Game Over: The Accessibility and (Easy) Difficulty Issue

Video games never have it easy.

Game Over: The Accessibility and (Easy) Difficulty Issue.

<p style&equals;"text-align&colon; center&semi;"><em>Disclaimer&colon; The views expressed in this piece are of the authors and not the sites as a whole&period;<&sol;em><&sol;p>&NewLine;<p style&equals;"text-align&colon; left&semi;">Down the rabbit hole&comma; we go&period;<&sol;p>&NewLine;<p>The latest discussion concerning video games is accessibility and difficulty&period; This discussion is often prompted within the most unthought-of ways&comma; however&comma; two articles brought it to its height&semi;  <a class&equals;"&lowbar;e75a791d-denali-editor-page-rtfLink" href&equals;"https&colon;&sol;&sol;www&period;forbes&period;com&sol;sites&sol;davidthier&sol;2019&sol;03&sol;28&sol;sekiro-shadows-dies-twice-needs-to-respect-its-players-and-add-an-easy-mode&sol;&num;6b5c51921639" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer"><em>Sekiro&colon; Shadows Die Twice<&sol;em> <&sol;a>and <a class&equals;"&lowbar;e75a791d-denali-editor-page-rtfLink" href&equals;"https&colon;&sol;&sol;arstechnica&period;com&sol;gaming&sol;2019&sol;09&sol;every-game-should-copy-death-strandings-very-easy-mode&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer"><em>Death Stranding<&sol;em><&sol;a>&period; Each article attempted to prove how lower difficulties &lpar;easy and very easy modes&rpar; would vastly improve the accessibility of video games and broaden game experiences&period; Unsurprisingly&comma; these articles fail to address a crucial weakness within their arguments&colon; video games need not be accessible nor include lower difficulties&period;<&sol;p>&NewLine;<p>Although this comes across as harsh&comma; as it needs to be&comma; game developers decide on these issues and decisions are subjective&period; However&comma; given how individuals react to the topic it is apparent that critical analysis needs to be done&period; Thus&comma; this article addresses the issue of accessibility and difficulty in video games&period;<&sol;p>&NewLine;<h2 style&equals;"text-align&colon; left&semi;">Accessibility&colon; Thorough Go Through<&sol;h2>&NewLine;<p>Accessibility in video games is one of gaming&&num;8217&semi;s more prominent topics&period; One that common gaming journalists and their everyday allies bring up continuously in attempts to address a non-issue&period; It is a non-issue due to both parties failing to realize that gaming has become more accessible&comma; however&comma; it has its limitations&period;<&sol;p>&NewLine;<p>In theory&comma; accessibility is the idea of designing products that work well for people with disabilities&period; For instance&comma; hospital beds can be tailored with adjustable heights and user-friendly controls to suit patients with limited mobility&period; If you need such beds&comma; consider checking the hospital <a href&equals;"https&colon;&sol;&sol;www&period;sondercare&period;com&sol;beds&sol;">beds inventory<&sol;a> for options that meet these specifications&period; In recent years&comma; the focus on accessibility in video games addressed the reality often ignored within the gaming community&colon; that gamers do not all fit into biological normalcy&comma; meaning some gamers are disabled&period; Fortunately&comma; the disabled tend to have disabilities that are accommodatable aside from those suffering from mental illness&period;<&sol;p>&NewLine;<p>Accessibility in video games manifests itself within game design and specialized hardware&period; Game design is self-explanatory&comma; however&comma; elaboration is a necessity&colon; game design is the art of applying both design and aesthetics to create a game for entertainment&comma; educational&comma; exercise&comma; or experimental purposes&period; This means game developers can take active steps if they choose to do so&semi; to design their games with modes&comma; mechanics&comma; and so on that present themselves intuitively and simply to accommodate disabled gamers&period;<&sol;p>&NewLine;<p>This is noticeable with color-blindness&comma; as it is either incorporated into the development of a game from the beginning whereas&period; with others&comma; it is an afterthought&comma; complete oversight&comma; or a non-issue altogether&period; Accessibility for the colorblind in video games is done through the use of whole-screen filters&comma; customizable color for vital information&comma; and incorporating iconography as supplementary conveyance&period; However&comma; with these options for accessibility there is the obvious limitation with their application&colon;<&sol;p>&NewLine;<p>Whole-screen filters accommodate for different types of colorblindness&comma; however&comma; these filters tend