Thanks for shouting out my channel! Interesting discussion here around accessibility and customization. I wholeheartedly agree about the unskippable dialogue. I've ranted about this myself before. It's still not as bad though as it is in Brothership, which I'm currently playing. I appreciate the challenge suggestion, but it's actually quite similar to my Fewest Summons video. Have you seen that one? I'll shamelessly leave a link to it below. Here, I'm trying to avoid all echo summons, including the table. And almost all platforming sections can be completed without summoning any echoes. I summoned 36 echoes in that run (the actual minimum that I'm aware of is 33), and the differences if the table is treated as "free" would be: - Summons 1-7 can be done entirely with table as you showed in this video - Summon 14 is a table - Summon 17 could be skipped with a table staircase - Summon 18 could be avoided, probably with just a single table - Summons 19 and 20 (Hebra icicle melts) can be avoided as I showed in my No Echo Repeats video - Summon 29 (beetle mound) could be replaced with multiple tables (the reverse Armos bond might still be required) So that brings us to a minimum of 23 non-table echo summons required to beat the game. Fewest Summons challenge: th-cam.com/video/qboIdfrz2Gw/w-d-xo.htmlsi=HyPh_KQRnr7KnpvI
So true what you said about Brothership - I feel like 90% of my time with that game is spent holding B and mashing A to fast-forward through the dialogue. And I wouldn't mind the dialogue or the cutscenes nearly as much (both in Echoes and in Brothership) if both games didn't have the same bland, surface-level themes. I get that "it's a children's game" but so what? (TotK, for instance, is also a children's game, but I find myself watching all the cutscenes even on my third playthrough, despite the fact TotK actually has a skip option!) I'm near the end of Brothership, but I can't bring myself to complete it. Just thinking about having to sit through an hour of corny dialogue on "the power of friendship" makes me nauseous.
I like Brothership but good lord they changed so many things from previous games that I just don't understand Why do you not control Luigi? Like he's an AI that follows you in this so you feel like you're playing as Mario with Luigi helping, rather than both Why is cancelling in battle tied to the B button instead of the L button like it was in every other game?? Why does everyone exposit at you endlessly when in the other games they'd poke fun at overdone exposition by having a character that talks for too long while the bros fall asleep?? Why. On Earth. Do I need a set of dudes to tell me what the strongest boots/hammer I have is when they literally just tell you what's at the bottom of the list. And why would I need a 5 minute conversation to understand this.
The same great man that created the FPS mods and a few other ones for Brothership also made a mod that allows you to fast forward the game at will using ZL. It's the only way to make Brothership playable for me!
As soon as he said that there's no options in the options menu i instantly knew what he was talking about, the new Mario and Luigi game has a whopping ONE WHOLE OPTION on the options menu, and it's just controller vibration, genuinely comical. I wanted the option to turn the sound effects down and the music up, but apparently that's too much to ask.
Nintendo having volume control? Ain't ever seen that. I do agree it would be nice though. I love Brothership's music, but I also enjoy listening to my own music sometimes. -But hey, at least for Superstar Saga's randomizer we can actually disable the music!-
@@zernek9199 I'm an amateur single-person developer and I am already considering different options. That feels embarrassing of a comparison to make. In one of my new games, I have implemented mobile controls.
As a game dev, your line about accessibility definitely fits a lot of what we encounter when making such features. The way I usually present it is that you make accessibility features to tackle a specific problem ("what if hard of hearing people want to play the game? => Let's add subtitles!"), which is fine enough on its own, but you end up with a lot of feedbacks of people using the feature in unexpected way (with subtitles we get people who play without sound because their family is around, or parents who don't want to miss their kids waking up, or people playing in a different audio language that they don't understand but still wanting to get the information...). Which, ultimately, also circles back to your point about letting you play the way you want even if it wasn't intended!
This is a known thing in IRL spaces called the curb cutting effect as well! By cutting curbs, disabled people in wheelchairs or with canes can easily cross the street and get onto sidewalks and things, but it also benefits the blind, parents with strollers, people pulling wagons, people walking pets, etc etc. Putting in accessibility features often leads to benefits for everyone!
I always enable game subtitles, I'm French and usually play games in English audio and text (easier to contribute in online communities this way), I still want some help if my hearing comprehension fails. (and sometimes strong accents or muttering is impossible to understand for me)
Even if a game is in English, and I have the sound on, I still turn on subtitles for games and movies. It's always nice just in case you want to confirm what was said, or if you want to know how a name or something is spelled. I'm glad that subtitles caught on so much. Now we just need full control remapping to become as normalized.
