
Accessibility isn't about dumbing a game down, as John explains — it's about expanding their reach to a wider range of potential fans.

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

It's a step forward for Stop Killing Games.

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI
I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise
We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.
Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.
it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.
This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.
I think the concept of difficulty in games should be applied on a case by case basis. Some people will want artifical difficulty, others want to play how a game is supposed to be played.
For me? I’d rather play a game at a certain difficulity that the developers think it should be played.
By dumbing it down.
Sekiro difficulty was perfect imo. It was rough until you learned to parry and counter, and got your confidence up. Being too defensive in it wasn't the way to go. Sure I guess you could say it's inaccessible for casual gamers that don't wanna take the time to really get into it, but that model is what made it all the more rewarding.
The author is trying to equate accessibility settings and peripherals like color-blind modes and Xbox Adaptive Controller with the lack of the ability to reduce difficulty in games like Sekiro. No....sorry. These are not the same issues at all. The fact that someone is not good enough a gamer to beat Dark Souls or Sekiro is NOT a disability. Because the simple fact of the matter is that anyone can beat those games if they keep at it enough. Most simply lack the desire or succumb to frustration. That's on them. From Software's appeal to so many is that it does not compromise. You know what you are getting when you buy these games.
No amount of practice is going to make someone not be color-blind or remove a true physical disability like cerebral palsy. Lumping these disabilities in with the average gamer's unwillingness to get better at beating a game like Sekiro is a bit ridiculous. It is fine to discuss whether or not From Software should impose difficulties that gamers cannot change, but that discussion is light years away from discussing accessibility in the context of accommodating people with true physical impairments.