Elden Ring Difficulty and Accessibility Lecture Notes
Video Overview
Alana released a video discussing the difficulty of Elden Ring's DLC and its accessibility.
The video sparked controversy among gamers, particularly regarding difficulty levels and accessibility.
Key Points
Alana's Arguments on Accessibility
FromSoftware games often spark debates about difficulty and accessibility.
Elden Ring is their most accessible game but still has room for improvement.
Alana believes disabled players can play Elden Ring with the right build.
Suggestions for improvements include making certain aspects of gameplay more accommodating.
Difficulty and Gaming Experience
Negative reviews on Steam mention the DLC 'Shadow of the Erdtree' as too hard.
FromSoft games are known for their high difficulty; this is considered a core part of their appeal and design.
Players enjoy the challenge of learning boss mechanics and overcoming them after several attempts.
Common Arguments and Misconceptions
Some players argue that increased difficulty is unnecessary and exclusionary.
There is a misconception that part of the game's appeal is overcoming its challenges, but Alana asserts this challenge is the game's core essence.
Criticism and 'Get Good' Mentality
Some players criticize those who find the game too hard, often employing a 'get good' mentality.
There is a belief that criticism of FromSoft games is often dismissed by hardcore fans.
Good game design should distinguish between being hard and being unfair or unplayable due to bad design (hitboxes, animations).
Accessibility Features and Options
Alana suggests adding more accessibility options without compromising the game's challenge.
Shadow of the Erdtree includes new features like the Scattertree Fragments that can help players struggling with the DLC.
These fragments act as optional consumables to enhance offensive and defensive capabilities specifically for the DLC.
Misinterpretation of Accessibility
There's a misunderstanding about what accessibility advocates are asking for; they're not asking for an easy mode but rather for options that allow those with disabilities to enjoy the challenge on equal footing.
Situational disabilities can impact gaming (e.g., needing to pause because of kids).
Solutions and Recommendations
Adding a defined ending screen that details how one finished the game, including any accessibility options used, could prevent gatekeeping.
Alana argues against the idea that more customization options, like a pause button or keybinding improvements, would harm the core challenge of the game.
Community Reactions and Broader Implications
The backlash on social media often stems from misinterpreting statements about accessibility as demands for making games easier.
A shared gaming experience is valued, but the community often ostracizes those who express difficulties or advocate for more inclusivity.
Proponents of strict difficulty are often motivated by a fear of diminishing their accomplishments or the shared experience.
Final Thoughts
Accessibility improvements should aim to enhance playability without diminishing the unique challenges that FromSoft games offer.
Meaningful discussions about accessibility and difficulty should focus on constructive changes without diluting core gameplay elements.