I'd argue that the problem a lot of games have with subtitling is that with many modern games it is bound to the console's system language and doesn't allow, say, Japanese audio with English subtitles unless the dev includes it as an in-game option. It also means that it's more awkward to shift languages since you have to change the console's language one-by-one and reload the game just to see what language options a game has.
The fact that they even bothered to patch out a trick that no casual player could ever possibly perform is insane. They are using paid employee hours to do work that not a single customer nor the company benefits from in any way.
as a not a game dev but still developer some glitches expose faulty software modules, and if your are planning to reuse the software in a future those should be fixed. Then updates are packed whit the most recent build of your engine, and cherry pick the commits so the popular glitches are preserved is no one priority. still their manpower should be put on fix the quality of life features instead of unreal/uncommon use-cases which is not exclusive to nintendo but the whole software industry
In M&L Brothership, one of the main problems veterans run into is Luigi's menu in combat is confirmed with the A button (which is Mario's button) so naturally I went to the options to see if I could set it back to how the rest of the series has solidified Luigi's controls. There is an option menu, and there is ONE option - Rumble On/Off. :\
this is also emblematic of the game's main problem. You dont feel like you're playing as Mario AND Luigi, it feels like you're playing as Mario with Luigi as a friend. Nintendo screwed up the whole spirit of the series in their attempt to revive it
@@rufos5293 I mean I really don't think its THAT deep. Its a misstep for sure but a minor one at best, Brothership on the whole clears as a rock solid return, easily
Not that big of a problem, you don't really control Luigi too much in the other games. If anything you control Luigi a lot more in the overwolrd. @@rufos5293
wait what? I've play every game from superstar saga to paper jam, I used to speedrun dream team, it has literally been fixed longer than I have been alive, who asked for this? back when I was in elementary and middle school about 4/5 the students had a 3ds (a few still had PSPs and DSis and 2 had GBAs) and I never once heard ANYONE complaining about the control scheme...
@@jakobofcincy the series had been dormant for long enough that the people working on the new game likely forgot or thought it would have been an improvement over the original. On paper, it's a fine idea and probably would help with those familiar with JRPGs to adjust to Mario and Luigi In practice, it was a solid fuck up because the main audience of the game is either going to be children or M&L fans One thing that was a smart decision on Nintendo's part when designing the first game was making Mario and Luigi control separately in combat with either A or B. This made it pretty easy for kids to adjust since they can attribute each brother to the two buttons, so there would be little confusion when it was their turns, since they integrated an option to go back to the previous menu via back button that the brothers can hit. So it takes a bit of time, but it worked and became a staple. I guess what actually ended up happening was that they thought it would be inconvenient that you couldn't go back immediately unlike in some JRPGs, so they made it so that both brothers always used A to confirm actions. Only this doesn't work because Luigi still needs to press B to attack properly. I can only understand this as sheer incompetence at worst and best since they literally have access to years of the design philosophy of the M&L series, or can even glimpse it from just playing super star saga by playing it emulated on switch
It is kinda weird how few (accessibility) options Nintendo games have for how broadly appealing the games generally are. Even most indie games (who often don't have the capacity or budget to implement all the options they would like) offer way more options than Nintendo seems to do.
Nintendo is the only company I know of that actually goes out of their way to not be accessible. What other company would make a side scrolling platformer that has normal controls 99% of the time but then forces you to shake the shit out of a controller at two key moments & also any time an enemy grabs you?
Oooh we found a glitch to let us do something fun and dynamic and,... Nintendo: No. our games are stories and the DM says you aren't allowed to have fun, or skip important story elements once you have a victory, you must sit through the scrolling dialogue every time you play our game because that is our creative vision! but... we just wanted to have fun. Nintendo: No fun, fun is bad!
As a disabled gamer, Nintendo's fundamental refusal to have accessibility options in their first party titles drives me mad. And I will call it a "refusal". No custom control remapping (do NOT tell me to use the system remapping option. Its clunky, inefficient, and doesn't help in many cases). No colorblind modes (only 2 in Splatoon 3). No text size options. RARELY will we get sound options. Thank you for bringing this up. I'm often told to just not play x game. Uhh? No???? I've been a fan of Metroid for decades. I should be able to play Dread. A Link to the Past was my first Zelda game. I should be able to play BotW/TotK and Echoes of Wisdom. Instead I have to hope the controls and difficulty will be ok for my hands.
In what way are you disabled? Strangely, I've almost managed to beat Dread, but the final boss is such a severe difficulty Alduin (not even a Spike, an Alduin) that I've just given up. Though for the optional items that require Shinesparks, I had to get my brother to do them, since they often require kaizo-level perfection.
