Most of us know that without a playable demo, marketing materials like gameplay trailers and development blogs aren’t always enough to answer the question of whether a game will be enjoyable. Ben Bayliss points out that for those of us with accessibility concerns the question can instead be whether the game is playable at all, making purchases much riskier.
Patrick Klepek explains how and why Grounded ended up with “Arachnophobia Safe Mode” as well as similar examples from Skyrim, Satisfactory, Sea of Thieves, and Cook, Serve, Delicious! showing how these kinds of accessibility features can open games up to audiences that otherwise couldn’t enjoy them.
I love stories of how games improve through playtesting. This look at Moving Out features a few interesting lessons, including dialog changes to make sure players go in with the right expectations (the line about insurance), a mechanic that was added because players expected it to be there (the co-op throw), art changes to improve readability and player communication (color-coding rooms), and the introduction of an Assist Mode to increase accessibility and “help more people enjoy the game”.
When developers don’t add enough accessibility options to their games, modders can come to the rescue.
This provides an object lesson in one of many reasons why “git gud” is a terrible response to people who want easy modes or other accommodations - as seen in this writeup, the presence of such accommodations is exactly what allows many players to git gud when they otherwise couldn’t.
It’s also worth pointing out that this is only possible when modding is possible - and thus, things that take control away from gamers (such as cloud-based games) are a genuine threat to accessibility.
I applaud the intent behind Celeste’s Assist Mode that allows for tweaking aspects of the game and lets players of varying skill level and physical capability enjoy overcoming an appropriate challenge. And I hate to come across as complaining about it. But the fact is that Celeste is a game that I found very frustrating and I wasn’t able to fix that with Assist Mode - because Assist Mode doesn’t let you tune punishment.
Celeste is a precision platformer. You have a set of abilities: running, jumping, wall-jumping, wall-climbing, and an air dash. Some abilities are limited and get refreshed by standing on solid ground. You must use these tools to get through a series of platforming challenges in varied environments with their own varied mechanics, such as platforms that move when you air dash or midair gems that replenish your abilities without you needing to land.
Most challenges in Celeste really have two parts: the puzzle of figuring out how to use your limited abilities and the particular environment to navigate each obstacle course, and then actually executing your solution with precise timing and positioning. To use my own terminology, this is a tactical challenge (figuring out what to do) followed by an action challenge (doing it). They are difficult in different ways and can separately be interesting/dull or hard/easy to individual players.
This is risky, because it means a player has to enjoy and be sufficiently competent at both the tactical and the action challenges in order to enjoy and progress through the game. Someone who likes charting a path through each screen but then lacks the reflexes to actually follow that path is not going to have a good time.
For me, a lot of Celeste’s difficulty felt unintentional.
First, some background about me: I have a terrible sense of direction. It’s hard for me to build mental maps of areas and to visualize where locations and landmarks are in relation to each other - and thus to figure out how to get from one place to another.
In the neighborhood where I grew up, I was once asked for directions to a building that was literally next door to where we were standing. I pointed in the wrong direction. This is not an atypical example.
Good games are those which successfully guide their players to worthwhile experiences, so the designer’s intent is key to a game’s quality. This leads some of us to conclude that designer intent should be elevated above player freedom - that players should be prevented from altering a game’s experience lest they ruin it for themselves.
“Decisions like [Dark Souls’s difficulty level, Dead Rising’s time limit, and Far Cry 2’s jamming weapons] might be controversial, but if they’re an integral part of the experience that the developer is trying to create, then the player shouldn’t feel like they’re entitled to be able to mess with this stuff through options, modes, and toggles. Because that would screw with the developer’s intentions and could end up ruining the game in the long run."
—Mark Brown, What Makes Celeste’s Assist Mode Special | Game Maker’s Toolkit (at 22 seconds) (to be fair, the rest of the video adds a lot of nuance to this position)
I strongly disagree with this. To me, the designer’s intent is the starting point and not the finish line. If we cling to it and discourage players from exploring any further, we rob it of most of its value. Here’s why.
Many games are tests of skill. Players succeed or fail at the game’s goals based on their physical dexterity and reaction time, general knowledge and reasoning ability, understanding and internalization of the game’s own mechanics - anything a game can test. But much of that skill is applied before the moment of success or failure.
Victory in a chess match may come from physically moving your piece into a position that checkmates your opponent, but that isn’t the hard part. And the hard part of beating Doom isn’t the button press that fires the last shot on the final boss - it’s everything you did to enable that shot. These goals, and indeed most interesting goals in games, actually have multiple stages of challenge that funnel into each other.
Here’s my conception of the phases of challenge. This is a fairly abstract framework, since it’s intended to be generalizable to every skill-based game. To help pin it down a bit, let’s take a closer look at each phase and then discuss how they interrelate. Once that’s done, I’ll go into some implications these ideas have for game design.
The challenge/punishment confusion is a major source of disagreement about video game difficulty, but it’s not the only one. Even when we have set punishment aside and are very clearly discussing only challenge, we run into trouble. Let’s take a look at the question of how much “easy” there should be in games: