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Accessibility and Difficulty - Barriers to Art
Who should be able to experience art? While in an ideal world the answer is everybody, there are various groups of players that are unable to engage with video games for numerous reasons. For some that reason may be difficulty, so let's talk about Sekiro.
Who should be able to experience art? The gut answer – the ideal answer – is everybody. No one should be prevented from experiencing art. Yet every form of art has a portion of its audience that is prohibited from it in some way. In many cases, we have adapted accessibility countermeasures to try and minimize that prohibited group, but even in the cases where they work, they can fundamentally change the core experience. More to the point, video games have an additional unique barrier to entry and enjoyment; difficulty.
Every game has a difficulty. Anything within such an interactive medium is going to inherently possess some level of challenge or strain. This difficulty can come in the form of a puzzle, a level, a boss, or even the core controls within a game. Each of these different aspects of a game might have varying degrees of difficulty alone or in conjunction with one another throughout the experience.
That fluctuation and variation is a major part of why difficulty is such a (pardon the pun) difficult topic to discuss; it’s subjective. A boss in Dark Souls 3 (From Software/Bandai Namco, 2016) or even an entirely new game and system like Sekiro (From Software/Activision, 2019) will likely be very different for a player with multiple hundreds of hours with games by the same studio, then it would be for someone jumping into the library for the first time.
Conversely, someone with any number of hours in Stephen’s Sausage Roll (Increpare, 2016) will undoubtably be more adept at the puzzles within and have a greater comprehension of the mechanical systems than me.
Truth be told, even writing this is opening up a potential rabbit hole with every other sentence. The difficulty of a puzzle game with only one set solution requires a different conversation than a traditional coin-op game with only one set difficulty. Both are different than the classic difficulty system of Easy/Medium/Hard difficulty selection. Then there are games with adaptive difficulty that tweak the challenge on the fly, and procedurally generated games where the difficulty is partially random based on context and circumstances.
All of those different game genres, systems, and mechanics are lying under the hood of any discussion about difficulty. But if talking about one then demands talking about them all, it becomes impossible to have meaningful discourse about the problem of prohibitive art due to game difficulty.
So, I guess what makes the most sense is to divide this into parts. (I sure hope this doesn’t get out of hand.) Discussions of difficulty can often devolve into multiple parties using the same words with incongruous definitions and ideas behind what they say. So, first I want to really break down what difficulty and challenge can mean – explain the nuance under the hood and see how it can differ between experiences. From there, I’ll go more into the “why” behind difficulty, talking about what it can mean to players and to games. Then finally, we’ll arrive at the crux of the discussion; accessibility, acceptability, and accountability.