Is Accessibility In Games A Bad Thing? - Reboot Episode 7.5

Following their Reboot episode about Injustice 2, Mike and Jake answer questions about accessibility in games, and how certain titles have used it to their advantage. Games mentioned: Injustice 2 Fable III Tekken 7

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Avatar image for spartanx169x

This topic has been discussed often on Halowaypoint in regard to Halo 5 and the future of other halos. There is always one group that want the game to be as hard as possible even though common sense says the harder you make it the lower the fanbase will be. COD and OverWatch Sell like they have because they are easy to learn and jump in an have fun. Halo has forgotten that since Halo 3. You want to sell lots of copies? make it so the casual player can play. Its just that simple.

Avatar image for dudebropartyyo

@spartanx169x: I personally think majority of games hold our hands way too much without option not to have it turned off. Its always go here, go this way, press this button to do that, thats annoying and needs to be an option to switch all that stuff off in every game.

Now the more serious issue is most games lacking good enough difficulty and thats why every game should be made as hard as possible AI wise or puzzle wise or such which depends on the game. After that you add lower levels for more casual players. So there should be 4 or 5 levels of difficulty per every game. But level 5 has to be as hard as its possible to make by the dev.

Racing simulators are good example of that, they are made to simulate chosen racing discipline as good as they can and more casual players can add brake assists, stability control etc if the game is too hard for them. its just that simple :)

Avatar image for esqueejy

Depends on the developer's goal, i.e., do they want to reach a lot of people and sell alot of games OR do they want to give gaming narcissists with low self-esteem who refer to themselves as "hardcore" something to brag about and try to lord over others? Hehe

Avatar image for naryanrobinson

Accessibility is way overrated on the priorities list of too many modern game developers, and usually does more harm than good in the long run.

This episode sucked by the way, the conversation was terrible, and this series either needs to be taken seriously or killed.

Avatar image for Mogan

@nibbin1191: Just couldn't get into, huh? : p

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@nibbin1191: Danny is so sorely missed. I cant even watch the lounge anymore with mike mahardy infront of the camera.

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@nibbin1191: I was just making a joke about accessibility. : p

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Mike Mahardy: "Me, me, me me, I, I, I, I, I..."
Jacob Dekker's Face, "This guy is an idiot."

Avatar image for savagerodent

Accessibility is one thing, dumbing down the game for people who don't want to learn mechanics or develop the skills of a game so they can enjoy it is bad. A game is the most satisfying when you learn and figure out the mechanics, find the secrets yourself, and strife to better yourself at the game. People who don't understand this or don't care to understand are filthy casuals.

Avatar image for dlM0kn

It's bad when you can mash one button and do a full combo into super or the game is more like a movie and you just press a button to keep it going. I wish people would realize that if they're not good at a game and aren't having fun then move on and do something else and stop ruining a game by crying to the developers to over-simplify it.

Avatar image for voldo25

accessibility is bad when it goes to far like in sf5. this video is explains it way better then this gamespot discussion.

Avatar image for jasperwest

Short answer? No

Long answer? Noooooooooooooooooooooooooooooooooooooo.

Nothing is wrong at all with a game being accessible to other people, be it a child or a person with a disability. They have the right to play and enjoy any game that exists if they want. A person that says otherwise is a pretty fucking despicable human being.

Avatar image for CyberEarth

@jasperwest: right to play? You don't have any right to play. Just like at a job, there are some jobs that take skill. I don't know how to craft a table from wood - you don't see me ponying up $500 for raw wood and expecting to get a quality table out of it.

With that being said, games are games. The answer to accessibility lies in difficulty modes. It always has. Sadly, developers rarely use this to provide true accessibility, but rather do a numbers tweak to favor the player because it's easier. For instance, a fighting game's lower difficulty could reduce P/P K/K mechanics to P and K only (2 buttons to 4) and automatically combo when necessary on easier difficulties. That's good design. Instead most games just give the AI less health or limit their moveset.

As for bring a despicable human, you don't have any right to judge others.

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@jasperwestSafe space is the other way - turn around and don't forget to take your crayons

Avatar image for biggamerdude

@jasperwest: don't think thats what "accessibility" means

anyone can enjoy a game, but when a game is catering to casuals, when its known for being its own thing, its a bad thing.

I think anyone should be able to play the game, but everyone should aspire to be better at it

Avatar image for f1r3starter

I feel violated watching this. Reboot has the premiss that it delves deeper into our love of video games. It has the potential to be a valuable series. This whole episode was one long commercial for Injustice 2. And I get branded content, I work in broadcasting myself. But shoehorning it in every question, come on!