"Then don't buy the game" cool, so Nintendo will not see my money, or the money of anyone they can't accomodate since they refuse to add anything useful from "skip dialogue" and "remap triggers", something that I could have done 25 years ago on Playstation One's games, to "single hand mode", something that apparently Nintendo sees as too naughty (they think your other hand is also working, tendinitis doesn't exist in Nintendo's world)
@@Wiimeiser I found that with practice the final boss becomes easier, but I'm a fan of hollow knight and other difficult games, such a fan that I've finished without dying. Dread is a pretty difficult game, especially those pesky optional items that require hard shinesparks. I've done them, especially because I love doing them, but I can see how it can become difficult for someone who is not used to games that hard, or those who don't have time to practice and get better
Very much yes at the bit at the end. People often think of accessibility like it’s for this one group of people who are “The Disabled”. But accessibility is for everyone! We all need accessibility options at some point in our lives, and the reasons you might need them range from the things you’d think of to even things as simple as having a small screen. Anything that makes your experience unique in a way that you need to change things to have as good of an experience requires accessibility options. And if you don’t need any now, you will soon enough.
My favorite approach to fixing bugs is Toby Fox's approach to fixing bugs in Deltarune. Bugs like crashes that could ruin someone's experience are patched out, but fun bugs like wrong warps that could be useful to speedrunners but potentially annoying for casual playthroughs only work if you press a certain button combination. That means speedrunners don't have to rely on old versions of the game which could be less stable or more difficult to access.
This reminded me of how he dealt with a bug in the Spamtong fight. You could use both Z and Enter to fire on keyboard, letting you shoot both normal and charge shots at the same time. Instead of just patching it out, Spamtong just gets angry and his attack gets buffed, patterns come out sooner in the fight, certain attacks get altered properties, its just a good time. But he doesn't get buffed defensively, still allowing for speedrunners to exploit this at the cost of a harder fight overall. I love it.
ConcernedApe (Stardew Valley dev) has a similar approach to unintended game mechanics: if it is unlikely to impact a casual playthrough, it's not a problem. There's been an animation cancelling glitch in the game for several game versions, but it's so unlikely you'd do it by accident that there's no reason to patch it out. Besides, it's not causing stability issues and it's a fun "mechanic" to use for speedrunners. A recent patch adressed the RNG for certain activities - previous versions used a system that was technically deterministic rather than "properly random" - but because people had devised strategies around this "predicatable RNG" he *added an option to continue using the old RNG system* for the players who wanted that.
@@hoodiegal Not only does CA do this with bugs, when planning out big updates he asks the modding community what would be most helpful to them! One of the recent updates overhauled the entire system (for the second time) to make it easier to do way more with mods, and it's almost entirely because he not only listens to the fans, he asks for their input.
I saw this argument somewhere else- that a big issue semes to be how Nintendo really does have this philosophy of "You will play this the way we intend you to or not at all" and it really, really shows with changes that get made or, like this, a lack of features that should just BE there. I'm editing this here after I get near the end of the video and... I've been struck with this idea that I don't think Nintendo intends you to replay their games anymore. Like... at all? It really, really gives me the vibes that they want to create a specifically curated experience with a SPECIFIC goal in mind, and they do not care one single miniscule bit that you would want to do it any different, or even a second time. It kindof explains their stance on.... a lot of things, really. Most things. If you don't do things the way they want you to, you don't deserve to do them at all. It kindof makes me sick actually.
I think the whole idea Nintendo is going for is, "wow them so much the first time, they keep coming back again and again." I don't know if BotW or TotK players go back and play over from the beginning (BotW in particular infuriated me with its obsessive embrace of the first game's "lack of tutorials"), but that was my experience with Ocarina and Majora's Mask, as well as some of the handheld Zeldas. They are so laser-focused on this result now, they very likely do not have the flexibility of a studio like 2000s Valve who understood that some players are going to want to play the game differently the next time around. That's why you see challenge modes and unique achievements in Portal, and the only equivalent in Nintendo games are progressively difficult minigames.
