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There are two things about games that I firmly
believe
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One.
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Designers should be able to impose a singular
vision on the player, if they so wish.
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So, Dark Souls only needs one difficulty mode.
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Dead Rising can put the entire game on a restrictive
time limit.
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And weapons can randomly jam in a game I shouldn’t
talk about anymore.
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Decisions like these might be controversial,
but if they’re an integral part of the experience
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that the developer is trying to create - then
the player shouldn’t feel like they’re
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entitled to be able to mess with this stuff
through options, modes, and toggles.
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Because that would screw with the developer’s
intentions, and could end up ruining the game
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in the long run.
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Those decisions were made for a reason, after
all.
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Okay. Two.
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Players should be able to play games however
they want.
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Whether the player has a disability.
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Or they’re just not very good at the game.
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Or they want to focus on the story.
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Or perhaps they find one specific part of
the game unenjoyable, like action segments
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or timers, and it’s ruining their experience
with the rest of the game.
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I think they they should be able to skip boss
fights, turn off entire mechanics, and lower
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the difficulty to whatever level they so desire.
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I don’t care, it doesn’t affect my enjoyment,
do what you want.
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And. Yeah.
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They’re not exactly the most compatible
opinions.
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And it means I’ve struggled with conversations
like, “Should Dark Souls have an Easy Mode”.
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I’m in favour of giving people more ways
to play if they need them, but I also worry
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that these options will lead to confusion
about what is the proper way to play - and
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inadvertently lead people away from having
the best possible experience, that the designers
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have tried to put forward.
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But here’s what I’ve come to realise.
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And this is something I briefly touched on
in that Dark Souls video, but have come to
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better understand through games that have
been released in the intervening months.
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I think it comes down to communication.
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I don’t care how people play these games
- as long as they understand what they’re playing.
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Understanding that there is this proper, intended
way to play a game that the designers have
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carefully created - and other, alternative
modes, if people really want to play that way.
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Now, throughout my childhood, this came in
the form of cheat codes.
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If you wanted to just mess around in Duke
Nukem 3D without worrying about dying you’d
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simply type in dncornholio to turn on invincibility
and give yourself an infinite jet pack.
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There was no misunderstanding about what was
happening here.
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This was cheating, and it was definitely not
the right way to play.
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But as a stupid 8 year old kid, god mode let
me experience loads of first person shooters
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for myself.
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Same goes for user made mods, like the one
that removes turn timers from XCOM 2, or the
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wuss mode mod for horror game SOMA which stops
enemies from being able to see you.
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It’s up to you if you install these things,
and as they’re third party modifications
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you’re under no illusions that you’re
messing with the intentions of the dev.
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But cheat codes don’t seem to exist anymore
and were always hidden away in magazines and
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schoolyard rumours.
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And mods are largely exclusive to PC gamers,
and exist outside of the game itself.
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But in the last few years, we’re seeing
a growing trend of games where this sort of
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stuff appears inside the games.
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Developers are introducing things that fundamentally
change the experience and might completely
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go against the whole point of the game, but
are being very careful to communicate their
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intentions for who should use these options,
and why.
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I first saw this crop up in Darkest Dungeon:
a game that is purposefully punishing and
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sometimes completely unfair.
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Now this game was released in Early Access,
meaning that people could buy the game on
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Steam while it was in an unfinished state,
and watch as the developers tweaked the balance
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and introduced new features.
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Not every feature was well received, though:
most notably the corpse system where dead
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enemies stick around for a few turns, or until
you destroy their body.
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Something that can be pretty frustrating,
when you can’t target an enemy because a
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corpse is in the way.
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Now developer Red Hook Studios thought it
was the right move for the game, but some
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vocal fans disagreed.
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And in the end, the studio decided to make
corpses optional.
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In a blog post on the matter, the developers
said:
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“We have been reluctant to add difficulty
related options until now because focusing
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on our intended version of the game has been
our number one priority and our experiments
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and changes during Early Access have all been
in support of iterating on that.”
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“But it would be foolish for us to not consider
the fact that the Darkest Dungeon community
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is now big enough to include diverse groups,
some of which would like to play the game
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differently than we might have envisioned”
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But what really stuck out to me, is how they
implemented those options.
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Because to turn off corpses, and make other
gameplay changes like making it so retreating
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from combat never fails, you have to go into
the options and turn on a specific mode called
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“Darkest Dungeon Config”.
