Maybe you haven’t been convinced by a good enough argument. Maybe you just don’t want to admit you are wrong. Or maybe the chaos is the objective, but what are you knowingly on the wrong side of?

In my case: I don’t think any games are obliged to offer an easy mode. If developers want to tailor a specific experience, they don’t have to dilute it with easier or harder modes that aren’t actually interesting and/or anything more than poorly done numbers adjustments. BUT I also know that for the people that need and want them, it helps a LOT. But I can’t really accept making the game worse so that some people get to play it. They wouldn’t actually be playing the same game after all…

  • SpaceNoodle@lemmy.world
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    1 month ago

    The point I’m making is that you need not alter the painting. Adding an option to a game does not alter it for those that do not select it.

    You’re arguing for letting perfect be the enemy of good. The fact that a blind person can’t perceive the visual aspect of an experience doesn’t mean that they should be excluded entirely.

    • OneMeaningManyNames
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      1 month ago

      perfect be the enemy of good

      Even worse, deciding that perfect is the enemy of good on behalf of another person.

      Given the person has no access to “the perfect”, this is basically exclusion on ableist grounds.

      Adding an option to a game

      (or an alternative modality like audio description)

      Mona Lisa is not a good example here because it is a single work. Games are mass-producible. If you steal Mona Lisa no-one can experience any more. If you add a story mode to the game, nothing at all is reduced from other modes of the game.

      Additionally, if you consider strictly simulation games, their difficulty is just a configuration of different amounts and pacing of things happening in the game. There is no foundation on which number configurations are more correct than others.

      By extension, all games simulate a real or imaginary world, and these numbers’ configuration are in the control of the designer. Again, no one of the possible worlds is inherently more privileged than others.