Nintendo is like a spoiled brat, they got away with everything they've done while being praised for it, still only releasing in their home-made console, not having a proper store, game emulation being trashy, QoL being optional at best, now they think they're this big role model and everyone who doesn't follow suit to their bratty ways gets the Nintendo ban hammer I still fail to understand why people like this company or even pay them anything at all, love their IPs but I disapprove of everything they do
Nintendo used to leave it to youb you solve it Even Zelda Imagine them actually patching out fighting ganon with an empty glass jar. Which was nerfing yourself. Mm and some of the GB Zelda were all about you figuring it out yourself
Modern Nintendo are absolute control freaks, this is just honestly the first time I'd considered it in terms of design aspects in the games themselves -- I'm more familiar with it in the form of their never-ending war on their own community. Shutting down Smash Bros. Tournaments, tacitly threatening legal action over the use of unofficiated netplay modifications, trying to sue Blockbuster, sending their lawyers to threaten the first person to mod a 3DS by showing up at his house IN PERSON, being by far the most actively litigious and hostile company towards any and all forms of rom sites even only concerning long-discontinued systems, and of course: their openly furious disdain for any and all fan works. Romhacks, translation patches, fangames, even FANART in some cases, whether the law is on their side or not, if they catch wind of someone using their IP they sic their lawyers on it. Don't even get me started on the Pocketpair lawsuit. It's what makes me loathe Nintendo as a company in spite of how much I appreciate most of their games. I say "most" because... I got tired as hell of Echoes of Wisdom in record time too, and recognizing this "singular vision" attitude invading aspects of the game design honestly makes a disappointing amount of sense when taken alongside the behavior of the management side of the company these days.
@MediaMunkee the games from Nintendo are worse today and they're doing such foul practice... "Oh pal world exists? Yeah we noticed, we don't care *copyrights pokeballs after the fact to sue them later*" How anyone can support these companies today is beyond me... You can't even enjoy or make your own takes on their music because Japanese law doesn't allow for fan ANYTHING
Yeah. From another angle, the move Nintendo has been making towards making it impossible to mash through dialogue has caused me a lot of pain, as someone who *simply reads really fast*. I can skim a paragraph of text in about half a second, so if a game doesn’t allow me to mash through dialogue, it thereby condemns me to stare blankly at the screen as text slooooowly scrolls by at like a third of my natural reading pace. Even if the game lets me speed up the scroll speed, the fastest options are always still too slow. It’s agonizing.
"damn, I'm suffering so much from this super power I have, I can read an entire book in ten minutes and completely absorb all information and nuance contained in it, why can't this game satisfy what I want?" I agree with you, but also your message comes off as that
@@yuchaoguo8399 As someone who can read and perfectly comprehend two hundred and seventy-three paragraphs in less than ten milliseconds, I am _greatly_ offended by lack of any *_text only_* option in all Legend of Zelda games. 😭😎😭
Part of the problem I think is they're not thinking about how less information is conveyed with a single latin letter, than a single Japanese character. A perfectly comfortable scroll speed in Japanese is too slow in English and other languages using the latin alphabet. It should be a standard to adjust the default text scroll speed when translating/localizing a game to accommodate the different language.
personal anecdote: I also messed up my right thumb, but I have a genetic predisposition to dequervains tendonitis. so I had to get surgery. I didn't even BOTHER looking at my switch games' options to see if I could play one-handed while I was injured. I just gave up on them. ToTK is still unfinished, despite my 200+ hours. I've missed most of Splatoon 3's live events. I'm young and otherwise reasonably healthy, but I've basically given up on games I love because *they hurt me physically*
The only real Nintendo games that can be played with a single hand are the few Pokemon games that have that feature built in, and even then, Pokemon gets boring after a while.
@@theshadowking3198 A few old-gen mainline Pokemon games can be played just left-handed as well via the L=A option. I turn that on any time I play the older games w/ the option because it makes mashing less annoying
As someone who doesn't own a Switch and thus hasn't played any modern Nintendo games, this is incredibly shocking to me. While I'm not a fan of bug fixes like the ones you talked about, I get it because most game companies fix bugs like that. But when I heard that the game doesn't even have volume options, I was shocked. Even games that lack good options have basic ones for stuff like music volume vs effect volume. This sounds more like massive laziness than controlling behaviour.
Nintendo be like "you're having fun wrong!" The injured thumb part hit home for me. A few months ago I badly sprained my right wrist in a bicycle accident. It was extremely difficult to use a mouse. Steam let me rebind a spare controller's left stick to mouse inputs instead, so I could still play games (that didn't require fast reactions) with one hand. It made me think about how much some games require both hands to be in perfect working order.
same i broke my left thumb and was able to rewind Here Comes Niko to play it 1 handed, (had the idea since the whole concept is a stress-free platformer), got me through a tough time even if it was annoying not being able to move the camera and character at the same time lol
Similar thing with a friend of mine. Broke his right arm when his cousin rolled the 4x4, but was still able to play elden ring on PC while wearing a cast because of rebinding controls
If you can, look into gyro controls and flick stick, solarlight has a good video on it and how you can have fast reactions even in a online game like tf2
One of the reasons i consider key rebinding to be a baseline feature, not a luxury. It's simply impossible to account for all the possible limitations people might encounter with your base bindings and you should never fool yourself into thinking you would know better.