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And when opening this menu, you’ll see a
pop up that specifically states “gameplay
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settings as intended to be played.
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Turning this OFF allows you to toggle the
gameplay features below”.
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So by burying these options in a menu, and
explaining to the player that this will change
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the intended experience - Darkest Dungeon
communicates to the player that this isn’t
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the game as it’s meant to be played.
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But ultimately, it’s your call.
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To me, this feels very different to turning
on a game and having the absolute first thing
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you see be a bunch of different modes that
can fundamentally change how the game plays.
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That’s not a bad thing, necessarily, but
it can be weird.
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Like, how Fire Emblem Awakening gives you
the option to turn off one of the key aspects
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of the franchise: permadeath, before you’ve
even started playing.
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In comparison, here’s how Tom Francis dealt
with permadeath in his game, Heat Signature.
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So, initially he was reluctant to get rid
of it, saying “I’m not gonna completely
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remove permadeath, it would be a totally different
game, and one that generates less interesting
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stories overall.”
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But then said “maybe that’s not the right
question.
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It’s not: would the game be better without
permadeath?
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It’s: can we help the players who hate it?”.
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And so he made it optional in the game’s
first major update.
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But, like Darkest Dungeon, he buried it in
the options and explained its purpose with
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a clear label that reads “we don’t recommend
doing this unless permadeath is really spoiling
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the game for you - it leads to less interesting
stories and less variety.”
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Tom says it was important to explain that
this not a normal option, because “I don’t
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want players to feel like they’re being
asked to design how the game should work.”
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Oh. I like that. That’s a good way to put it. I should steal that.
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Another interesting solution came from SOMA
developer Frictional who were inspired by
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that wuss mode mod, which makes the player
invisible to enemies, and turned it into an
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official part of the game.
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The in-game mode has slightly different enemy
behaviours - they notice you, but they don’t
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hurt you - and it’s now called Safe Mode.
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Language is important, after all.
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More on that in a bit
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Frictional’s Thomas Grip says he actually
considered releasing this sort of mode at
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launch, but chose not to, telling PC Gamer,
“we skipped it because we wanted to focus
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on delivering a certain kind of experience.
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And we wanted to have a clear message on how
exactly the game was supposed to work.”
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Specifically, the underwater world of SOMA
needed to feel oppressive and scary, as you
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sneak past nightmare robot monsters who want
to eat your face for breakfast.
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But the popularity of wuss mode was proof
that some people really wanted to experience
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SOMA’s impactful storyline, but just couldn’t
deal with the stressful game mechanics.
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And this gave Frictional the push to make
the mode official.
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The interesting part here, though, is the
timing.
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Safe Mode was added two years after the launch
of the game.
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Thomas says: “Releasing Safe Mode this late
after release feels better, because we’ve
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had time to ponder various aspects of the
game’s design to make it clear what kind
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of experience it is.
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If we did this at the time, it might have
muddied the waters.”
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So, releasing options like this as a follow-up,
instead of at launch, can help explain that
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they’re not supposed to be part of the main
experience.
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If you don’t want to wait, another option
might be releasing an easy mode as free downloadable
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content which happened with a game called
BUTCHER.
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Once again, creating a disconnect from the
main game helps communicate intentions.
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But the game that really spurred me on to
make this video, due to the care and consideration
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of its optional mode, was Celeste.
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This is a brilliant platforming game, full
of charm and character, with top notch controls
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and great level design.
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And it’s also hard.
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Like really hard.
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And you can make the game even harder with
collectible strawberries, and secret B-side
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and C-side levels.
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Challenge is the whole point of the game,
both mechanically and narratively.
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But if you’re finding the game too tough,
there’s this: assist mode.
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In here you can completely alter the game,
changing the speed, giving yourself infinite
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air dashes, making Madeline invincible, and
so on.
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One of the game’s developers, Matt Thorson
told Waypoint:
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“From my perspective as the game's designer,
Assist Mode breaks the game.
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I spent many hours fine-tuning the difficulty
of Celeste, so it's easy for me to feel precious
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about my designs.
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But ultimately, we want to empower the player
and give them a good experience, and sometimes
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that means letting go.”
