Accessibility and inclusivity in gaming also extends to how we talk about games, what we consider to be the "canon" of good games, and what types of games we respect most. I think that's shifted significantly in recent years, but then I look at a game like Yoshi's Crafted World.
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So much of the preview cycle of that game, and even the reviews, focused on the game being "too easy, but..." as if its easiness was an automatic negative overwritten by its cuteness, its style, its charm.
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But Yoshi's "easiness" is just as much a part of its design as difficulty may be to From games. Forgiving platforming lets the incredible detail of that game shine and lets you get absorbed in its cheerfulness. You can make it as easy as you want or need it to be to achieve this.
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So I can see how difficulty is just as integral to a From game, but then you have to consider that one person's easy is another person's hard and one person's hard is another person's impossible, and then I kinda become lost in the semantics of it.
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But anyway. I think it's important in the ongoing "difficulty in games" conversation that we also remember that the WAYS in which we talk about games can be prohibitive, and that "hard" and "easy" aren't shorthand for "good" and "not as good."
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Steven spohn has brought this up constantly
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this topic, yes. I'm pointing out that we also need to think about how we *talk* about games that are "easy" and how that, too, is a way gaming culture alienates people. similar topics but different angles.
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