to over saturate the entire color palette&comma; which results in undesirable results&period;<&sol;p>&NewLine;<p>Customizable colors for vital information means including preset or customizable color combinations&comma; based on types of colorblindness&period; These then will represent different types of vital information in the game&period; Although this tends to receivable favorable feedback since it only induces changes in colors that are problematic without altering the overall color palette of the game&period;&comma; however&comma; flaws exist within this method&period;<&sol;p>&NewLine;<p>Incorporating iconography as supplementary conveyance often is the best practice for conveying vital information through multiple methods &lpar;the trifecta &&num;8211&semi; audio&comma; visual&comma; and textual conveyance&rpar;&period; However&comma; it is not always plausible since particular conveyances for information rely on color&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><img class&equals;"wp-image-147560 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;09&sol;18112403&sol;5cf177812400003b078564c1&period;png&period;jpg" alt&equals;"Game Over&colon; The Accessibility and &lpar;Easy&rpar; Difficulty Issue&period; Filtering colors&period;" &sol;><&sol;p>&NewLine;<p>Specialized hardware for video game accessibility is another means through which disabled gamers have access to gaming&period; Specialized hardware for video game accessibility is usually seen with controllers&comma; especially the <a href&equals;"https&colon;&sol;&sol;www&period;theguardian&period;com&sol;games&sol;2018&sol;may&sol;17&sol;microsoft-xbox-disability-friendly-adaptive-controller">Xbox adaptive controller<&sol;a>&period; The controller is a customizable device intended to support a wide range of needs and disabilities&comma; which make video games more accessible&period; However&comma; it needs to be noted that the Xbox adaptive controller cannot support every&comma; single need and disability that exists&comma; thus even such a fate has its limitations&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><amp-youtube layout&equals;"responsive" width&equals;"500" height&equals;"281" data-videoid&equals;"nrw6HrCGGDw" title&equals;"Game Journalists Hide Behind Disabled Gamers &lpar;Minor spoilers&rpar;"><a placeholder href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;nrw6HrCGGDw"><img src&equals;"https&colon;&sol;&sol;i&period;ytimg&period;com&sol;vi&sol;nrw6HrCGGDw&sol;hqdefault&period;jpg" layout&equals;"fill" object-fit&equals;"cover" alt&equals;"Game Journalists Hide Behind Disabled Gamers &lpar;Minor spoilers&rpar;"><&sol;a><&sol;amp-youtube><&sol;p>&NewLine;<h2 style&equals;"text-align&colon; left&semi;">Difficulty&colon; A Hill Worth Dying On<&sol;h2>&NewLine;<p>Strangely&comma; difficulty in video games or rather lower difficulties &lpar;easy and &&num;8216&semi;very easy&&num;8217&semi;&rpar; somehow is a topical debate in gaming&period; The discussion generally concerns lowering difficulty in video games by providing players with optional difficulty choices to make it more accessible to prospective players&comma; namely gamers with physical disabilities and the more recent &&num;8220&semi;observational&&num;8221&semi; gamer&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><img class&equals;"wp-image-147520 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;09&sol;17165417&sol;11&period;jpg" alt&equals;"Game Over&colon; The Accessibility and &lpar;Easy&rpar; Difficulty Issue&period; Option 2 or 3&comma; never 1&period;" &sol;><&sol;p>&NewLine;<p>The stance is often championed by common gaming journalists and their everyday ilk&period; However&comma; it is merely done under the guise of accessibility&comma; as it is never adequately explained how providing optional difficulty choices make video games more accessible for disabled and &&num;8220&semi;observational&&num;8221&semi; gamers&period;<&sol;p>&NewLine;<p>With the former&comma; their stance had merit&comma; though due to innovation with both game design and specialized hardware that caters to disabled gamers there is no longer any merit to their argument&period; Furthermore&comma; it fails to acknowledge two important facts&period; First&comma; lower difficulties will not make video games more accessible for the physically disabled since their issue lays more with hardware rather than lowered gameplay challenge&period; Final&comma; it disregards<a class&equals;"&lowbar;e75a791d-denali-editor-page-rtfLink" href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;tso8u4OJLuI" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer"> that gamers who exist outside biological normalcy<&sol;a> still manage to perform at the same level as gamers that exist within it