Posted February 03, 2020
This topic is a bit of a spin-off of a discussion that started in the topic "Gaming Tags/Keywords That Turn You Off", so if you're lost for context, check that out. This opening will be a reply to a post by mqstout, which I will include underlined below. Of course, everyone is free and welcome to contribute their own opinions regardless of prior participation.
QUOTE
On the accessibility sub-topic that was discussed above (not replying, too many folks, etc)... Accessibility is many things. I'm going to highlight some great ones.
Literal accessibility options
* Many games nowadays have color blindness settings (e.g., Grim Dawn). Great!
* FTL's color blindness setting? I always turned it on. It added an icon and slash over a room without oxygen, making it easier to notice.
* Flashes and screen shakes? I always turn those off when I can. They never add to the enjoyment of a game to me.
* [If using a controler] Vibration? OFF! A vibrating controller literally hurts. (Yes, it's medical.)
* On that, notice the option of using controller vs keyboard+mouse? That's accessibility.
* If a game doesn't let you remap controls, chances are it has a ton of other issues going against it too. Not that I'll discover them because I won't be able to play it. (A pox on WASD!)
* Input inversion? (Up means UP damn it!)
* Subtitles? They're going to be on for me if they're an option.
* Most games audio defaults are horribly mixed for my ears: I'll turn music way down, ambiance up, sfx in the mid, and voices to max. Or some permutation of that.
* Pausing [as I mentioned above].
I could spend time to think of more on that, but I think you'll get the point.
Difficulty and accessibility
The next part of accessibility moving out is about difficulty settings. "waah waah my [souls-like/retro-Nintendo-Hard] game wouldn't be a souls-like game without it being brutally hard". Fuck off. Difficulty settings are the way to go. There's literally no harm to you as a player if the developers add toggle-able difficulty settings. If you're an achievement hunter/e-penis-measurer, perhaps achievements are only enabled with default settings (or the game has a default setting). I say this as someone who really enjoyed the hell out of Nioh, which, sadly was pretty low on accessibility overall. I would have liked it a lot more and probably would even have gone in on the DLCs if it had had some difficulty options. Remember how hard FTL was on release, if you played it? It only got better when Subset added the easy setting (and also added hard setting for those who wanted it). I got better at the game -- even playing on normal -- when I could practice things and try things out on easy.
Here [attached] are a couple screenshots of Fell Seal: Arbiter's Mark's difficulty settings screen (and, upcoming feature, New Game Plus choices). Sadface: I really wish Bloodstaned had New Game+ settings like that... More games need to be like that.
And still on difficulty (which is still accessibility): Final Fantasy X. Arguably the best in the series (certainly mine) can be completed without engaging with the sphere grid/level-up system at all. You have to do a lot of awkward things to do a "no sphere grid challenge", but it's a challenge that's possible and exists because the game was designed with a mind toward accessibility (see also: in game option for cursor memory and summon animation shortcuts). By making the game "easier", they also made the game harder for those who wanted that.
Cultural accessibility
This is one probably hit hardest in the discussion above, and it clearly should be discussed. Most of the "dumbed down for the masses" (to quote someone up there) could be approached by difficulty settings. It might be feelsbad (for designers even, perhaps) for entire subsystems to go away with settings, but such a two-pronged approach might be best. But sometimes things (including games) are significantly improved when they lose elements or are re-thought /re-designed (such as hunger and food management in early WRPGs). You might not know until they're try them out. Sid Meier has a few interviews/talks online about this and his game design methods.
I also subtitled this area "cultural accessibility". Different people like different things (which is entirely why markets are so successful). Sometimes a game can be "just so Japanese" that I won't enjoy playing it because, culturally, it's not for me. (Incomprehensible plot, or whatever else.) Or a game can be so overfilled with cheap jokes like memes and references that it's just cringey or even totally foreign to someone who isn't up with them. Localization teams can do a lot to work with cultural accessibility. The Dragon Quest localization teams are famously some of the best in the industry for smoothing cultural references, converting jokes, and so on. Mark Rosewater [Magic the Gathering lead designer] has a few articles about this, in particular about why he feels the Kamigawa and Lorwyn blocks weren't as successful as they could have been. He calls this 'resonance' in his posts.
But even corpse persistence options, blood color, or phobia avoidance options (such as ability to mod out spiders with some other monster) fall under this. Of course it can be argued this is bad when, say, skeletons are entirely removed from a game to make it available to the Chinese market. But that's usually a lazy developer if it's done that way.
END QUOTE
I like the idea of partitioning the issue up and looking at the different aspects of it. I think what distinguishes these categories is that different types of accessibility make games accessible to different audiences. Take the "Literal" category: for individuals whom Dark Souls is too difficult, the ability to turn on subtitles or rebind keys isn't going to make the game significantly more accessible. However, for people who can handle the challenges presented by the game's design, these options will make progress through the game smoother. I think this first category is generally uncontroversial then, because of this: the main benefactors of"Literal" accessibility options are people who already enjoy the game. After all, if you think a game is very badly designed and unfun, color blind mode and audio mixing won't profit you much, since at the end of the day you're still playing a game that you think is badly designed and unfun.
