Ok, but that's no reason not to include accessibility features! Again, this is a place where I really think TLOU2 set what should be an industry standard. Basically every single challenge should be something that can be toggled off so that everyone can experience the story
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Yes that level of accessibility design should be standard. but like its not yet and thats not because people like dark souls. (honestly its cause society and gamers are really casually ableist)
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Eh, I think the Dark Souls phenomenon is part of gamers being ableist Again, I would like to play Dark Souls! For the lore and story! I could do that, if they implemented a map and a difficulty toggle! They choose not to!
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dark souls was not MADE to exclude. It was made cause this one weird guy wanted to experiment with immersive map design and online coop features. Just turns out people liked his weird experiment.
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Yeah and I'm in favor of easy modes and think they should be way more common than they are but it's not an easy thing in and of itself to implement Cheat codes are, but it's not the same thing
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I mean some kinds of easy modes should be easy to implement. For combat, massively upping the player health and dropping enemy health tends to do the trick For navigation... well, I think it's something worth working on for all devs
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How much info you give away making "easier navigation" is a legit question If it were a simple mission based game then a magic arrow pointing you to the next mission would be no big deal But such games as a result often don't bother to have open worlds
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Replying to @arthur_affect @BootlegGirl and
Fallen Order is an exploration based Metroidvania game, where the core mechanic is supposed to be you suddenly realizing your new powers give you access to a path that was closed off before The illusion of nonlinearity depends on this
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yeah the irony of most metroidvanias is they typically ARE linear in terms of finish game perspective, they just obscure that and add a bunch of optional stuff to find. Actually having a big open critical path is crazy hard to balance
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Right, if the game actually held your hand at this point and had the character say "Hey, this new jumping ability might come in handy back in that cave" and then teleported you to the cave, the illusion would be completely broken
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There'd be no point to actually giving you the ability as an in-game thing instead of just having this be a series of missions separated by cutscenes
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I mean, I've been saying this whole time that the most inclusive kind of game is a series of missions separated by cutscenes
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