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محتوای ارائه شده توسط Press Pause Radio. تمام محتوای پادکست شامل قسمت‌ها، گرافیک‌ها و توضیحات پادکست مستقیماً توسط Press Pause Radio یا شریک پلتفرم پادکست آن‌ها آپلود و ارائه می‌شوند. اگر فکر می‌کنید شخصی بدون اجازه شما از اثر دارای حق نسخه‌برداری شما استفاده می‌کند، می‌توانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal
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PPR 115

 
اشتراک گذاری
 

Manage episode 232091145 series 6623
محتوای ارائه شده توسط Press Pause Radio. تمام محتوای پادکست شامل قسمت‌ها، گرافیک‌ها و توضیحات پادکست مستقیماً توسط Press Pause Radio یا شریک پلتفرم پادکست آن‌ها آپلود و ارائه می‌شوند. اگر فکر می‌کنید شخصی بدون اجازه شما از اثر دارای حق نسخه‌برداری شما استفاده می‌کند، می‌توانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal

eing told that you’re not good enough to do something sucks; there’s no “if’s”, “and’s”, or “but’s” about it—it’s an incredibly damaging thing to hear, and an even shittier thing to say.

Yet, even though it’s a topic that’s been discussed ad nauseam, it’s still a conversation that the industry and culture of Video Games is struggles with in terms of a mutual resolution that could benefit all parties. To be clear; scaling the difficulty of a game’s challenge in the interest of accessibility has not, and never will, dilute the appeal of game’s charm, or the intended experience—at least when it comes to example of what a GOOD game is anyway.

So why is it that developers like From Software feel the need to clutch at their pearls, and dismiss any discourse surrounding the inclusion of “easy mode” as a misunderstanding of their design fundamentals? Why is it that in the year 2019 that Microsoft is the only leading force behind a customizable controller that can be configured to accommodate a large number of physical impairments for the differently abled? Bizarrely enough, why we still seeing developers throw up flashing epilepsy warnings for their title as it were some sort of backhanded slap to those who’re affected by this debilitating condition?

Join us Press Pause Radio for this important episode as we talk at length about the state of accessibility for player difficulty, and why the demographic for video games can’t just be aimed at the kid who can snipe posers with 360°-No-Scope action. We talk about Sekiro: Shadows Die Twice, The Division 2, Geppy X, Yoshi’s Crafted World, the Next-Generation Sony console, the NEC Super-Grafx console, Astroneers, Mortal Kombat 11, Raiden, the frightening concept of the Easter Bunny, and more!

Mail us at our new email Mailbag@presspauseradio.com, leave a voicemail at 469-PPR-TALK, and be sure to stop by at our Forums if you haven’t already registered and post your thoughts about the show. Finally, make sure to rate and subscribe to us on iTunes and YouTube, follow us on Twitch page and Twitter, and finally take part in our Facebook and Steam group!

  continue reading

216 قسمت

Artwork
iconاشتراک گذاری
 
Manage episode 232091145 series 6623
محتوای ارائه شده توسط Press Pause Radio. تمام محتوای پادکست شامل قسمت‌ها، گرافیک‌ها و توضیحات پادکست مستقیماً توسط Press Pause Radio یا شریک پلتفرم پادکست آن‌ها آپلود و ارائه می‌شوند. اگر فکر می‌کنید شخصی بدون اجازه شما از اثر دارای حق نسخه‌برداری شما استفاده می‌کند، می‌توانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal

eing told that you’re not good enough to do something sucks; there’s no “if’s”, “and’s”, or “but’s” about it—it’s an incredibly damaging thing to hear, and an even shittier thing to say.

Yet, even though it’s a topic that’s been discussed ad nauseam, it’s still a conversation that the industry and culture of Video Games is struggles with in terms of a mutual resolution that could benefit all parties. To be clear; scaling the difficulty of a game’s challenge in the interest of accessibility has not, and never will, dilute the appeal of game’s charm, or the intended experience—at least when it comes to example of what a GOOD game is anyway.

So why is it that developers like From Software feel the need to clutch at their pearls, and dismiss any discourse surrounding the inclusion of “easy mode” as a misunderstanding of their design fundamentals? Why is it that in the year 2019 that Microsoft is the only leading force behind a customizable controller that can be configured to accommodate a large number of physical impairments for the differently abled? Bizarrely enough, why we still seeing developers throw up flashing epilepsy warnings for their title as it were some sort of backhanded slap to those who’re affected by this debilitating condition?

Join us Press Pause Radio for this important episode as we talk at length about the state of accessibility for player difficulty, and why the demographic for video games can’t just be aimed at the kid who can snipe posers with 360°-No-Scope action. We talk about Sekiro: Shadows Die Twice, The Division 2, Geppy X, Yoshi’s Crafted World, the Next-Generation Sony console, the NEC Super-Grafx console, Astroneers, Mortal Kombat 11, Raiden, the frightening concept of the Easter Bunny, and more!

Mail us at our new email Mailbag@presspauseradio.com, leave a voicemail at 469-PPR-TALK, and be sure to stop by at our Forums if you haven’t already registered and post your thoughts about the show. Finally, make sure to rate and subscribe to us on iTunes and YouTube, follow us on Twitch page and Twitter, and finally take part in our Facebook and Steam group!

  continue reading

216 قسمت

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