• tmyakal@infosec.pub
    link
    fedilink
    English
    arrow-up
    2
    arrow-down
    1
    ·
    11 hours ago

    Celeste is a game about reflexes and dexterity. They implemented tons of accessibility features, including ways to make platforming easier.

    • loudwhisper@infosec.pub
      link
      fedilink
      English
      arrow-up
      2
      ·
      8 hours ago

      I have never heard of the game, i guess you are referring to https://celeste.ink/wiki/Assist_Mode?

      I can see they have lots of options! However the platforming seems to be slightly different? In case of HK I suppose that invincibility-like mode is what I suggested brought to the extreme (I.e. you can just walk over spikes etc). Maybe the other thing that could work is slowing the game down so that timing is easier to get.

      I think it’s an interesting discussion accessibility from this point of view. I think everyone draws the line at some point, between accessibility and simply making a game with some principles that represent the soul of the game.

    • Holytimes@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      2
      ·
      9 hours ago

      And the game is fundamentally not the same with some of those accessibility features enabled. Good on the devs for targeting a wider audience but fundamentally they have different game play experiences.

      Not every designer wants to have multiple experiences in their game. That should be entirely up to the designer and demanding them add entirely new experiences is unreasonable.

      Color blindness support, rebindable controls, subtitles, on screen audio visual cues. There’s plenty of things that can help the disabled that don’t change fundamental aspects of the game. If a developer adds these but doesn’t want to compromise the intended gameplay as they see it then they shouldn’t have to.

      End of the day. It’s art that is being sold to be consumed. If you don’t like the art, then it’s not for you.