this post was submitted on 10 Jul 2023
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games

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Tabletop, DnD, board games, and minecraft. Also Animal Crossing.

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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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[–] [email protected] 0 points 1 year ago (14 children)

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.

[–] [email protected] 1 points 1 year ago (13 children)

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.

[–] [email protected] 0 points 1 year ago* (last edited 1 year ago) (6 children)

How wide is the rim of the cup? How heavy is the ball? How viscous is the air the ball flies through? What counts as "doing it" or "not doing it" in any given system either involves an arbitrary line or error-bars of some sort. There's no harm in having a setting to move that line slightly or to make those error-bars wider. Or must we bow to an auteur's artistic vision (or a community's bigotry) about these things? Perhaps if the artistic point of the thing is to make people suffer in some way, but otherwise?

[–] [email protected] 1 points 1 year ago

[M]ust we bow to an auteur's artistic vision (or a community's bigotry) about these things? Perhaps if the artistic point of the thing is to make people suffer in some way, but otherwise?

I can't speak for Poogona, but balancing a game for different difficulty levels while still making the game enjoyable is going to be harder for some games than others. That doesn't mean it can't or shouldn't be done, just that the task is non trivial. I imagine things would be better in this regard without booj cracking the whip on devs.

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