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Hidetaka Miyazaki sees death as a feature, not a bug

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Re: Hidetaka Miyazaki sees death as a feature, not a bug

#181
post #34

I think Miyazaki's games are great and I enjoy them myself, but the continued (even in this article, somewhat) framing of accessibility features as ruining the artistic vision of hardship is a little disingenuous at this point. Many disabilities make games several times more difficult than they are for people without them, and a difficulty slider or increased stats help level the playing field so that the games can b…

I feel that what's presented here is an intractable problem; there's no right answer, there are only aspects to the problem. I've thought about it a lot.

First, this is a legitimate example of a slippery slope. That alone is not a reason to avoid adjustable difficulty, but when done in the name of making a game more accessible it becomes difficult to pin down when a game's difficulty is the "correct" level of accessible. A wheelchair ramp is a wheelchair ramp; they work for practically anyone with a wheelchair, if built to a quantified code. But difficulty is particularly, well, difficult, to quantify. There will always be people who can't enjoy video games, because disability is a multivariate spectrum unique to every individual.

On one end of that spectrum, there are many people who despite being otherwise able-bodied and minded cannot beat Margit. A friend of mine was struggling with him quite a bit. A couple hours later he finally got it. He was ecstatic, of course, then said "I don't know how you beat him so quickly". I didn't. It took me about 80 deaths and three hours of aggregated attempts. That's the point; many people view Souls games as having some Elite Echelon of players who "get it", destroying every boss handedly, and while there certainly are players like this, the fanbase is predominated by people who experience exactly the same difficulty players who "give up early" do. What we're talking about, in these instances, is not an able-minded skill differential; we're talking about Patience and Willpower. I don't believe its fair to consider these aspects of human nature a variable in the "difficulty" argument; making From's games easier purely to cater to people who don't have the patience or willpower to push through fundamentally changes the experience they have; it would no longer be a "great" game, because what makes it great is predominated by its demand on your patience. Its weird; some people like that, some people don't. But you take it away and its unclear if what is left actually has a similar value; it turns out, maybe you just wouldn't like it either way.

Its similar to demanding that a scary movie have an option to remove the scary scenes, because I don't like to be scared; this demand would similarly be rooted in this idea that a tranche on the population is "missing out" on what many people love about scary movies, so they want to change the artform in order to enjoy it. Not all art is built for all people. Not everything should be a Disney movie.

Your argument that a difficulty slider provides options for players to find a level of difficulty which is "right" for them is cute, but it assumes that players know what this true difficulty should be. The problem is: we don't. How can I, able-bodied and minded or not, be trusted to make a decision on the "correct difficulty for me" of a game whose entire point is to be near-impossibly difficult? I die to Margit eighty times; should I turn the difficulty down? How about a hundred times? Two hundred? What is the right number of deaths that a player should experience facing Margit?

Some games firmly take the stance that the number is near-zero; that's absolutely fine, I love these games! From's games are not that.

Second: I've played a ton of games. Too many; many with difficulty sliders, many without. I've literally never seen a game implement a difficulty slider which resulted in a satisfying change in difficulty at the level of FromSoftware's game's difficulties. When games implement difficulty sliders, they almost always take the form of: start with a base level of health, damage, etc, call that Medium. Increase by 25% for Hard. Increase by 50% for Insanity. Decrease by 25% for Easy. Etc. It doesn't matter if its TLOU's Grounded, or Mass Effect's Insanity, or God of War's GMGOW or Fallen Order's Jedi Grand Master. Sliders ALWAYS, in 100% of cases that I've seen, mean: there's numbers within the matrix of the game's design, lets tweak those numbers up and down.

Someone gets shafted, in literally 100% of situations. Either a game was designed for medium, and the hardest difficulty is unsatisfying because enemies become damage tanks, or ammo becomes too scarce, or something. Or: a game was designed for the hardest difficulty, and the easier ones feel like an afterthought where enemies are tissue paper and you're a god amongst mortals. It turns out: game development is REALLY, REALLY hard. Its a miracle games are even released, let alone that a small number are great. Your assertion that a difficulty slider would help make a game relatively equally difficult among differently-abled people either would never work, as it hasn't in the past, or is tantamount to demanding game developers design and build multiple finely-tuned copies of their game for each difficulty. Not just health, ammo, damage values; but animation timings, ability sets, parry windows, item drop locations, its a herculean task!

Not to mention: your assertion assumes that the quadratically multivariate spectrum of human disability can be satisfyingly encoded into a linear slider. TLOU2 is the only game I've seen which has multivariate difficulty sliders; from enemy health to drop rate, you can tweak five or six variables. But: that circles back to my previous point; it becomes a slippery slope where players are overloaded with fine-grained control over difficulty in order to produce the perfectly tuned game for them, without any guidance on what that "perfect tuning" actually is or should be.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#182
post #156

Earlier quoted context omitted.

No, that's not akin to having Dostoyevsky on big print --- that is how you consume the content, not the content itself. Those things would be comparable to having a controller that a disabled person can use, which Souls games don't limit: you can play them with whatever controller you want. Requesting an easy mode, or a god mode, is more similar to requesting for the author to modify complex prose, or avoid using wor…

I think it's debatable; where the «experience» or delivery a game tries to reach, end? Where do we draw the line between considering it a modification of the "soul" of the game? This is an important distinction because a game is much more rich and complex than a book, and has many more axes where things can change. I fathom that for some people the level of punishment is just too much, and maybe that flies in the fac…

> Where do we draw the line between considering it a modification of the "soul" of the game?

At this point it is clear difficulty is a staple of the series and the ambiance of all the Souls games. Every time a new game comes out, this complaint is raised by people who don't play the games and Miyazaki has decided not to add these explicit difficulty changing settings, so I think it's evident that its part of the soul of the games.

