In these days a heated debate has opened up about making the latest work by From Software, Sekiro: Shadows Die Twice, more accessible (by inserting difficulty levels). For some, this would make the game enjoy a wider audience, for others it would distort the creative component of the game.
As the Eurogamer.net report, various figures from the industry participated in the debate, stating that greater accessibility has never compromised their creative vision. the director of God of War stated:
” Accessibility has not compromised (and never will) my creative vision. “
“Having a one-button (easy automatic) mode in Bayonetta does not make the PurePlatinum mode any less difficult, it does not ruin your experience ” – declared JP Kellams, former creative producer of Platinum Games.
Having a one-button mode (Easy Automatic) in Bayonetta didn’t make getting Pure Platinum any easier. It didn’t ruin your experience. It did make myself and others on the team receive many comments from new Bayonetta fans who could have never otherwise enjoyed the game.
— JP Kellams (@synaesthesiajp) April 4, 2019
Accessibility has never and will never be a compromise to my vision.
— Cory Barlog ? (@corybarlog) April 7, 2019
Let me say this one time very succinctly so that reporters and Reddit can quote it:
YOUR enjoyment of a single player game is not affected by how another person chooses to experience that same videogame.
— Steve Spohn (@stevenspohn) April 3, 2019
Over the years, more and more video games have included more accessible modes, for example in the recent Spider-Man it is possible to avoid puzzles, increase the size of the subtitles, activate automatic QTEs and hold down the buttons instead of pressing them each time.
Where do you stand in this heated debate?