due to specialized hardware&period;<&sol;p>&NewLine;<p><amp-youtube layout&equals;"responsive" width&equals;"500" height&equals;"281" data-videoid&equals;"tso8u4OJLuI" title&equals;"Disabled quadriplegic shows why Sekiro doesn&&num;039&semi;t need an easy mode"><a placeholder href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;tso8u4OJLuI"><img src&equals;"https&colon;&sol;&sol;i&period;ytimg&period;com&sol;vi&sol;tso8u4OJLuI&sol;hqdefault&period;jpg" layout&equals;"fill" object-fit&equals;"cover" alt&equals;"Disabled quadriplegic shows why Sekiro doesn&&num;039&semi;t need an easy mode"><&sol;a><&sol;amp-youtube><&sol;p>&NewLine;<p>The latter&comma; on the other hand&comma; is unique&semi; as the intellectual gymnastics performed by those who attempt to justify the needs of the &&num;8220&semi;observational&&num;8221&semi; gamer are truly a fate to witness&period; This particular argumentative angle for lowering difficulty to bring about more accessibility in gaming prides itself on conflating challenging gameplay with gate-keeping&comma; which is asinine at best&period;<&sol;p>&NewLine;<p>Both are incomparable since challenging gameplay affords players with a sense of accomplishment and this hardly equates to it being a means of controlling and limiting the access to video games&period; Moreover&comma; given the needs of the &&num;8220&semi;observational&&num;8221&semi; gamer to explore detailed environments and experience the game&&num;8217&semi;s narrative &lpar;without playing at its intended level of interactivity and challenge&rpar; highlights how this category of gamer is best suited for a particular genre of game that accommodates their incapability to perform as gamers&period;<&sol;p>&NewLine;<p>Another issue worth addressing is difficulty in video games&period; Game developers decide on the challenge of their game&comma; which is often incorporated into the overall gameplay experience&period; This means lower difficulties result in a lessened experience due to how it affects the player&&num;8217&semi;s sense of accomplishment as well as how disregards the work of developers to create a unique gameplay experience&period;<&sol;p>&NewLine;<p>This explains the outrage over an incident earlier this year&comma; whereby a gaming journalist defeated the <a class&equals;"&lowbar;e75a791d-denali-editor-page-rtfLink" href&equals;"http&colon;&sol;&sol;gaming journalist defeated the final boss of Sekiro&colon; Shadows Die Twice on easy mode&period;" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">final boss of <em>Sekiro&colon; Shadows Die Twice <&sol;em>on easy mode<&sol;a>&period; It is the same phenomenon experienced when one attempts to make an argument to calls for an easy mode in <em>Dark Souls<&sol;em>&period; Therefore&comma; one can easily assume that many games are purposely designed without lower difficulties since their gameplay emphasizes challenge and difficulty&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><img class&equals;"wp-image-147559 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;09&sol;18105655&sol;1hx83x39sbw211&period;jpg" alt&equals;"Game Over&colon; The Accessibility and Difficulty Issue&period; Blasphemy&period;" &sol;><&sol;p>&NewLine;<h2 style&equals;"text-align&colon; left&semi;">Conclusion<&sol;h2>&NewLine;<p>In conclusion&comma; accessibility and difficulty in video games is a topical issue&period; However&comma; its relevance is not due to necessity rather it is the result of individuals either virtue signaling or attempting to excuse their mediocre capabilities as gamers&period;<&sol;p>&NewLine;<p>The former is evident from the fact that game developers have made their products more accessible through intuitive and simple game design coupled with specialized hardware that supports a wide range of needs and disabilities&period; The latter highlights the mediocre capabilities of both &&num;8220&semi;observational&&num;8221&semi; gamers and those who side with them&period;<&sol;p>&NewLine;<p style&equals;"text-align&colon; center&semi;"><strong>Many would probably disagree with what I have said here while others might agree with my stance&comma; thus its necessary to encourage discussion&period; Let me know what you think down below in the comment section&period;<&sol;strong><&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<hr &sol;>&NewLine;<div style&equals;"text-align&colon; center&semi;"><strong>Like what Jerome had to say&quest; Check out some more of his <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;author&sol;the-factual-nerd&sol;" target&equals;"&lowbar;blank" rel&equals;"noopener noreferrer">opinion pieces here<&sol;a>&period;<&sol;strong><&sol;div>&NewLine;<hr &sol;>&NewLine;<div><strong> <&sol;strong><&sol;div>&NewLine;

Exit mobile version