It becomes even sadder if you remember a time where Nintendo actually gave you options. Back on the GBA, it was pretty standard for Nintendo's first and second party games to have a fair bit of customization. The Pokemon gen 3 games are a great example, with text speed settings, the ability to customize various UI elements, and even a simple button remap that enabled 1 handed play.
This is the reason I've started calling Nintendo "the Apple of gaming" because both companies are very strict on allowing you to use their product in ONLY the exact way they intended, and any deviation is to be punished severely. When I got Echoes of Wisdom, the first thing I did was open the settings, because that's what I usually do with new games, and I found the depth of field effect very irritating (I don't have any vision problems, it just hurt my eyes), only to find NOTHING. I first realized this issue with Nintendo when I was playing Splatoon 3 and decided to participate in one of the challenge events. The event was rollers and brushes only, but everyone had insanely buffed speed. The whole match was everyone rolling around at the speed of sound and it was THE MOST fun I've had playing Splatoon. I thought "Why don't they let players do this normally??" Halo Infinite allows you to screw with the gravity and friction to create the dumbest matches out there? Why can't I open a lobby for me and my friends to play a round with bombs only and infinite ink? While they're at it, just let me queue for a random match on any map in any game mode! I love Splatoon's map rotation system, but sometimes the only maps and modes available suck and I just have to come back 2 hours later hoping I can finally enjoy the game
@@andy02q that doesn't change the fact that Nintendo themselves doesn't give their players any options. The majority of people, myself included, aren't going to mod their switch
There's no excuse for missing custom lobbies but keeping a game's matchmaking limited to a handful of modes versus anything goes has to help keep the game feeling alive and queue times shorter.
As someone who is disabled, I outright don’t play Nintendo. The switch controllers are painfully hard to use with my hand issues, and my eyes make the switch into a flash-bang, but worse the lack of options for controls and brightness means I don’t have a way to compensate for my hand function and eye function. I’ll be honest I don’t think I’ve played a Nintendo game since the Wii solely due to disability and lack of accessibility options.
@@benedekborvendeg32 Fuck…. I am gonna be honest I never thought of editing brightness on switch itself, I searched solely in the game since the setting is so common in games and adjusting game to game is often best. Oops.
Same. Nintendo isn't just not considering disabled people; they are *actively hostile* toward disabled people. I wouldn't be surprised if they have specific corporate policies *against* anything that could be used for accessibility (even if it wasn't intended for that), just based on how common it is for them to remove options that existed in previous games. They're not gatekeeping how people are allowed to have fun; there are certain kinds of people they literally don't want playing their games, and they tell us that about as directly as they can without calling a press conference and telling us to screw ourselves.
I get the impression that Nintendo really wants to have a reputation of flawless games with no major glitches. They patch things left and right, stop selling old games that they can't really focus on supporting (hence the whole "why can't I buy gameboy games anymore, even on new consoles?" issue), and restrict the player's options (as more options just leads to more potential places that glitches can pop up). The fewer ways there are for someone to play a game, the easier it is for them to focus on making those specific ways as glitch-free as possible.
I completely agree, and they fail to realize that by doing these things, they are actively harming their users. It comes across as them both not caring about their users, and to take it even further, they come across as actively having contempt for their users. Accessibility is a must. It is literally the most basic way to improve the user experience, and literally allows more people to play their games. But they don't care, and I don't know they ever will.
"So the table is set." "...was off the table." "The tables had turned." 😆 Love all the puns and thoughtful insights about how Nintendo's design affects usability.
