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Opinion: Over Infantilization in AAA games is getting out of hand

Brakum

Neo Member
The 'too confusing for new players' excuse is ruining games. Even multiplayer. I remember when hearthstone nerfed fiery war axe and i'm paraphrasing here but they essentially explained it like this: ''We had ideas to nerf fiery war axe and it still being useful but those could have been too confusing for new players so instead we are just increasing it's mana cost, rendering it completely useless and we know that but hey, at least people will understand what happened.''
 

jason10mm

Gold Member
Personally, for GoW/TR style puzzles its the high level of detail and visually complexity of the game that actually makes 'solving' the puzzle harder. Its getting more difficult to know exactly what you can and can't do based on game physics, picking out little things like rune shapes or whatever from the very busy background is harder, and since here are no longer physical maps, lore books, or whatever then all of the info I have for the puzzle has to come "in-game" and that makes it hard to balance a lore entry, something said by a character before I even get to the puzzle, or a persistent quip from my sidekick that's necessary because I stopped the game at the puzzle and am now coming back 3 months later and can't remember the clues.
 
I don't mind that the character tips are in, they just shouldn't start solving the problem for you as soon as you enter the room, give me a moment and slowly ramp up the hints, but never really spoiling the whole thing.
Also make it adjustable, the latest life is strange does the same thing, so I went into the option to see if there was a way to turn it off, and there was, along side an option to minimise them instead if you still wanted some help; that's the way to do it.

But really how pissed off must all these designers be that they set up something fun/challenging and then some accessibility weirdo comes in and ruins the whole experience.
 

Chuck Berry

Gold Member
Don't forget all that yellow paint directing you where to go and in cases like re4R, which boxes and barrels are breakable. Im playing Mad Max 2015 right now and the yellow was still being used even all the way back then.

Shockingly, one of the things SW Outlaws got right was being able to turn all of that shit off.
 

Markio128

Gold Member
It’s pretty selfish to expect every AAA game to cater to your preferences, but there are some things that can certainly be improved.

One thing that needs work is the vocal/visual clue, and it should be a simple case of being able to switch it on/off.
 
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xVodevil

Member
Big AAA games are designed to appeal to the widest demographics possible, which includes children and stupid people, in order to give their game a chance of making their investment back.

Pains me to say it, but these companies would rather have a few people moan about puzzles being too easy or hand-holdy than have those demographics not buy their game at all because they're too hard.
Yep clearly, the industry have grown huge so the more the merrier regarding audience aka copies sold.
I suppose.. well best I remember it all started around Bioshock times when usable objects and stuff to pick up started to pop up glowing like mad absolutely out of place.
Wild to think of some of the older games today, when sometimes you were wandering around clueless for hours even just to try and figure out where to go/what to do next.. even went to sleep trying to dream the solution :D

But I will admit with so many games to play at times I'm not against it 100%, some of them are best to get trough asap. But definitely this should absolutely always be an option at least in gameplay settings.
As for the ideal solution... I guess custom difficulty when there are separate difficulty options for different elements of the gameplay, though this is rarely seen.
 
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Loomy

Banned
I submit returnal and armored core 6!
Absolute gems.

Don't forget all that yellow paint directing you where to go and in cases like re4R, which boxes and barrels are breakable. Im playing Mad Max 2015 right now and the yellow was still being used even all the way back then.

Shockingly, one of the things SW Outlaws got right was being able to turn all of that shit off.
I started playing UC4 yesterday for no reason and was surprised at the lack of yellow ledges and ladders and crates. Especially coming from TLoU. It's still very noticaable what you can interact with, but it's a lot more subtle.
 

Chuck Berry

Gold Member
I started playing UC4 yesterday for no reason and was surprised at the lack of yellow ledges and ladders and crates. Especially coming from TLoU. It's still very noticaable what you can interact with, but it's a lot more subtle.

Yeah it's like back in the mid to late teens devs weren't quite sure if they thought all players were retards so you'd get inconsistencies and stuff like that.

Fast forward to the 20's and we're now all confirmed idiots apparently.
 

