this post was submitted on 30 Nov 2025
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Was in a comment section about designing games to respect the player's time and mentioned I never finished Hollow Knight because it makes you fight the final boss again each time you want to give the secret boss another shot.

Someone jumped in literally telling me "GET GOOD" and when I told them there were other things I'd rather be doing, they followed up with "so don't get hard games just to complain about." They never responded when I asked them how I was supposed to know exactly how hard everything in the game would be before I ever played it.

Every fucking time. I swear I can set my watch by it. The Dark Souls series has earned my undying enmity for what it has done to gaming discourse.

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[–] LetzterTod@lemmygrad.ml 2 points 3 weeks ago

While yes art is often made for its own sake when certain mechanics enter the question it becomes a bit tricky like for a person who can't hear well subtitles are a good editions to a movie, you can always turn them off if you want but they are a nice to have for people. Just like that I think there are things where a game can be made accessible to people with dexterity issues and other things which in turn will make it fine for other people who are short on time or just want to explore the game casually because they heard of it. It's the 95-5 rule where you design something for 95% of the users and 5% of the users so everyone else gets covered in the end (I heard it from ONE youtube video so I don't know all the nitty gritty so please don't take my word for it at face value) like even beyond just difficulty settings which often won't solve many grips like healing items that won't refill, run back to a boss, etc etc. Many changes proposed by people are often quality of life changes which would make games more enjoyable period. Often while difficulty sliders are thought of as an accessibility option there are many many quality of life changes which just make game more playable for certain kind of players which can't even be addressed by a slider for difficulty.