Hey, let's talk about a game that's the target of my latest obsession for a minute. Subnautica.
Which is a game that is essentially designed from the ground up to prey on the near-universal fear of the unknown, that renders it extremely challenging to play for gamers with anxiety issues -- to the point that it is one of the more-common complaints cited when people stop playing it, that I've found, and a commonly-cited warning by reviewers and critics. But at the same time it's eminently accessible, and the devs constantly tap their community for suggestions as to how to improve it. But, sadly, all the accessibility options in the world may not make it accessible to gamers with anxiety-related issues, so long as the core of its game play relies upon tension, anxiety, and terror.
But, it's also one of the easiest survival-exploration games on the market, most of all for the fact the game's perceived challenge level is a paper tiger. None of the game's fauna are particularly lethal, staying fed and hydrated are trivial, and not drowning or asphyxiating is simply a matter of paying attention to one's surroundings and not taking undue risks. The game preys on fear, but doesn't capitalize on it. There is only one timed event in the game, and the only cost of missing it is not getting a front-row seat to a scripted scene.
Neither the game's difficulty, nor its accessibility, have been particularly controversial, least of all among "critics" who in any other case break out the torches and pitchforks in the name of "accessibility". You'd think the game would get at least passing mention in larger discussions of differently-abled gamers and accessibility...why is that not the case?
Subnautica is an indie game, and turning the guns on it won't draw clicks and drive ad revenue. For starters.
In the other thread I linked an IGN article by a differently-abled gamer. The entire point of the article is to argue difficulty isn't accessibility, and to treat them as synonymous is harmful and insulting to all parties involved; accordingly, their take on the "controversy" amounts to "a plague on both your houses"...as it damn well should be. There's a huge difference between genuine calls for more accessibility made in good-faith, and the garbage shoveled by the overwhelming majority of "writers" at gaming "news" outlets. Without fail, the former includes suggestions and criticism on how to actually improve games to be more accessible, as relates to individual disabilities and how those disabilities impact game play, and more often than not scratching the surface those suggestions don't actually affect core game play. The latter rarely, if ever, goes past "add easy mode".
https://www.youtube.com/watch?v=XWxfFNcd2DA
And, how do I know it's bullshit? Well, let's take one of the simplest, easiest, and non-controversial accessibility options that's finally becoming industry standard: colorblind modes. You could take the gaming "news" whinging about a single FromSoftware game on a single outlet, stack it up against the sum of advocacy for colorblind modes in games across all outlets for the entire history of the hobby, and "Dark Souls whining" will probably still come out on top. Almost all advocacy for colorblind modes comes from game forums, from gamers themselves as opposed to their "representative" "press", and it's near-always without controversy.
Why is this the case?
Games "journalists" need to stop appropriating the issue to excuse being shitty at games and to clickbait; nobody buys it, even the people who defend them out of "stigginit" mentality. Because, in my opinion, using "accessibility" as an excuse trivializes the issue while marginalizing gamers who are differently-abled, and at the same time condescending to differently-abled gamers and insulting both their intelligence and skill. It's needlessly polarizing, parasitic, and highly toxic.
Here's an idea: why not cede the platform to disabled gamers who will happily describe their challenges and provide meaningful suggestions to improve quality of life.
Which is a game that is essentially designed from the ground up to prey on the near-universal fear of the unknown, that renders it extremely challenging to play for gamers with anxiety issues -- to the point that it is one of the more-common complaints cited when people stop playing it, that I've found, and a commonly-cited warning by reviewers and critics. But at the same time it's eminently accessible, and the devs constantly tap their community for suggestions as to how to improve it. But, sadly, all the accessibility options in the world may not make it accessible to gamers with anxiety-related issues, so long as the core of its game play relies upon tension, anxiety, and terror.
But, it's also one of the easiest survival-exploration games on the market, most of all for the fact the game's perceived challenge level is a paper tiger. None of the game's fauna are particularly lethal, staying fed and hydrated are trivial, and not drowning or asphyxiating is simply a matter of paying attention to one's surroundings and not taking undue risks. The game preys on fear, but doesn't capitalize on it. There is only one timed event in the game, and the only cost of missing it is not getting a front-row seat to a scripted scene.
Neither the game's difficulty, nor its accessibility, have been particularly controversial, least of all among "critics" who in any other case break out the torches and pitchforks in the name of "accessibility". You'd think the game would get at least passing mention in larger discussions of differently-abled gamers and accessibility...why is that not the case?
Subnautica is an indie game, and turning the guns on it won't draw clicks and drive ad revenue. For starters.
In the other thread I linked an IGN article by a differently-abled gamer. The entire point of the article is to argue difficulty isn't accessibility, and to treat them as synonymous is harmful and insulting to all parties involved; accordingly, their take on the "controversy" amounts to "a plague on both your houses"...as it damn well should be. There's a huge difference between genuine calls for more accessibility made in good-faith, and the garbage shoveled by the overwhelming majority of "writers" at gaming "news" outlets. Without fail, the former includes suggestions and criticism on how to actually improve games to be more accessible, as relates to individual disabilities and how those disabilities impact game play, and more often than not scratching the surface those suggestions don't actually affect core game play. The latter rarely, if ever, goes past "add easy mode".
https://www.youtube.com/watch?v=XWxfFNcd2DA
And, how do I know it's bullshit? Well, let's take one of the simplest, easiest, and non-controversial accessibility options that's finally becoming industry standard: colorblind modes. You could take the gaming "news" whinging about a single FromSoftware game on a single outlet, stack it up against the sum of advocacy for colorblind modes in games across all outlets for the entire history of the hobby, and "Dark Souls whining" will probably still come out on top. Almost all advocacy for colorblind modes comes from game forums, from gamers themselves as opposed to their "representative" "press", and it's near-always without controversy.
Why is this the case?
Games "journalists" need to stop appropriating the issue to excuse being shitty at games and to clickbait; nobody buys it, even the people who defend them out of "stigginit" mentality. Because, in my opinion, using "accessibility" as an excuse trivializes the issue while marginalizing gamers who are differently-abled, and at the same time condescending to differently-abled gamers and insulting both their intelligence and skill. It's needlessly polarizing, parasitic, and highly toxic.
Here's an idea: why not cede the platform to disabled gamers who will happily describe their challenges and provide meaningful suggestions to improve quality of life.