The other two are trickier, and I don't think they're entirely distinct. I generally feel that multiple difficulty options are a good thing, but I don't think there's any obligation on the creator's part to include them. It would be great if Dark Souls had an easy made that made it so more players could experience the game. That said, do I think that Dark Souls is worse because it DOESN'T have an easy mode? I absolutely do not. It is perfectly valid for Hidetaka Miyazaki and From Software to create a game that is intended for more patient, resolved players. Goodness grief, the game's English tagline was "PREPARE TO DIE"; if you bought it for a casual, relaxing experience, you only have yourself to blame.
This is where some contention arises: maybe creators aren't obligated to put these sort of accessibility options in their games, but why shouldn't they? The first, easier to make argument, is simply that adding these options to games takes resources that could have been allocated to other sectors. While in some games tweaking difficulty only requires incrementing and decrementing numbers, others require enemies to be moved, levels to be redesigned, items to be changed. Let's imagine that to add an easy mode to Dark Souls, an area would've needed to been cut from the game (let's say The Tomb of Giants). If this was the trade, do you think an easy mode should've been added anyways?
Getting into "Cultural", which is definitely the most interesting topic of discussion among the three IMO, I can't help but see accessibility as totally absurd. Forgive the inept analogy, but imagine someone is at a 5 star restaurant that's famed the world over for its unparalleled trout chowder. They order it, and eagerly set upon it when it arrives. Momentarily they spew out what they've imbibed and call a manager to complain. Their grievance: "I hate fish!". Who is to blame here? Is it the chef's fault for failing to prepare a trout chowder that would please someone who hated fish? Is it the chef's responsibility to ensure that every dish they prepare can accommodate every palate? Obviously not.
It works the same way for games. Take "One Night, Hot Springs": "one night, hot springs" is specifically about issues a trangender woman in Japan might face, involves an onsen (which is something that's specific to Japan), and even at least mentions a specific law in Japan. Localizing the game for another culture would not make sense; nor would removing all LGBT content (which would amount to removing all content in this case). What if someone who is homophobic and transphobic wants to play this game? What about a fundamentalist muslim? Is it incumbent on the developer to include modes for these people? As was pointed out, removing all content that makes this game inaccessible for these groups would be tantamount to deleting the game.
You can't expect all games to be made to your exact taste and spoon fed to you. You have to make an effort and exert yourself to meet the game on its own terms. Which isn't to say that games can't be critiqued. Some people may simply dislike trout chowder, but even for people who do like it, it may be over/under cooked/seasoned. But if you aren't willing to do any work to understand something on its own terms, then you abrogate your own right to ask it to understand you on yours.
QUOTE
On the accessibility sub-topic that was discussed above (not replying, too many folks, etc)... Accessibility is many things. I'm going to highlight some great ones.
Literal accessibility options
* Many games nowadays have color blindness settings (e.g., Grim Dawn). Great!
* FTL's color blindness setting? I always turned it on. It added an icon and slash over a room without oxygen, making it easier to notice.
* Flashes and screen shakes? I always turn those off when I can. They never add to the enjoyment of a game to me.
* [If using a controler] Vibration? OFF! A vibrating controller literally hurts. (Yes, it's medical.)
* On that, notice the option of using controller vs keyboard+mouse? That's accessibility.
* If a game doesn't let you remap controls, chances are it has a ton of other issues going against it too. Not that I'll discover them because I won't be able to play it. (A pox on WASD!)
* Input inversion? (Up means UP damn it!)
* Subtitles? They're going to be on for me if they're an option.
* Most games audio defaults are horribly mixed for my ears: I'll turn music way down, ambiance up, sfx in the mid, and voices to max. Or some permutation of that.
* Pausing [as I mentioned above].
I could spend time to think of more on that, but I think you'll get the point.
Difficulty and accessibility
The next part of accessibility moving out is about difficulty settings. "waah waah my [souls-like/retro-Nintendo-Hard] game wouldn't be a souls-like game without it being brutally hard". Fuck off. Difficulty settings are the way to go. There's literally no harm to you as a player if the developers add toggle-able difficulty settings. If you're an achievement hunter/e-penis-measurer, perhaps achievements are only enabled with default settings (or the game has a default setting). I say this as someone who really enjoyed the hell out of Nioh, which, sadly was pretty low on accessibility overall. I would have liked it a lot more and probably would even have gone in on the DLCs if it had had some difficulty options. Remember how hard FTL was on release, if you played it? It only got better when Subset added the easy setting (and also added hard setting for those who wanted it). I got better at the game -- even playing on normal -- when I could practice things and try things out on easy.
Here [attached] are a couple screenshots of Fell Seal: Arbiter's Mark's difficulty settings screen (and, upcoming feature, New Game Plus choices). Sadface: I really wish Bloodstaned had New Game+ settings like that... More games need to be like that.