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Now the mode was inspired by the, uh, conversation
surrounding Cuphead: a brutally tough run’n’gun
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boss rush game inspired by rock hard Mega
Drive titles from the 90s.
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And Cuphead does offer help for newer players,
in a Simple Mode, but the execution is pretty poor.
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It pops up before every fight, right next
to normal mode, and doesn’t really explain
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what it does.
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The mode removes entire phases from boss battles,
meaning you don’t get to see all the amazing
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animations on offer.
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And beating a boss on simple mode doesn’t
actually count the fight as a win, meaning
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you can’t fight the final boss and see the
game’s ending if you don’t finish every
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level on normal mode.
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It’s not great.
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And Celeste’s assist mode is different in
just about every way.
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For one, you can play the entire game in assist
mode if you want.
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Nothing is kept away.
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Not even achievements which I’m not entirely
sure about, but hey.
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Who cares about achievements anymore.
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Two, it’s up to the player exactly how they
change things.
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You’re given very granular options.
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You can slow the game down by 10 percent if
your reaction times aren’t quite what they
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used to be.
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Or you can skip entire chapters if they’re
not for you.
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Three, the name.
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At one point it was going to be called cheat
mode, but the devs thought that felt judgemental.
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They’re Canadian.
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But, I mean, you never know why someone wants
to pick an easier setting, so calling it stupid
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idiot baby mode or something is a bit of a
dick move.
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Instead they went with Assist Mode.
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And, shortly after picking the name, Super
Mario Odyssey came out, which has a mode with
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the exact same name, and made the Celeste
team feel like they made the right decision.
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Assist Mode in Mario, by the way, is pretty
awesome, too, because it let my four year
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old nephew complete Odyssey all by himself.
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Uh, anyway, back to Celeste.
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Four.
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The game’s developers explain the intentions
of assist mode with great care and attention,
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before they let you turn it on.
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Here’s what they say:
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“Assist Mode allows you to modify the game’s
rules to reduce its difficulty.
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Celeste was designed to be a challenging but
accessible game.
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We believe that its difficulty is essential
to the experience.
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We recommend playing without Assist mode your
first time.”
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“However, we understand that every player
is different.
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If Celeste is inaccessible to you due to its
difficulty, we hope that Assist Mode will
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allow you to still enjoy it.”
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This left me with no confusion about how Celeste
works.
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Assist Mode is not for me.
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It might as well not exist, as far as I’m
concerned, and I never used it when I played
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and finished the game.
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This isn’t an easy mode, that I might switch
down to if the game’s kicking my butt.
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It’s an assist mode, that’s just there
for those who really feel they need it.
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Now some games are, of course, completely
open about letting you change the game in
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any way you desire.
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That can be a developer’s vision, too, after
all.
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But some games are just better served by a
more strict vision for how the game should
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be experienced.
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But that doesn’t mean we need to make these
games inaccessible to certain people, or completely
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rule out the option of letting players customise
or turn off certain aspects of the game.
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It’s just - to me - all about communication.
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To make sure you’re not presenting options
that go against your vision, with the exact
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same weight as the ones you actually want
people to use.
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But instead, using language, placement, and
timing to make sure everyone understands what
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these additional modes are all about.
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You’re giving people options if they need
them, but you’re not asking them to design
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how the game should work.
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I just made that up. I’m very clever.
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So I do believe that game designers have a
duty to protect players from themselves, by
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not letting them turn off the more prickly
mechanics.
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But I guess I also believe that if designers
give players good information, like the creators
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of Celeste and Heat Signature did, then they
should also trust that players will make the
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right decisions for how they want to play.
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That’s where I’m at with this debate.
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Let me know what you think in the comments
below.
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Hey, cheers for watching.
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I’m going to do a rapid fire FAQ right now, okay?
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1) Will you do another Game Jam this year?
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Yes!
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Ours was the biggest jam on itch.io in 2017,
and I can’t wait to do another one.
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It will probably happen late summer, early
autumn.
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2) When is Boss Keys coming back?
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You should hear about that in May, is my current
plan.
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3) When do you stream?
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I stream every Wednesday at 8PM GMT, here
on YouTube.
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4) Do you have a Discord?
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Yes, but it’s only for Patrons.
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5) Do you make games?
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No, my background is in games journalism.
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I’d maybe like to make a game one day but
right now I’m super focused on the channel.
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Okay, thanks! See ya!