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[-] pinball_wizard@lemmy.zip 2 points 3 days ago* (last edited 3 days ago)

Slowing the game down and reducing the damage done by bosses isn't rocket science. It's like ten lines of code, which have been written so many times an AI can probably provide them.

Different people have different capacities to engage with a game. The world is a better place with some simple accessibility concessions.

We don't need to make excuses for game developers who don't even do the minimum, unless it's their first game.

Edit: To me, the "Watch a playthrough" argument misses something fundamental about why people choose games over movies.

[-] sorrybookbroke@sh.itjust.works 3 points 3 days ago* (last edited 3 days ago)

Aight I see aim not getting through to you. Let's try though.

No, lowering damage and slowing attacks is not all I proposed nor would that fix the issue. Complexity in move-set must also be decreased. Also in the game world enemy placement and quantity must be adjusted to lower dificulty. Otherwise it'll be, mostly, just as hard

No, properly slowing attacks is not easy to do. You are not programmer or an animator. No, AI can't magic this up for you either a month ago I saw an app hobbled together with AI that had three whole stacks in it with three seperate apps because somebody tried to add a new view with statistics on it with AI tooling.

Once more, for accessibility, should we have low to no horror settings in horror games? Low to no puzzle options in puzzle games? Etc.

You call these people lazy but don't have any clue what they actually do. No. It's not lazyness. They could make shitty difficulty settings that don't fix peoples problems or they could spend many hours doing it right.

Edit: To respond to their edit, I think the just add a difficulty slider argument fundamentally doesn't understand why people play these types of games

[-] pinball_wizard@lemmy.zip 4 points 2 days ago* (last edited 2 days ago)

Um, Actually, I am a developer.

I agree with you that it's not always enough. But you're making an all or nothing argument. I find it disingenuous.

Developers with more experience throw in some accessibility features.

It is a hard problem, but that's no reason not to make an effort.

I find the whole "purity of artistic vision" argument privileged and ableist.

Software can do better than other art mediums. Accessibility is worth striving for.

Developers who don't add accessibility aren't some high minded artists, they just haven't fully mastered their craft, yet.

[-] sorrybookbroke@sh.itjust.works 0 points 2 days ago* (last edited 2 days ago)

Disingenuous? I think that's projection.

Not once have I stated it was high art to not add this in. That's a wild statement.

I'm simply stating not doing so isn't lazy, or gate keeping. The devs ar e focusing elsewhere. To focus here, they spend more money or take something else out. As a dev you should know this.

This is a feature. You can focus on a subset of all possible features. Not implementing one does not make you a worse dev your code is what matters. A dev should know this. You have x amount of time (money) a dev thus can implement y features.

A house should have a garage. Not building one doesn't make you a lesser builder you just didn't have the finds and chose to build a nursery instead with the money. Focus was elsewhere.

Edit: It's clear to me this persons not going to engage. They ignore my arguments, make up new ones, and don't seem to care for the discussion. I'm going to disengage

As a dev you keep throwing around the word accessibility very loosely. This is very weird. Are we talking about accessibility for disabled people or for people who simply find the game difficult? The latter is the main conversation here. The prior is ableism through low expectations. You're nolonger talking about an "easy mode" either. Accessibility settings aren't "easy modes" disabled people don't need to be coddled.

Also, as a dev, you should know seemingly simple features are not commonly simple. Any dev past junior should know this. No Dev past junior should make these claims unless speaking directly about tech.

Edit: On top of this, I've made no all or nothing argument. Lowering damage and speed does very little to help. Essentially nothing.

Please, under any engine of choice, give me a top level on how you're implement variable speed.

You throw a lot of hatred towards devs (calling them lazy gatekeepers who are poor in craft who can't implement something AI can) what are your creds?

I'm a fullstack software dev with 7 years experience and a specialization in accessible ui (disability, not dislike for the combat system) and multiplatform codebases. You?

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this post was submitted on 05 Aug 2025
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