And still on difficulty (which is still accessibility): Final Fantasy X. Arguably the best in the series (certainly mine) can be completed without engaging with the sphere grid/level-up system at all. You have to do a lot of awkward things to do a "no sphere grid challenge", but it's a challenge that's possible and exists because the game was designed with a mind toward accessibility (see also: in game option for cursor memory and summon animation shortcuts). By making the game "easier", they also made the game harder for those who wanted that.
Cultural accessibility
This is one probably hit hardest in the discussion above, and it clearly should be discussed. Most of the "dumbed down for the masses" (to quote someone up there) could be approached by difficulty settings. It might be feelsbad (for designers even, perhaps) for entire subsystems to go away with settings, but such a two-pronged approach might be best. But sometimes things (including games) are significantly improved when they lose elements or are re-thought /re-designed (such as hunger and food management in early WRPGs). You might not know until they're try them out. Sid Meier has a few interviews/talks online about this and his game design methods.
I also subtitled this area "cultural accessibility". Different people like different things (which is entirely why markets are so successful). Sometimes a game can be "just so Japanese" that I won't enjoy playing it because, culturally, it's not for me. (Incomprehensible plot, or whatever else.) Or a game can be so overfilled with cheap jokes like memes and references that it's just cringey or even totally foreign to someone who isn't up with them. Localization teams can do a lot to work with cultural accessibility. The Dragon Quest localization teams are famously some of the best in the industry for smoothing cultural references, converting jokes, and so on. Mark Rosewater [Magic the Gathering lead designer] has a few articles about this, in particular about why he feels the Kamigawa and Lorwyn blocks weren't as successful as they could have been. He calls this 'resonance' in his posts.
But even corpse persistence options, blood color, or phobia avoidance options (such as ability to mod out spiders with some other monster) fall under this. Of course it can be argued this is bad when, say, skeletons are entirely removed from a game to make it available to the Chinese market. But that's usually a lazy developer if it's done that way.
END QUOTE
I like the idea of partitioning the issue up and looking at the different aspects of it. I think what distinguishes these categories is that different types of accessibility make games accessible to different audiences. Take the "Literal" category: for individuals whom Dark Souls is too difficult, the ability to turn on subtitles or rebind keys isn't going to make the game significantly more accessible. However, for people who can handle the challenges presented by the game's design, these options will make progress through the game smoother. I think this first category is generally uncontroversial then, because of this: the main benefactors of"Literal" accessibility options are people who already enjoy the game. After all, if you think a game is very badly designed and unfun, color blind mode and audio mixing won't profit you much, since at the end of the day you're still playing a game that you think is badly designed and unfun.
The other two are trickier, and I don't think they're entirely distinct. I generally feel that multiple difficulty options are a good thing, but I don't think there's any obligation on the creator's part to include them. It would be great if Dark Souls had an easy made that made it so more players could experience the game. That said, do I think that Dark Souls is worse because it DOESN'T have an easy mode? I absolutely do not. It is perfectly valid for Hidetaka Miyazaki and From Software to create a game that is intended for more patient, resolved players. Goodness grief, the game's English tagline was "PREPARE TO DIE"; if you bought it for a casual, relaxing experience, you only have yourself to blame.
This is where some contention arises: maybe creators aren't obligated to put these sort of accessibility options in their games, but why shouldn't they? The first, easier to make argument, is simply that adding these options to games takes resources that could have been allocated to other sectors. While in some games tweaking difficulty only requires incrementing and decrementing numbers, others require enemies to be moved, levels to be redesigned, items to be changed. Let's imagine that to add an easy mode to Dark Souls, an area would've needed to been cut from the game (let's say The Tomb of Giants). If this was the trade, do you think an easy mode should've been added anyways?
Getting into "Cultural", which is definitely the most interesting topic of discussion among the three IMO, I can't help but see accessibility as totally absurd. Forgive the inept analogy, but imagine someone is at a 5 star restaurant that's famed the world over for its unparalleled trout chowder. They order it, and eagerly set upon it when it arrives. Momentarily they spew out what they've imbibed and call a manager to complain. Their grievance: "I hate fish!". Who is to blame here? Is it the chef's fault for failing to prepare a trout chowder that would please someone who hated fish? Is it the chef's responsibility to ensure that every dish they prepare can accommodate every palate? Obviously not.
It works the same way for games. Take "One Night, Hot Springs": "one night, hot springs" is specifically about issues a trangender woman in Japan might face, involves an onsen (which is something that's specific to Japan), and even at least mentions a specific law in Japan. Localizing the game for another culture would not make sense; nor would removing all LGBT content (which would amount to removing all content in this case). What if someone who is homophobic and transphobic wants to play this game? What about a fundamentalist muslim? Is it incumbent on the developer to include modes for these people? As was pointed out, removing all content that makes this game inaccessible for these groups would be tantamount to deleting the game.
You can't expect all games to be made to your exact taste and spoon fed to you. You have to make an effort and exert yourself to meet the game on its own terms. Which isn't to say that games can't be critiqued. Some people may simply dislike trout chowder, but even for people who do like it, it may be over/under cooked/seasoned. But if you aren't willing to do any work to understand something on its own terms, then you abrogate your own right to ask it to understand you on yours.