And saying stuff like "it's gonna make me an Injustice 2 veteran" and "I wanna play Tekken 7, but"! Who the hell do you think your fooling?!

Avatar image for deathbringer70

first time watching reboot cuz i thought i could learn something about Game Journalism. i was wrong! very Wrong!

Avatar image for thomasn7

Most games should be easy to learn but hard to master. I find that more challenging. If something is too easy then I get bored.

Avatar image for deactivated-5bda06edf37ee

Accessible is a salesman word for simplified, easy or straight up dumbed down. Or at least it's commonly used in that way. It's a good word, because who could be against accessibility?

I don't like games that treat me as an idiot. I like exploring and learning the game myself. Overly/unnecessarily complicated and bloated game mechanics is just as equally bad as overly simplified mechanics, although much more uncommon.

Avatar image for wreckrob

these are not "systems" they are mechanics that happen within the game relatively, intuitively but initially poorly introduced and explained. if you are not having fun with the core game however, give it up play something else.

Avatar image for jbonczyk

i dont have a problem with accessibility. however, i do feel for fighting games, there should be multiple options in how you play..

there should be an option that makes combos easier, but compensates with a resource meter..

on the flip side.. there should be an option where combos are tough - see mortal kombat for the SNES.. bt no resource meter.

this way you have a bit of both and newcomers, veterans, and hardcore fans alike can dive into the game and enjoy it.

Avatar image for swimbearuk

I'm not sure I agree what they said about increased difficulty in the later part of games. That's fine if there's an increase in difficulty which is manageable, and possible for most people to overcome with some effort, or if it can be side-stepped, or returned to after doing something which will help such as learning new skills or levelling a character. However, if it's punishingly or frustratingly difficult, and it's part of a story based game, I'd be very annoyed if I got really into the story and then couldn't see the ending because of a difficulty wall.

Avatar image for RSM-HQ

I wouldn't call Tekken 7 accessible, if anything all it added was gimmicks. Bad, stupid gimmicks.

It looks beautiful though, but I'd rather play TTT2. Having a Super meter function in a 3D fighter makes my eyes want to bleed_

Avatar image for girlusocrazy

Accessible as in options for deaf or colorblind? That's always good.

If you mean training wheels options for kids, or tutorials, autoaim, dial a combo, and practice modes, then no as long as you can graduate to or enable a hard core mode.

Games that accommodate a range of players are good but just giving one way to play is more limiting, but I can understand it for certain crafted experiences.

Avatar image for PrpleTrtleBuBum

@girlusocrazy: Yeah there are games where accessibility might not kill everything. In Injustice the gameplay still involves a bunch of buttons and familiar strategies. Yes the game involves gimmicks that don't interest the normal "hardcore" fighters, but the base game is still there.

Game like Fable 3 on the other hand. It's just easy, simple and kiddie pool no matter how you try playing it. I thought the original and 2nd were very accessible yet somewhat rewarding and fun, but apparently someone decided they must go even further and the result was the terrible Fable 3. I endured through the paraplegic gameplay only because of the humor and style.

So accessibility and depth don't have to cancel each other. But yes all games don't have to be accessible or deep either. Lego games and Dark Souls are what they are for reasons, adding complexity to Lego or a crutch mode in Souls is not what the games want.

Avatar image for Bloodwolf_19

I think they did a pretty good job with the way injustice has evolved from 1 to 2. And since it was brought up, I really wish capcom would stop being so narrow minded and bring Monster Hunter back to PlayStation and/or Xbox. It was a well played game on PS2 and yet they just gave up. I'm not a huge fan of handheld, especially for an action game.. I prefer a large screen to see my dragons ;)

Avatar image for RSM-HQ

@Bloodwolf_19: Monster Hunter became portable because of how mission structure worked. Sales showed this when the PSP sales grew far more than the home console games, further proved with 3DS games over the Wii port.

Most people who play Monster Hunter like it on the go. At least with Switch you can play XX at home if you prefer.

Avatar image for mrbojangles25

I enjoyed this a lot! I think it is an important and hotly debated topic, simply because there are different ways to interpret it.

Some people might view "accessibility" as an affront to their favorite games, as debasing a cherished franchise to make it more appealing to a broader audience while sacrificing enjoyment.

I like to think of it as simply making it easier to pick up and play. It is definitely, as the beginning of the video said, not a "difficulty slider". An accessible game can still be very challenging, it is just easy to learn how to play.

My favorite games have great accessibility but immense challenge, games that you can dive into immediately and start having fun with within minutes but do not feel dumbed down.

Accessibility =/= dumbed down, though I think developers often try to make games more accessible and, sadly, make their games dumbed down in the progress. I think that is the fear, the hesitation, on part of people that enjoy games.