This video shows three of the reasons why I, and so many people more, absolutely adore Ultrakill Firstly, the "unintended fun" part. When Hakita (the main dev) sees the community discover a glitch or exploit that enhances the game experience, he actually finds out why it happens, to refine it and turn it into a mechanic (Slam Storage, Super Slide Jump, Projectile Boost, Orbital Nuke, Pipe clip, I-Frame storage, etc). The only exploit that I can remember him patching out was the infinitely accumulating damage from juggling a coin into a wall, and that one made some sections of a speedrun kinda boring And, second of all, that game's options are thorough as HELL. It allows you to fully customize your HUD, the colors of some elements, your keybinds (even going as far as having an option to set a keybind for each individual variant for each weapon), the amount of blood on screen, the "graphic fidelity vs performance" things, all the options that make it render as a PSX game, and probably some other things I can't remember And, thirdly, accesibility. Despite being probably one of the hardest games I've played, it's also one of the most accesible. Are you not used to fast-paced shooters? Well, the lower difficulties are designed for that. Do you want even more help? Well, minor asissts are a thing, and they don't affect your score in any way. Do you have some form of colorblindness? Well, the game offers a ton of color palletes to choose from; mostly for aesthetics, but also to help colorblind people. Do you want to lab around with enemies and objects? Well, you have the sandbox, where you can summon (almost) any enemy and interactive object, and even modify a ton of parameters. Do you wanna route out specific levels for challenges or speedruns, or even just to beat them? Well, there's major assists then; that, while preventing you from getting the highest rank if you have them active, are insanely useful for learning each level (and even stuff like the P-2 secret corridor that opens up after beating the level once that takes you straight to the boss arena, in case you wanna practice that); and that's not even mentioning cheats, that while preventing you from getting any rank at all, give you even more options to mess around in any level So... yeah. Ultrakill is good, y'all should play it
@@HolyHolyHandGrenade launch a coin with the knuckleblaster, then throw another coin, shoot the second coin with the malrail, and badabing badaboom, orbital nuke
@@HolyHolyHandGrenade iirc orbital nuking’s where you knuckleblaster a coin into the air, toss another and then shoot the mal railcannon into the second coin Turns the thing into an orbital strike basically
Sounds like you're spending more time in the menu than actually playing the game. If a game is that customizable how can you even recommend it, if I change my settings enough from yours I'm basically playing a completely different game and you will no longer be able to advise if the experience will be good or not as you have had a completey different one.
Sadly the only answer to some of the concerns with nintendo's current way of doing things is game modding. For example, I was very happy to find a patch that removed the annoying blur effect the day I bought the game. I find it really unpleasant and at times headache-inducing so I'm not sure if I'd have finished the game without it. It's a shame that minor details like this due to a lack of in-game options can cause a lot of people to be unable to enjoy games they otherwise would really like.
I feel this so hard. I had issues with playing Link's Awakening due to that filter, and it's insane that it's just one bit change that Nintendo refused to put in. At this point it's easier to emulate so I don't have to deal with issues that can be fixed with one simple option.
The problem is that Nintendo will also go after people for trying to do this because it’s not on a Nintendo system. It’s Nintendo’s inflexibility the whole way down. It’s funny to think that people would be less inclined to pirate/emulate if they just gave people more options! It’s almost a sunk-cost fallacy; the more they dig in their heels, the worse things get.
This is only part of the problem you brought up - but man, I hate how bug fixes are treated by people (particularly but not unlimited to Nintendo). Fixing bugs that effect the casual experience (crashes, softlocks, options or QOL breaking, things you'd run into without meaning to) is good, but going out of the way to fix something that people only ever really trigger if they're purposefully trying to do it... why? I really like how Toby Fox tackled something like this. In Deltarune Chapter 2 there's a bug that could be done when transitioning screens. It was used in speedruns, but it could also be done quite easily by accident. He patched it so it could be done, but only if you're holding a specific button, reducing the chance of it hindering a casual playthrough but still usable by speedrunners. Also, thank you so so much for mentioning disability and accessibility. This is such an important topic.
@@tomjackal5708 He probably got some backlash about that and decided that he wanted to give the fans what they want, so he wouldn't do that any more. Is my guess based on what little I know. Feel free to give evidence to the contrary.
This is why I love the work that Mercury Steam did in Metroid Dread. That game is full of unintended sequence breaks and speedrun-usable glitches; and the only speedrun-usable glitch they've ever patched was one that could be performed accidentally; and, if done incorrectly, crash the game (and probably corrupt the save file, idk). So, they saw people absolutely breaking apart the game they made, destroying their intended experience for speedrun's sake... and the only glitch they patched out was one that could absolutely mess up a casual playthrough
That was a big issue I had in Baldur's Gate 3's earlier patches with Larian. Larian went out of their way trrying to fix infinite money glitches with vendors that could only be triggered on purpose, not accidentially - while ignoring many prominent bugs that negatively affected the experience (like the Polearm Master bug) and introducing new bugs with these patches.
I was quite surprised that a modern Zelda game doesn't have a skip cutscene option when Twilight Princess has it, and it also allows you to hide the minimap.
I saw a youtuber (shoutout to Bringle, amazing guy) playing the new Mario and Luigi RPG recently, and he opened the 'options' menu in the game to find only this: Rumble On, or Rumble Off. This is a serious problem and I'm glad somebody is bringing it up!
i cant stand the railroading in that game like FREAKING 6 hours of Tutorial COME ON. I never got out of that hell tutorial into the "good Parts" FFS even MGS4 and KH2 have shorter cutscenes and tutrials COMBINED than Brother ships waste of my TIME.
