isn't well executed; there are plenty of times I have gotten lost or confused in games because the game didn't sufficiently communicate to me (or other players with similar experiences) what it expected us to do. Part of the role of the game designer/developers role is to be guide the players so they get something resembling the intended experience.
Honestly, part of why I am on the pro-accessibility side of this issue is because I'm a bit of a snob — I think that being able to adapt a message or experience to a diverse audience shows a singularity of vision that's more powerful than experiences that target a much smaller audience.
For example, let's say that the subjective difficulty level of a game (the "experience") equals the "objective difficulty level" of a game (the difficulty setting) minus the player's skill level. For the sake of this example, let's imagine that 10 arbitrary units is the correct level of the subjective difficulty level, and above/below that, the experience is degraded; also, let's say that player skill ranges from 1-10, with most people clustering in the 4-6 range. In that world, if a game could only have one difficulty mode, 15 ish would probably be best, because 15 (objective difficulty) - 5 (average player skill level) = 10 (intended subjective difficulty level). I don't begrudge game Devs for targeting limited audiences if that's what they feel capable of, but I do massively respect the craftsmanship of being able to build a game that can serve a subjective 10 to a wide range of people, by having a range of difficulty settings.
Hi! I’ve had two strokes, and my hands don’t work as well as they should! Should I be excluded from the hobby, so you don’t have to look at an extra menu option?
What you’ve got here reeks of elitism.
Disability comes for everyone. Sometimes death gets there first. You aren’t unique.
I'm sorry to hear that, and I certainly dread the day I won't be able to engage with the hobby the same way. But there are a million games that don't require fast reaction times and precise lightning fast inputs.
Dude, just let everybody play everything. And if you have to glance at “easy” real fast to make sure you’re not pushing “hard (developer intention)” then that’s fine. Hard is still there.
And thanks for the downvote. I don’t know if you’re interpreting a downvote as “doesn’t add to the discussion,” or “this makes me angry” or “you shouldn’t be disabled, you fucked up”, but it just goes to show what’s up. No one else came along in the last 33 minutes.
The point is just that how can a developer create an experience where you have the satisfaction of succeeding against overwhelming odds when you offer the easy mode where you win by pressing one button? I understand that people play games for a myriad of reasons, but one of those IS to put in effort.
Also it was just a mistake, I don't really care to upvote or downvote people unless it's something egregious or great. You really shouldn't care about it, especially since lemmy doesn't even keep track of it.
You have your satisfaction by selecting hard. You don’t need to deny an easy difficulty to others.
Or are you the sort that would pick easy if you saw it?
Also this whole conversation is dumb because, until you get off your ass and make a game, you have literally no input whatsoever.
I’m gonna go back to my PS2 Silent Hill play through on beginner difficulty, where I can whack guys once instead of five to nine times. It’s the vibes and the environment.