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jonny_rat

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  1. Ha! Seriously though, I did read an academic paper a while back suggesting that we're probably measuring people's enjoyment of games wrong in many cases by focusing on flow, fun, etc, and that familiar cycles of semi-predicable gameplay were probably more indicative of having a good time playing a game. Watching streams probably scratches that itch.
  2. Hmm, watching other people play through videogames on streaming platforms you say? Never know, it might catch on..
  3. Aint that just perfect though? The ask isn't that everyone can do everything, it's that a reasonable stab is made towards inclusion and access, within the bounds of what's possible.
  4. And as Cherry says in that article, better QoL features sometimes have an impact on game difficulty. Not necessarily for gamers at the peak of their skills and without any physical or cognitive challenges: for example, that save feature, if Returnal gets it, will make the game more convenient for those people, but it will also make it easier/more surmountable overall for disabled players or those who aren't as good at games. Re the iron man/triathlon, maybe we could also say that some games are like the challenge of climbing Everest? Climbing Everest doesn't have difficult levels a
  5. Agree re: Sekiro - I think they wrote that when they were just starting to play it. I've said it in here before but I think there was internal conflict around it. The QoL/tutorial/UI stuff is way ahead of the souls games, but the game's difficulty and pace just turns it into an absolute beast halfway through. If you can't grok the core of the combat in it, you're lost by the time you get to Genichiro, and it's given up trying to help you learn by that point as well.
  6. Holy shit I've just remembered that Dark Souls 2 includes an in-lore difficulty option, available in the first 30 minutes of play, that applies a flat modifier to enemy damage and player resistance throughout the game, fulfilling virtually everything that's being discussed here. It makes the game harder.
  7. Wasn't that you a few pages back complaining that people were misrepresenting you? Don't be surprised when you get some shit for doing the same.
  8. We're in agreement on so many points here, for all the appearance of two distant 'sides' in this discussion. I'd totally urge you to read this by the aforementioned writer as I think there's lots that will chime: https://www.ign.com/articles/2019/04/05/sekiro-accessibility-in-games-is-about-far-more-than-difficulty (I would also like to draw Broker's attention to the excellent quote: Disability is normal human variation, so we’re already in every player base.) In light of the comments around the stress of actually playing and game time in that article, I fin
  9. While I don't agree with the extreme example you posted (is that a direct quote?) I also think it's wrong to separate out the needs of disabled and non-disabled players in this discussion. As it is, the needs of a person with very minor physical or cognitive impairments can have almost identical functional problems with playing hard videogames to a non-disabled person on the lower end of the ability scale. So we've got these two groups, virtually identical in practice or at least with a LOT of overlap. So we look at the people with formal diagnoses and say, okay you get these accessibility set
  10. Where in the thread did this idea come from that these changes could or would ever be enforced or mandated in any way? I guess we're looking at it from the perspective of consumer-pressure potentially causing a soft mandate (as is currently happening with Returnal and the save game issue), but from platforms/the top-down? It's not on the cards and will never happen. It will possibly happen for accessibility settings because it already sort-of happens: communication accessibility settings are mandated under CVAA.
  11. If he catches you it just dumps you back outside the shop. The security guard is going to have to catch you quite a few times before you uncover the unique struggles of his life story however
  12. I think outside of a few moments this has been a good-natured discussion so far, and it's really nice to get well-laid out views like yours that are.. well, not the other 'side' of the discussion but coming in at a different angle. For developers and the developer-adjacent staff and communities who are looking hard at this stuff, preserving the vision, core experience, intended experience, whatever we call it (though NOT the normal experience @Popo, haha) is generally paramount. The goals are usually to maintain that experience while suggesting alternative options that are easy to implement (a
  13. Re some of the recent posts in here, it's strange and a bit sad that in most places nowadays there seems to be pretty good acceptance of the spectrum of disabilities: of hidden disabilities, very mild impairments, both physical and cognitive, and the fact that as we get older we're all going to experience cognitive and motor impairments, probably more so than many of the people we look at today and consider disabled. And yet in here people are keen to draw the lines: you're disabled or you're not, don't let your arguments about disabled people interfere with my games.
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