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submitted 1 year ago* (last edited 1 year ago) by Dirt_Owl@hexbear.net to c/games@hexbear.net

Hardcore gamer = someone who plays only cinematic grizzed white dude games and/or military fetishizing FPS

Casual gamer = anyone that is not a 15-25 yo male, and/or plays anything outside of the previously mentioned games, especially if those games are colorful.

So basically the gaming community is full of gatekeeping, misogyny, toxic masculinity and general chuddery. They make sure they're the loudest voice heard when anything about games is talked about, and won't be happy until all games a homogenous stream of bland, hyper-realistic but with a grey filter slog of mindless action with no heart or soul. And don't you dare force them to read any dialogue or story.

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[-] Outdoor_Catgirl@hexbear.net 1 points 1 year ago

Yeah the mentality that every game should be beatable by a 90 year old who has never touched a computer before otherwise it's not "accessible" is so fucking dumb. When I play my hardcore difficulty pokemon romhack because I want a harder game, I don't expect Nintendo to make the actual game that way. When people who want easy games play challenging games, they demand that the developers make them easy(see dark souls easy mode discourse). It's this mentality that liking challenge makes you "toxic" which just idiotic.

[-] Chapo0114@hexbear.net 0 points 1 year ago

Let people know the intended experience is challenging. If people aren't able to meet the game at its level of challenge, for any number of reasons, and turn the difficulty down to where it is doable to them, why not let them? Set the default to the "intended experience" but let people of different ability levels have their fun too.

By the way, people who are much better than games on average are also not having the "intended experience", but no one is upset at them for not "respecting art". People playing Dark Souls on guitar hero controllers or w/e aren't having the "intended experience".

The anti-easy mode discourse is just ableism in a mask.

[-] Poogona@hexbear.net 1 points 1 year ago

No need to take it that far, I'm not against difficulty levels but it's not always easy to tell how to make a game easier in that sense. If a "scene" in a game revolves around "get the ball in the cup when I say go," not getting the ball into the cup when the screen says go means you don't progress. It's within the scope of "artistic vision" for the dev to want a character in the scene to congratulate you for getting that ball in that cup only when you've done it is all I'm saying.

Like sure, in a big AAA game with a cinematic story broken up by combat sections, I think it's fair to say that an easy mode, even the "story mode" without any way to fail that some of them offer, is understandable. But isn't it fair for a rhythm game to expect you to follow a beat, or for a jigsaw puzzle to withhold the picture the pieces make until you put it together? Plenty of indie games don't really have anything to offer beyond the "toy" they present the player with. Sometimes a game is made to teach you its systems until you can do it, like learning an instrument, and I wouldn't say that's ableist.

[-] Mardoniush@hexbear.net 0 points 1 year ago

In older games. If turning down the difficulty in the intended way didn't work, then they'd let you skip the section after, say, 20 failures. Or the game would have branching mission paths that made losing not a game over.

[-] Poogona@hexbear.net 1 points 1 year ago

When I think of "old games" I think of the opposite, of games that had limited lives and no save systems. Not defending that, but considerations of differing player ability are certainly a newer development rather than the old way of things.

[-] AssortedBiscuits@hexbear.net 0 points 1 year ago

Games back then didn't have to consider differing player abilities (which honestly isn't that true either since multiple difficulties were already a thing) because cheat codes existed. Story mode was basically the easiest difficulty on top of a god mode and infinite ammo cheat code.

[-] Poogona@hexbear.net 1 points 1 year ago

Sure but those cheat codes weren't always easy to access before widespread internet use. You used to be able to buy books of cheat codes in fact.

[-] AssortedBiscuits@hexbear.net 1 points 1 year ago

That's what libraries were for. That's how I looked up cheat codes before I used GameFAQs. Most people knew about the existence of cheat codes and things like game genie even if they didn't know the specific cheat code.

[-] Poogona@hexbear.net 1 points 1 year ago

sadness I wish my rural town had ever had a decent library, it sounds so nice.

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this post was submitted on 10 Jul 2023
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