Mayar

Member
Growing game budgets, expenses, tight development deadlines, all this forces them to target a larger audience, trying to make more money. Trying to please everyone, in the end you have to make all sorts of compromises, and the compromise usually consists in the fact that you have to design the game for the least experienced players. It's all one big hose that pumps one huge bubble, when it will burst is not clear, but sooner or later it must happen. Someone from the press writes that it is already bursting, but these are just isolated explosions for now. In the meantime, we live off of individual releases that still don't try to please everyone =)

The number of games in the collection that I have, for example, for PS3 - PS4 (I don't even want to go down to PS2, that's Sony's golden age), significantly exceeds what I currently have for PS5, and with the release of PS5, I buy fewer and fewer games every year, not because I don't like playing anymore, but because new releases make me upset :messenger_grinning:
 
Just venting here. This goes beyond "accessibility" at this point. I really think it's caused a nosedive to the innovation, creativity and overall "game design".
'accessibilty' was the industry's choice of a friendly-sounding word that was just waiting to be mutated into meaning anything anyone wanted it to...

you want 'accessibilty'? go watch some road runner cartoons. they're completely 'accessible'...
 

GermanZepp

Member
Santa Monica in gow series treat players like fresh lobotomy patients. Look this handle, look!! Is shining LOOOOK.
 

Cyberpunkd

Member
You say "getting out of hand" but I've been irritated with baby tutorials since the N64. I read the instruction manual mother fucker, stop interrupting the game to tell me basic ass mechanics.
You ask people nowadays to read something like a manual and get ready to close shop.
 

Loomy

Banned
'accessibilty' was the industry's choice of a friendly-sounding word that was just waiting to be mutated into meaning anything anyone wanted it to...

you want 'accessibilty'? go watch some road runner cartoons. they're completely 'accessible'...
The gaming industry did not invent accessibility.

If we're talking tech/screens, guidelines started becoming more widespread in the late 90s early 2000s. Businesses realized that if they actually worked towards better inclusion, more people could use their product/service, and they stood to make more money. Win/Win.

As new forms of media and new ways of interacting with media gained traction, accessibility in gaming started getting consideration and wider adoption, to the point where it's now night and day comparing games made in the last 2 generations to games made during the 7th gen.

I'll say again, there's nothing with that. More people playing is a good thing. I do think they need to work on making those optional, have a scale for how much you want, or a system that knows when you're learning and automatically scales it back for you. All those are innovations they can make in this space, and you're likely to see it in the next few years.
 
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Oh heck no. For most of gaming history, nobody thought of 10 million plus in their wildest dreams. And it's only more recently that numbers like that are an actual expectation, and not just somewhat possible.

The completely ubiquitous NES sold 60 million over an extended lifetime including rebranded variance over a exceptionally long lifespan. Game boys, about 120 million I think. Someone let me know if these numbers are wrong.

The market now is so much bigger, and primarily expanded with players that become more and more casual.

The good news is that there are more alternatives than ever geared towards those players that grew up with that 8 and 16 bit generation.

I admit I'm still not exactly presenting an airtight argument, though.
I agree with you somewhat about the numbers but I see this similar argument being thrown around constantly especially on reddit, that for a game to attract a more casual audience it MUST look like X or have Y cosmetics because how else would they make money?

I simply disagree with that. A new CoD could launch tomorrow and only sell cosmetics that look like soldiers (no Nicki Minaj, nothing even close to that) and because the franchise has been around for 20 years, it would become one of the top selling CoD games.

No one who buys these games is buying them for the cosmetics that don't fit the main theme. And the people who don't care about the theme will always resort to using the most obnoxious skins they can.
 

ssringo

Member
You ask people nowadays to read something like a manual and get ready to close shop.
Hey, just make it an app and people can read it on the toilet like we did back in the day.
Yep Yes GIF by C H A R L Ö T T E
 

Fbh

Member
I see it less as infantilization and more like "casualization".
It's trying to chase the widest audience possible by ensuring virtually everyone can play and enjoy your game even if they are very casual players or people with next to no gaming experience.

And yeah it sucks.

Games designed to sell 20 million are going to do that. Look elsewhere.

But are games designed to sell 20 million units actually selling those numbers?
Sure you've got your Spider Man 2s and Hogwarts Legacies which do massive numbers and are based on super popular media franchises, it makes sense to make those as accessible as possible.

But in other parts of the gaming landscape it doesn't seem as clear cut.
Like OP brings up FFXVI and I actually do think that's a game that was hurt by trying to be too accessible or casual friendly. It felt like they worried a lot about ensuring that literally anyone regardless of gaming experience can play the game, but in the process completely neglected the more experienced players that actually do want some extra challenge and do want deeper mechanics.
Meanwhile when you look at RPG's that have actually had a ton of success this gen you get stuff like Elden Ring, Baldur's Gate 3 or Cyberpunk. It's not like none of them have accessibly options in mind, but they don't seem designed for the lowest common denominator. Hell even Zelda found more success than ever (at least in sales) by finally easing up on the insane hand holding of previous entries.
 
