Disabled quadriplegic shows why Sekiro doesn't need an easy mode
129 replies, posted
This is very clearly not my point, especially notable by the fact that I directly discussed movement controls in my previous post. I even directly linked an example.
So no, I don't think that, it's why I said
What does this even mean. What.
The devs should add real accessibility features and not be lazy, and then be called "different" because they were so brave that they renamed their cheat menu, which yes, again, is an insult to people with disabilities.
I'm not colorblind, but I very much notice how many games don't even add so much as a colorblind mode, let alone actual assistance features. I also notice how many games leave out aim assist features too, particularly on PC, even when it comes to using controllers, which is a very large problem for people with movement issues.
Celeste isn't accessible game @IlluminatiRex 's video claims to be. It's supposedly different, but it really isn't.
It doesn't have colorblind mode. It doesn't have visual indicators for rythem based rooms, it doesn't have visual ques to sounds, it doesn't have movement assist.
The article even mentions some really good examples of what an assist mode could look like, and they're all very easy to do without being outright cheat codes.
Here’s a few simple suggestions to make Celeste more friendly to disabled people:
Add a two-button mode to Assist Mode. The climb, jump, and dash buttons can be simplified to two; make climbing automatic, or make dashing possible by pressing the jump button twice in air
Make Madeline’s hair color stick out more to people with certain types of color blindness
Add visual indicators besides colors to the rhythm-based platforming sections, such as numbers, patterns, and so on to differentiate between the two color platforms
In the Chapter 1 Cyrstal Heart puzzle, change each bird to a different type of bird / animal and make the screen show which one so that colorblind people can actually solve the puzzle without looking it up
Add a visual cue to the bell ring that happens when a strawberry is nearby, such as adding a subtle flash effect, adding an icon that displays when a strawberry is in the room, and so on
Add a visual indicator for the rhythm in the rhythm-based rooms, such as a metronome in a part of the screen that’s easily visible
Adding an easily accessible controls menu showing all the controls and in-game techniques in one place, such as how to jump up walls, how to do a dash-jump, and so on for people who have poor memory
Add a way to replay cutscenes in a gallery so people who didn’t get everything the first time can go watch them again without having to replay the level
Add a way to turn off the obnoxious amounts of screenshake, slowdown and freezing that happens during dashing, picking up items, nearing an enemy, etc. (Turning off screenshake was added, thanks again Matt Makes Games, but the effects and filters with enemies remain)
Add content warnings, warning epileptic players, players with mood disorders and in general people with anxiety, and so on about the content within the game so they can better prepare themselves. As it stands there are literally no warnings to be found anywhere
Here are some more pipe-dream accessibility suggestions that would require more than a significant amount of effort and/or ruin the “experience”, and so I don’t really expect these to be added:
Add a way for players to experience all cutscenes / levels, without having to play the actual game at all, basically an auto-pilot mode
Adding on to the last one, voice acting / narration so blind people may play said mode; this can also be done by just including a pdf or text file that screen readers may read
Support other methods of input specifically for people with physical disabilities, such as eye-tracking
I wasn't saying accessibility == cheat codes
I was saying accessibility features should be ACTUAL FEATURES, not a renamed cheat menu. Read what I'm saying in the linked post.
Celeste's assist menu lists god mode, infinite stamina, etc. Those are not assist features, and do not help people with
Limited mobility
Limited vision
Limited hearing
Limited learning
Celeste's assist mode is a weak solution and is lazy as fuck.
There is not an objective standard that once met makes games "accessible" or not. It's a sliding scale. The discussion is about what the minimum level of effort dedicated to making something accessible should be, not what point you have to reach as a creator to no longer be criticized for being inaccessible.
You're absolutely right, there's always more that a creator can do to be accessible. That's why I personally wouldn't go so far as to expect features that would take an excessive amount of development time, but if you think the standard should be set that high, you have every right to feel that way.
At some point, for either practical or personal reasons, you're going to have to be okay with people not being able to engage with media. The important thing is that people understand the real world impact of wherever the line ends up being drawn.
Personally, I do believe that not adding accessibility features is fine and dandy, even if that's just the dev not adding them at all. Not every game has to be for everyone. There are still millions of great games outside of GTA, or Souls, or LOTR.
Plus, it very much is impossible in certain games. For example, a movement assist just wouldn't be possible in anything half as complex as souls. Some games will even require full color vision, or a complex control set, or many other things. Some games would even be ruined by merely adding aim assist, that is fine too. The blind can't drive and full body paraplegics can't swim.
I think the real way we can implement these features is far less on the software side and far more on the hardware side. Multi-billion dollar companies making more assist controllers.
Outside of that, the easier features to program being a universal standard is something we should strive for, like colorblind mode, aim assist, QTE style, indicators, movement assist.
I can agree with this, not every dev can add EVERY feature, and the posted list had a very large number of examples, adding all of those would be impossible.
Though if they do, I think they should go big with them. If the features aren't effective then they can't truly help people play.
The reasoning for this in particular' If it doesn't work correctly, you can't really use it. If the features are half-assed, they help nobody.
After all, if you are vision impaired, and the visual assist mode isn't fully fleshed out, it might actually make the game harder than someone with both eyes fully working playing normally. At that point, it becomes a deception.
I agree. It's a multifaceted issue that can be approached from a variety of angles from a variety of different actors.
That's why I find it really frustrating when people post videos with titles like this thread. You can argue for against whether you think certain features should or should not be included, but to use one person's accomplishments as a springboard to minimize the experiences and needs of an entirely different group of people helps no one.
Easier movement controls and such that lessen the challenge without outright removing any part of it generally seem better and I do think those should be the goal.
However what we call "cheats" in my opinion are also good to have in assist settings. Inifinite stamina or jumps may seem like they make the game a cakewalk, but people have wildly different abilities and someone might have a decent challenge even with those. Someone might want invincibility to use temporarily to get past a spot that causes unexpected trouble. I'm reminded by the story how a person with particular disability could get through the new Spider Man game fine but hit a brick wall when facing quick time events. A good example how unpredictable people's limitations can be and why it's good to have options.
Hell, someone might want to make the game a cakewalk and I think that's fine too. It doesn't really matter if cheats are now found in the accessibility menu, having options is always good. Especially in this day and age when publishers are trying to make you pay for said cheats.
Don't get hung up on the infinite stamina and health. Those are not-one-size-fits-all solutions. There are no such.
I'm not a Dark Souls developer so I can't outright say what they should or shouldn't do.
late and only tangentially related but the way Microsoft handled the adaptive controller is actually pretty shitty when you look at the prices on their store:
https://twitter.com/RealYungCripp/status/1112770042314350592
$65 per button, potentially over $100 to even hold the basic controller. as far as i can tell these prices aren't even industry standard, not that it would really be any better if they were
the parent tweet is pretty relevant
https://twitter.com/RealYungCripp/status/1112760861259644929
I didn't know they sold the buttons separately. That's fucking garbage.
To be fair, you don't need to use their stuff, it's insanely modular with how it works afaik. Seen people use arcade stick parts for a bunch of it.
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