[games_access] Difficulty of Games = Disability?
blindwolf8 at gmail.com
Sun Jun 14 20:29:47 EDT 2015
I think Zork: Grand Inquisitor had a thing like this where if you asked for
too many clues it would solve the puzzle for you, but not tell you what the
solution was. Unless I'm thinking of another point-and-click adventure game
from this era.
Dan Fischbach, Net+, MCP
W: danfischbach.com P: 609-458-7920
Proud NJIT (BS) and UCF/FIEA (MS) graduate
Please consider the environment before printing this email
On Sun, Jun 14, 2015 at 12:05 PM, Ian Hamilton <i_h at hotmail.com> wrote:
> The mobile port of the Gobliiins games is a good example of that, they
> have a three tiered help system.
> The first is a vague hint of what need to be done, if you're still stuck
> then the second is a specific instruction of what the end goal is, and if
> that is still not enough, the third gives detailed step by step
> instructions of how to achieve the goal.
> ----- Reply message -----
> From: "Andreas Lopez" <andreas.lopez93 at gmail.com>
> To: <games_access at igda.org>
> Subject: [games_access] Difficulty of Games = Disability?
> Date: Sun, Jun 14, 2015 14:22
> Hey Sandra,
> thank you for your reply. I read in a nifty Game Design book which is
> called 'Challenges for Game Designers' by Brenda Brathwaite and Ian
> Schreiber which also had some interesting paragraphs on Puzzle Designs.
> I personally feel the same with Point and Click because they tend to be
> VERY specific. There should be an in-game 'Clue' button or just the
> computer seeing by the time you need to solve the issue to help you out
> somehow. I do not know right now which, but there were Puzzle Games which
> then gave you different clues.
> Funnily enough, I had that issue with Portal 1 with the last puzzle
> where you just use the most simple of all techniques: catapulting yourself
> with portals. I understood the principle. I understood why. I knew how. The
> problem was my execution from time to time and I spent like 3 hours before
> I just went no-clip cheating and went to the final map, they should have
> thought of a 'let's skip this after couple of hours of frustration'-button.
> Also I am not the first one to think of a narrative mode, Mass Effect 3
> had a Narrative Mode as well. You are basically incapable of losing,
> everything dies at your hands.
> The problem I rather have with narrative mode... Those gamers that are
> then like "It's way too easy, I go play Hard, but even that is too easy so
> I play Hardcore which still is not on my skill level." I can only facepalm
> and perhaps slam my head against the wall, since we fight with that
> ignorance of that there are people who are not on par with their
> capabilities, and incapable of empathy. After all, I am the kind of guy who
> plays as standard 'Hard' and loves a proper challenge, but I am also very
> aware that there are players that simply cannot do that.
> Like my mother or my wife. Though for different reasons. My mother is
> simply a bad player, but she still plays legend of zelda until her hands
> hurt, I had always to defeat the bosses or solve some puzzles however. My
> wife as some of you learned at this years GDC is simply visually impaired,
> and therefore cannot be challenged in many ways as other individuals.
> And these things also are why I want a narrative mode and skip combat
> Andreas Lopez
> games_access mailing list
> games_access at igda.org
> The main SIG website page is http://igda-gasig.org
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