I'm not sure where I've heard this but I've heard that the issues you pointed out are prevalent not only in Nintendo but in Japan in general. They have this notion that they know best when it comes to playing their games, therefor, things like Accessibility Options are not present because they deem it not necessary for playing the game the way they intended it. Again, I might be wrong and it might be a Nintendo specific issue, but the fact remains that they are so anti-player with their game designs because they think they know the best way to experience their own games
As far as I'm aware, that is a general problem in Japan, not just Nintendo, and not even just Japanese games. I'm gonna grossly oversimplify here so please take this with a grain of salt, but they tend to not acknowledge or discourage individuality. This isn't limited to things like the clothes you wear or what food you like, it includes things like having disabilities or special needs. There is sort of an undertone of either blame or ignore the problems of the individual, especially if they get in the way of the wants/needs of the many.
it's not technically a nintendo specific issue, as it does relate to a japanese cultural element, but that element requires one to treat game production as the providing of a service. let me explain: if you were to order tea in japan at a restaurant they will serve it to you one way and one way only: usually without anything added to it. There is an intent behind the service and the creator of the service wishes you to enjoy the service as they provided it. This is not necessarily a bad thing, as, --again, for example-- adding sugar or milk or whatever to said tea would, by that nature, be changing the service that has been provided, and thus you are no longer experiencing the service as it was given to you, which some people may consider as rude. Companies like Nintendo and Game Freak seem to treat the production of games as a service they provide to the public, rather than an art piece that can have multiple different ways to be enjoyed by multiple different people. (side note: this is similar to the contrasting ways of interpereting literature and media; Authorial Intent vs Death of the Author) Conversely, japanese game company FromSoft (makers of Dark Souls) *does not* have this view of games as a service provided, as the only glitches or exploits that have ever been patched from their games (as far as I'm aware) have been those that legitimately cause interference with the enjoyability of the game. TLDR; Nintendo thinks games aren't art they produce, but instead services they provide. (Which kinda explains why they are so against fan projects --beyond just legal reasons-- and emulators, as they likely consider such things as alternate ways for people to be provided the services they want to provide to you)
Authorial intent is more important than accessibility. People do not demand movies remove flashing lights scenes just because some people can have terrible health reactions to them. Why are video games treated like toys before art?
@@nickf2571I think your comment is completely backwards. Presenting a specific curated vision where the player can not modify much beyond the intended experience IS Art, as opposed to giving you a playground for you to do whatever you want on it. It would be like saying the Louvre has no art because they do not offer crayons for you to scribble on their paintings. No, They set the art as is, you are there to appreciate it. Now, how you interpret that is up to you. FromSoft has patches that go beyond what you said.
@@AfutureV What use is a game if you cannot play with it? You're supposed to be able to have fun with it. Yes, it's art. But art is subjective. It's not a set thing; A painting may be supposed to look like something but that doesn't mean you're not allowed to see anything else in it. So why does that philosophy not carry over to games?
To note: the switches system level button remapping is not an adequate fix for ingame button remapping. Its not reasonable for someone to be expected to remap the controles of their whole console just to play 1 game. That is only reasonable on stuff like emulators developed by fans years after the fact like dolphin. The need for it there stems from this same problem of lack of ingame options, and atleast dolphin gives you a lot of controle over your mappungs and an easy way to switch profiles.
They should make system level, game-by-game remapping options with a default/custom toggle, then. They could also make user profile-based remaps as well, so that other people could load up their own settings. Then Switch developers wouldn't have to worry as much about remapping controls for every game that they make and could focus more on content instead.
The only time I use the console remapping is for the control sticks. I got used to using inverted up/down looking and some games don't let that be used. Which is incredibly frustrating. At least most games allow it to be changed without changing the whole system. I got used to it from Dark Cloud. It was only inverted look and was frustrating at first.
As somebody who currently very much struggles with invasive earworms and who attempted to relive my youth via a Switch and Nintendo games and failed (because none of the games had simple BGM sliders and I want to still hear SFX) this speaks to my soul. Thank you for this.
What do you mean by invasive earworms? Like you have actual words in your ears ruining your hearing? I thought an earworm was like a term for a song that gets stuck in your head or something.
