As I said in the other thread on this...define "difficulty". And as I said in the other thread, the gaming industry has woefully inadequate answers considering it's almost exclusively reliant on definitions and trends from the "quarter-muncher" days. So with that in mind...
Silvanus said:
However, increasing health (or alternatively damage absorption, or healing capability) would result in mistakes being less punishing during a single run. The player would still need to learn to overcome the monster's moveset, but each run would be more forgiving in letting them learn it.
Even this is a means I don't think quite works, least of all for any good-faith discussion of actual accessibility in games. And no, I don't believe for a microsecond many of the high and virtuous advocates for "accessibility" are acting in good faith here.
As I said in the other thread, I believe the answer lies in...Halo 2 and Half-Life 2. And, now that I think of it, add to that Left 4 Dead and Alien: Isolation. Why? Those four games in particular have artificially intelligent enemies (well, storyteller in L4D's case) whose higher-order behaviors (and learning) are gated behind "difficulty" level. The typical "difficulty" cliches are there too, but the core experience hinges primarily around the enemies being smarter and deadlier, with a wider variety of moves and behaviors available to them which mandate higher-order play to beat.
How does that translate to accessibility without disrupting (real) difficulty? And I'll do you one better -- what I'm about to propose could actually allow players
more ability to craft their own experiences
which may actually be harder than "hard" modes themselves.
Well, let's say you have a sensory processing disorder and are prone to overstimulation and hypersensitivity. Well, you might be able to open the game's accessibility options, which would have a decent-sized list of options and check the best-fitting box(es). This gates enemies from using behaviors that might unduly tax a player with sensory processing issues, like for example attempting to flush a player out with grenades or using suppressive fire, but leave the rest of the enemies' behavior trees intact or even privilege one or two enemy types or behaviors that could still prove troublesome (like perhaps stealth-based tactics) in higher difficulty settings.
Anxiety problems that prove problematic in games that rely on jump scares? Click that box, and enemies' stealthy or flanking behaviors get gated...but on higher difficulties that game compensates by spawning enemies that are tough, but fond of frontal attacks with heavy defense. In Halo terms, fewer jackal snipers and stealth elites, but (on higher difficulty) more brutes and hunters. I don't even have anxiety problems that make jump scares problematic, but I'd love to see an option like that and would play it in a heartbeat...I hate jackals,
love brutes and hunters.
Poor reflexes and/or hand-eye coordination is another common issue raised when it comes to these discussions. How about a "no-twitch" accessibility mode, where enemies' behavior trees are modified to heavily favor "swing for the parking lot" moves that are typically telegraphed and easily interrupted or avoided. At higher difficulties that translates directly to enemies that just
do not fuck around, running around potentially spamming "uber" moves. But if you see it coming and have ample time to react, you can deal with it.
What I'm talking about, is using AI to provide challenges derived dynamically from a player's input preferences and disabilities. I'm not even suggesting anything particularly complex, here, simply flagging a branch or individual behavior in an entire tree as no-use based upon check boxes in an options screen; this is something that literally already happens as a matter of course. And I'm using a game that came out fifteen years ago, discussing it in the context of how simply gating behaviors and enemy spawns alone can create wildly variable scenarios that don't just cater to disabled gamers, but cater
to individual types of disabilities and the ramifications those types can have on game play.
From a broad design-based perspective, rocket science this is not. Actually programming AI to perform this kind of behavior, yeah that's pretty much rocket science nowadays...and that's not a comparison I make flippantly, considering (counting marketing) MW2 cost more than TESS and GTAV cost about the same if not a little bit more than the Kepler Space Telescope (the $550 million listed on the 'net includes allocations and operating costs over the course of its decade-long mission).
These sorts of design decisions are the way forward...for everyone, not just one particular class of gamer, differently-abled or "hardcore". It's fucking criminal a game released twenty-one years ago is still considered the gold standard for enemy AI, not when it can and
should be a defining characteristic of accessibility in games today.