![]() I really do appreciate though that Ben appears to have come around on a few things since that conversation, judging by this episode. I had a decent length chat on Era with Ben about difficulty settings when Sekiro came out, and I'm largely going to repeat the same points. Like wheelchair ramps in the real world, it was introduced first because it was something that could benefit people who are generally able-bodied at times, as well as those who need it in order to access a service at all. In the case of difficulty in games, this is often a restriction of cognitive ability, fine motor-skills, and/or time. The more difficult something is, the less accessible it is because you require less restrictions to access it. I implore you to strike up a conversation with Ian Hamilton on Twitter who will happily talk your ear off about difficulty in games.ĭifficulty is the OG accessibility setting. Things that were hard, or didn't provide difficulty modes were considered less accessible.Īccessibility review site CanIPlayThat considers Ease and Assist modes when reviewing games for accessibility, especially when considering those players who suffer from sight issues or motor skills.Įvery single accessibility consultant in the industry will tell you that difficulty is an accessibility option. ![]() Against all these games was advice about how accessible the game was, and difficulty played a key part in deciding that. While I was visiting the centre trying to figure out exactly what I was passionate about helping with, I saw that they had worked with SpecialEffect to create some accessible controllers, and I also noticed their library of games that were available to borrow. They're a charity that offer services and advice for people who need access to daily living aids. I did my Masters dissertation in 2015/2016, and I did it on accessibility tools/electronics, through a project called Switches4Kids, a scheme ran by the William Merritt Centre in Leeds, UK. ![]() Huber opens with: "Difficulty and Accessibility are Two Separate things." Me: "Damn, I'm excited for this Sifu and Difficulty discussion." I haven't watched a FrameTrap with guests (same with the Podcast so not sure if there have ever been guests), but I know Friend Code and Huber Syndrome have had guests, so I'd love to see the Allies branch out to help expand the types of conversations being had by including experts and/or strong opinions from respected guests in the field. The four aforementioned often become an echo chamber with one another on difficulty and action games (which I do enjoy, but I am always open to hearing them discuss topics they typically don't cover as a group). I have yet to watch Frame Trap so I am not caught up, but the discussions mentioned in the posts above are easy to visualize since Huber and Ben can be very passionate about their opinions on any topic and can talk hours on end until someone like Blood or Brandon pushes the convo in a new direction or to new topics. For example, I'd love to see Huber/Ben/Damiani/Brad (the group that often prefers more difficult games and that high learning curve for action games if Souls-likes, Metroidvanias, DMCs/Bayonettas, and the like) discuss accessibility with someone like Steve Saylor on camera. ![]() Truthfully, I believe some of the Allies need to expand their horizons and guest circles for discussions on camera if they are to ever have more varied convos on their shows.
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