The debate over the difficulty of modern video games often hinges on differing perspectives. Proponents of challenging games argue that they offer a sense of achievement, skill development, and immersive experiences that cater to dedicated gamers. They believe that overcoming difficult obstacles provides a rewarding and satisfying experience that enhances the game’s overall value. On the other hand, critics, often including non-gamers, contend that excessively difficult games can be exclusionary, preventing casual players from fully enjoying the experience. They argue for a more inclusive approach, suggesting adjustable difficulty settings to accommodate varying skill levels and ensure that games remain accessible and enjoyable for a broader audience.
There is a growing call for accessibility in gaming to ensure that players with disabilities, as well as those with situational limitations, can enjoy games fully. Advocates emphasize that inclusive design not only benefits those with permanent disabilities but also assists players experiencing temporary or situational impairments, such as a broken arm or a noisy environment. Companies like Microsoft are leading the charge, as highlighted in their article on accessible apps, by implementing features like customizable controls, text-to-speech options, and visual adjustments. By prioritizing accessibility, the gaming industry can create a more inclusive and welcoming environment, allowing everyone to experience the joy and engagement that video games offer.
Alanah Pearce, a video game reporter and mother of a two-year-old, recently highlighted the importance of considering situational disabilities in game design. Pearce’s experience with her young child conflicted with her attempts to play the new Elden Ring DLC, which lacks a pause button and is notoriously difficult to start. This led to a 17-minute rant where she criticized Elden Ring and its creator, Hidetaka Miyazaki, for making the game too hard. Pearce’s situation underscores the challenges faced by parents and others with situational disabilities, advocating for game designers to incorporate features that make games more accessible for people who might need to pause or adjust their game-play experience due to real-life interruptions.
According to Game Rant, “Miyazaki was less confident in their chances at a deathless run. During an interview with CNET, the FromSoftware director explained how Elden Ring: Shadow of the Erdtree was balanced around the assumption that players had cleared most if not all of the base game’s content.”
The director believes that Elden Ring wouldn’t have been as successful if FromSoftware had watered down the difficulty, as the team believes that “the sense of achievement that players gain from overcoming these hurdles” is crucial. In fact, Miyazaki feels that Elden Ring’s difficulty is so integral to the overall experience, that softening it would essentially “break the game itself.”
Game Rant
However, Microsoft’s illustration of situational disabilities, such as distracted driving and bar-tending, underscores the potential dangers of attempting to game while engaged in certain activities. Playing video games while driving, for instance, significantly diverts attention from the road, increasing the risk of accidents and endangering not only the gamer but also other road users. Similarly, gaming while bar-tending or performing other job-related tasks can lead to serious workplace accidents or errors. Allowances or features that enable gaming during these activities might inadvertently encourage such dangerous behavior. It’s crucial for game designers to consider these risks and avoid creating features that could tempt players to game in unsafe situations, promoting responsible and safe gaming habits instead.
It would be more responsible for gamers to prioritize safe and appropriate gaming habits rather than request that developers make it easier to game in situations where their full attention is needed. Rather than encouraging game play in these scenarios, it is essential to advocate for responsible gaming practices that respect the need for focus and attention in potentially dangerous or high-stakes environments. By promoting a culture of responsible gaming, the community can ensure that enjoyment of video games does not come at the expense of safety and well-being.
Not every game is meant to be played by everyone, and this notion supports the importance of game design diversity, allowing gamers of different abilities to enjoy games in their own way. By recognizing that players have varied preferences, skill levels, and needs, developers can create a wide range of gaming experiences that cater to different audiences. This diversity in design ensures that some games can offer intense challenges for those who seek them, while others can provide more accessible and inclusive experiences for players with disabilities or those new to gaming.
Gamers with children might find it more responsible to focus on raising their children rather than playing the latest game. Parenting requires significant attention and dedication, and prioritizing a child’s needs is crucial during their formative years. The latest games will still be available when children are older and parents have more free time to enjoy them. Striking a balance between gaming and parenting involves making mindful adjustments in daily routines, ensuring that the child’s well-being and development take precedence. By doing so, parents can create a healthy, supportive environment for their children while still finding moments to enjoy their gaming hobbies when appropriate.
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