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kevboard

Member
the entirety of Spider-Man 2 is quite literally just handholding the game. it's almost insane how dumbed down that game is. half of it is automated and the other half is following markers

and yeah, it's fucking annoying.
 
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Crayon

Member
I see it less as infantilization and more like "casualization".
It's trying to chase the widest audience possible by ensuring virtually everyone can play and enjoy your game even if they are very casual players or people with next to no gaming experience.

And yeah it sucks.



But are games designed to sell 20 million units actually selling those numbers?
Sure you've got your Spider Man 2s and Hogwarts Legacies which do massive numbers and are based on super popular media franchises, it makes sense to make those as accessible as possible.

But in other parts of the gaming landscape it doesn't seem as clear cut.
Like OP brings up FFXVI and I actually do think that's a game that was hurt by trying to be too accessible or casual friendly. It felt like they worried a lot about ensuring that literally anyone regardless of gaming experience can play the game, but in the process completely neglected the more experienced players that actually do want some extra challenge and do want deeper mechanics.
Meanwhile when you look at RPG's that have actually had a ton of success this gen you get stuff like Elden Ring, Baldur's Gate 3 or Cyberpunk. It's not like none of them have accessibly options in mind, but they don't seem designed for the lowest common denominator. Hell even Zelda found more success than ever (at least in sales) by finally easing up on the insane hand holding of previous entries.

That's another problem, but deep related at the same time. Square "not meeting expectations" is a meme now.
 

Jsisto

Member
Obviously not every game needs to have soulsborne level of difficulty, but every developer could learn a thing or two from them. A little respect for the players ability to figure out basic gameplay mechanics goes a long way. So many games nowadays treat us like were a 5 year old that was handed a controller for the first time.
 

Bridges

Member
This is what happens when something goes mainstream. It stops getting to appeal to people like you and instead wants to speak to as many people as possible.

While I agree with your point, some of your examples (like Nicki Minaj in CoD) are not infantilization. It's a pervasive trend for sure but it's not about treating you like a child (like your GoW example), it's about selling to whales.
 

ZehDon

Member
Yeah, it's getting a little silly, but it's the result of a combination of things and none of them are going anywhere any time soon.

As game budgets continue to balloon, they need to target wider audiences. Rather than designing better indirect ways to communicate with players or developing more intuitive puzzle mechanics, it's simpler, easier, and cheaper to just have a voice actor tell you what to do. Next, visual fidelity has dramatically outstripped interactivity. Sure, games like God of War and TLOUP2 look nice, but their environments are window dressing. Some objects can sometimes be interacted with, but the vast, vast, vast majority can't. Developers continue to barrel down worlds with such inconsistency between presentation and behaviour, meaning players have no idea what they can and cannot do just by looking at the environment. It's much simpler to cut away anything remotely new or interesting and just fall back on polishing what others devs already figured out because then players will understand it easily without you having to do much. Gears of War cover + RE4 third person shooting + highly polished animations. It's a formula that works and players understand. This doesn't leave much in the way for puzzle designers to actually use, so the rules of these puzzles are often bespoke - they exist for just that one area, or that one object. So, the devs have little choice but to just tell the player what to do, because there's no way most players would understand what's even possible. "Oh, I can move THAT box? Why couldn't I move the other box?", "Wait, I can break through that wall? Since when?". Lastly, there's players behaviour. A lot of players want to come home, throw on a cinematic game, turn their brain off, and let the game do all the hard work. And there's nothing wrong with that - there's a reason highly linear, low agency games became extremely popular. Devs get to pretend their making movies, players can pretend they're doing cool things, and everyone seems to be happy.

If you want different games that actually expect the player to pay attention and use their brain, you need to play games that can risk alienating players because of their ambitions. You won't find that in huge blockbuster AAA games headlining a State of Play. You'll find it in smaller games that don't need to sell 10 million copies to breakeven and sell consoles. And when you find it, it'll often have issues. Odd design choices, bugs and glitches, and technical problems. STALKER 2 fits the bill, and it has a lot of issues to iron out, because the developers are being extremely ambitious both in their scope and technology. But hey - you want something different, you gotta take the good with the bad.
 
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RSLAEV

Member
Who am I to demand that normies be deprived of their slop? Normies gotta eat too. You just gotta come to terms with the fact that you've outgrown popular culture.
 
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