MasterofShadows wrote:I see, Ian. Well, I stand corrected regarding the intended meaning of the website. Thank you for your candor and respectful tone in convincing me. Despite this, would you say that the game industry's tendency to make this term more broad (including players with lower skill levels) is really that bad? Or perhaps you are just saying that its unhelpful, due to the admittedly various interpretations of the term?
Yep I didn't want to mention at the time that I wrote the sentence you were referring to, as no-one's opinions are any less valid.
So yes basically what's happened is that for a long while accessibility in the games industry has been used to refer to disabilities, and two things have happened simultaneously: firstly an exponential growth in developers thinking about disability related accessibility, and secondly (and completely separately) others starting to use the term to refer to casual/low barrier to entry.
The reason why it can sometimes be unhelpful is that thing about dumbing down, people working in disability related accessibility in not just games industry but in others too (ie. web) have been trying to dispel that myth for many years, together with the other key misconceptions of cost, complexity and low numbers.
It's perfectly natural to assume that catering for disabilities means spending loads of money on complex ways to dilute the proposition for the benefit of a tiny minority who aren't interested in games anyway, but in fact none of those things are true.
So that's why I jumped in, just to make it clear that the kind of accessibility that the DS director is talking about is a bit different to the kind of accessibility that Josh's article linked to from your original post is talking about.
It's really that thing you mentioned about negative stigma, about casual/low barrier to entry stuff excluding hardcore gamers (which sometimes it can, it's diffiult to make something that's all things to everyone), whereas the disability related stuff is kind of the opposite.
It's about greater inclusion rather than excluding anyone, and there's even often overlap between what hardcore and disabled gamers want (eg. remappable controls) - and of course there are plenty of hardcore disabled gamers, including successful professional gamers who have really profound impairments.
I keep banging on about it I know but it's important, that thing about necessary/unnecessary barriers. If there's something you can do to widen the audience for a game without diluting the experience that's always a good thing.
It's just a questions of precisely what that experience is, ie. the reason people actually go out and buy the game.
Quick disclaimer before I start I'm not in any way suggesting the following for DS. An interesting example is Bayonetta, where the designers abstracted out a little and figured out that the point of the game, what made it enjoyable, was a combination of the crazy set pieces with it being a challenging test of pushing your motor skills to the limit.
They realised that there is no typical gamer or set level of 'challenging' that can be set across the board, so they included a wide range of difficultly levels, all the way down to a single button press to execute complex combos. For some players, whether casual or disabled, that single well timed button press is just as enjoyably challenging test of their motor skills as the hardest difficulty level is for others, so many more people are able to experience the set pieces while enjoying challenging their motor skills.
So again before anyone panics I'm not suggesting that for DS, DS is a different case. What makes it enjoyable and challenging is actually very different to Bayonetta, the fun of Bayonetta isn't damaged at all by the knowledge that there's an easier difficultly level available as the core mechanic is not based on the premise of constant failure and frustration, the reward is from the experience of the combat itself, rather than constant pressure of failure in DS.
But it's still an interesting example of the kind of level at which you can think about what difficulty actually is.