> Not all ability or disability is on the body, as some may lie on the mind, whether it is because of a persistent problem, a bad time in your life, or just constraints.

You can't expect authors to adjust to every single person on Earth circumstances on their works. This is not accessibility, and I think it's an argument in bad faith to claim it is.

This is not gatekeeping; If you want a challenge with fantastic ambience, you play a Souls game --- If you don't, you don't want to play Dark Souls, and that's perfectly fine, there's million other games where difficulty is not core to the experience. Not every piece of art or entertainment has to be palatable to everyone.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#183

Earlier quoted context omitted.

I'd argue that Sekiro doesn't have an easy mode as such; while you can often explore different areas and alternative routes, when it comes down to it you need to master the combat system. I'd argue it's possibly the least accessible From Software game. But, also the tightest in terms of combat.

Yes, it's one of the reasons I'm not a big fan of Sekiro. I especially dislike how the posture mechanic puts time pressure on the player, because just playing more defensively for a short time will deplete the enemy posture bar far enough that the whole fight until that point was almost for nothing. It's a good game but it just feels more restrictive in many ways.

Sekiro wants you to see an enemies attempts to attack you as a potential advantage. It's a very different way of playing, and I agree with you that compared to the dark souls games it can feel more restrictive (even though there is a lot of variety you just do not have access to turtle builds or spell casting builds for example).

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#184
post #177
post #129

Earlier quoted context omitted.

>Having said that, I still think they should add some accessibility features that can make the game easier. What they do in Mario Kart or Celeste I think is great. Instead of making difficulties which means some of them won't get proper design and balance. Focus on a single difficulty, but add accessibility features that can make it easier. I think it's important to do that so people who have handicaps, are younger,…

Having a difficulty selection doesn't remove anything from the game. Those who want to play on easy can, while those who want the "standard" experience can stick with the regular difficulty. When I play Doom (be it classic, or 2016/Eternal), at a minimum I play on Ultra Violence because I personally think that's how the game is meant to be played. Believe it or not, there are plenty of people that play those games on…

It impacts your experience in the sense that development time was given to balancing different difficulties. Even if the Souls games had a 'no damage taken' mode, for example, there are multiple mechanics where you fall off a cliff and die, and these things would take development time to correct. And again, it would mess with the author's vision on what the ambiance of the games should be like; It's oppressive because it's supposed to be, and frankly people who don't get it and demand explicit difficulty settings don't really want to play Dark Souls at all.

You don't need to have explicit difficulty selection to make a game easier: as said multiple times in these threads, there are a bunch of ways From does it without recurring to it.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#185
post #156

Earlier quoted context omitted.

No, that's not akin to having Dostoyevsky on big print --- that is how you consume the content, not the content itself. Those things would be comparable to having a controller that a disabled person can use, which Souls games don't limit: you can play them with whatever controller you want. Requesting an easy mode, or a god mode, is more similar to requesting for the author to modify complex prose, or avoid using wor…

People's response times go to shit as they get older. Games without some kind of affordances for that (or just difficulty settings) are much, much harder for older folks than they were intended to be.

People's cognitive capabilities can also degrade as they age. Should every author write easier to comprehend versions of their works because of it? I don't think so. That being said, even with degraded reaction times, every Souls game is completely passable.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#186
post #57

I just beat Sekiro last month and picked up Elden Ring this month. I think Miyazaki is a genius - FromSoft smashed it out of the park with this one, and I honestly had no idea how he could outdo himself after the masterpieces that were Dark Souls 3 and Sekiro.

Definitely try Bloodborne as well, it's up there as well.

Been meaning to. I don't like the idea of buying a PS4 for just 1 game. I keep hoping it will come to PC.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#188
post #129

Earlier quoted context omitted.

>Having said that, I still think they should add some accessibility features that can make the game easier. What they do in Mario Kart or Celeste I think is great. Instead of making difficulties which means some of them won't get proper design and balance. Focus on a single difficulty, but add accessibility features that can make it easier. I think it's important to do that so people who have handicaps, are younger,…

This is more akin to having Dostoevsky on big print and in Open Dyslexic font, on thick pages easy to grab and handle. Is not about easing the media itself or diluting its essence, it's about making it approachable to people that want to experience it and is not able to. I am not disabled in any relevant way, but i know intimately people that is, and having a big chunk of the world unreachable like that is very demor…

I'd say it's more akin to having Dostoevsky with easier vocabulary and grammar, or a Crib's note version that condenses it so you don't have to rid all 840 pages of Brothers Karamazov

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#189
post #107

Earlier quoted context omitted.

It's in part this process of learning new encounters I'm talking about. In the beginning of Dark Souls, you can kill every enemy pretty much the same way. Then gradually you need to use more mechanics to get forward. Very little of it is actually mechanically demanding. What's demanded of you is that you observe and correctly assess the situation, that you recognize that what you are doing isn't working, and the solu…

> You have people playing these games with voice commands[1] and DDR mats[2] and whatever. If that isn't evidence this isn't a test of dexterity, I don't know what will. I thought it's precisely the opposite: people find these kind of challenges meaningful because it is a test of dexterity that is particularly difficult to perform with such controllers.

I think you misread the parent comment. They aren't saying that DDR mats and voice commands aren't a test of dexterity. They are saying that people beating the game using DDR mats and voice commands illustrate that the base game isn't a test of dexterity, because people use those weird difficult input methods as a way to add the actual dexterity challenge.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#190
post #186

Earlier quoted context omitted.

Definitely try Bloodborne as well, it's up there as well.

Been meaning to. I don't like the idea of buying a PS4 for just 1 game. I keep hoping it will come to PC.

I keep hoping they'll remaster it and fix all the performance issues. One day...
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