Get outta here strawman
Comment on Gaming Pet Peeves
Goodeye8@piefed.social 3 hours agoAnd not everything is for everyone. Do you think (former) drug addicts would be comfortable watching Requiem for a dream? Would you argue the movie needs a cut that is suitable for addicts?
BryceBassitt@lemmy.blahaj.zone 2 hours ago
Goodeye8@piefed.social 2 hours ago
How is that a strawman? It’s literally my point translated to the movie medium. If it’s okay to demand easier options for games that deliberately use difficulty for artistic purposes why wouldn’t it be okay to make similar demands in other mediums?
Aethr@lemmy.world 2 hours ago
Its a straw man because no drug addicts are actually calling for this
Goodeye8@piefed.social 2 hours ago
But if someone did would you agree with them?
paraplu@piefed.social 2 hours ago
If you have a specific trigger you may want to research the movie ahead of time for content. Resources like does the dog die help. Depending on your exact needs you may be able to use other tactics like watching with a friend.
With games this is different in a couple big ways.
* Difficulty is tuneable after the fact. The developer had to make choices about the numbers and implementing them in a way they can be scaled isn’t necessarily more work. Lazy scale the number difficulties are still more accessible than single difficulty.
* Games are often too long to reasonably ask a friend to help you re-edit it by dealing with a specific mechanic every time. It’s also likely that a friend may not enjoy waiting around for their time to shine.
With movies, there are still accessibility things that people do rightly complain about, like the sound mixing. Whispery actors mixed purely for movie theaters is an accessibility problem, even if it’s not typically framed that way.
Goodeye8@piefed.social 58 minutes ago
And if people don’t want a challenging game they can research beforehand and decide not to play it. Or they can get a friend to help or they can find mods for the game or they can watch a playthrough. But with games instead of working around the vision (like you’ve suggested with movies) we decide that developers should compromise their vision.
I think you’re mixing up difficulty for the sake of difficulty with difficulty for the purpose of something else. You can tune difficulty for the sake of difficulty and I don’t an issue there. I don’t think you can tune difficulty that’s designed to evoke a specific feeling or guide the player in a specific way. Take the Asylum demon from Dark Souls. It’s supposed to be near-impossible to beat the first time you see it because the game is telling you to do something different. If you turn the difficulty down and it becomes beatable then you’re actually skipping the rest of the tutorial the game designed for you. And of course environmental difficulties are even harder to tune. You can make Sens Fortress deal less damage but if you can’t avoid the traps you’re still going to end up knocked off and have to start again.