You’re spot on about what an earworm is. Relatively few Nintendo game soundtracks have lyrics so in this context it would be, say, a level theme or game theme going round and round in my head, sometimes for many hours and often when trying to sleep. Conditions like OCD seem to make some more susceptible to earworms in the first place (iirc), and they can be more problematic; hence invasive. Nintendo - and other - studios tend to lean on the catchier more repetitive music which is even worse. If a song does contain lyrical content then lyrics will be involved. It doesn’t affect hearing ability as there’s no volume involved. Games where music is more low-key and plays less often are less likely to cause me this issue.
Dude I totally understand this. While I don't get earworms as much, at work I have to deal with a CONSTANT barrage of overlapping noise. Freezer buzzing, terrible (and loud) radio music through the store, constant chatter, the door bell sound going off, all the beeps at the cash register... It causes me severe exhaustion having so much noise all day, so sometimes when I come home from work and want to play some videogames, I like to turn off the BGM to simply alleviate some of the sound load. It's not like an experience is being stolen away from an audience just because you added very easily to change back options in your videogame. Like holy crap, Nintendo.
Its quite an interesting contrast to see this game being showcased as the example of this lack of letting the players choose how to play because a main theme of the game is that you can play in your own way and solve puzzles in a different way from anyone else because there isn't just one right answer, and yet despite this focus on being able to play your own way, they still are not okay with anyone playing in any way that isnt their way and refuse to give customization for settings whether it be for easier controls, accessibility, or a challenge
Changing your controls through the switch ui itself is such a copout because it always fucks the menus and makes the on screen ui not match what you're pressing. It's nice to have, but it isn't good enough.
back in my day 90% of the games didn't had such autism like configuring controls. and even when it was there nobody cared. kids nowadays are retards. they can't even coordinate their hands to use the controls as they are.
To me (a person living with a disability, coincidentally mostly affecting my right body half and in gaming mostly my right thumb) accessibility was never a moral issue, but a very practical one. I never understood why morals are usually the big thing in this regard. It's disheartening, because it doesn't lead anywhere and diverts the discussion away from the actual issue and towards calling the other sad a "bad person" or "a snowflake" (or whatever would be the term). Would it be nice to have all people be supportive of accessibility? Sure. But that's not the world we live in. Rather, as you do in the video, I like to present practical reasons when pushing for accessibility options. I actually have love-hate relationship with Nintendo - on the one hand (the early Wii era) they make their library basically unplayable because they insist all games must be played with Wiimote and Nunchuck (old Wii games didn't have Classic Controller support). On the other hand, their push for motion controls eventually got us Gyro controls, which is THE single best accessibility feature I could ask for. An injured or disabled right thumb makes camera control incredibly difficult, but moving the camera with Gyro controls - ideally with partial gyro that lets you finetune with the stick - is perfectly viable. Nintendo's Pro Controller is VERY capable in that regard. Splatoon was the first shooter I played and got decent at in my life. Because of Gyro. Monster Hunter Rise, I play on Switch exclusively. Because of Gyro. The thing is, these options aren't catching on because they are "moral" or "accessible". They're in because either Nintendo found them to fit their vision (this is the problem posed in the video) or because it's the better way to play - Gyro is arguably the first time playing shooters on console became as viable as playing with M+KB on PC. I'm rambling at this point, but my point is, accessibility options need to be argued for in actuality - in the way they can benefit all people. Morality is too abstract. Too detached from the issue. A theoretical evil gamer who truly hates all disabled people but has bad eyesight will appreciate different font sizes in their games. Interestingly, apart from games, I already saw this happen. There are a ton of whacky-seeming kitchen utensils out there that make certain tasks (like chopping onions or grating cheese) WAY more accessible for people like me, but they are almost always sold as practical modern lifestyle products, rather than pushing their accessibility. Accessibility at the end of the day benefits everyone, because a lot of the time it's tied directly to making things more comfortable.
It doesn't really help that some people take absolutist stances towards options or accessibility. Yes, accessibility is good in general. And it should be improved where it can. But games aren't products, they are works of art. They are not always supposed to be the most comfortable possible, nor the most widely appealing possible. If an artist is trying to create a certain experience, then asking for that specific part to be configurable or customizable is not reasonable. Just like nobody asks for less scary versions of horror movies for people who find them too frightening. Like you said, accessibility affects everyone. And sometimes the effect it would have is artistically undesirable. That doesn't always mean the artist is right either. Some things aren't as important as they seem. But people often aren't really considering that when asking. But of course, for everything else, making it more accessible is good. In a practical sense, too, because it lets more people experience that thing the artist is so devotedly crafting.
The injured thumb thing strikes a chord with me. I have tendon issues that are gradually becoming worse, and games with a lot tapping over a longer period used to be difficult to me as a child, painful for me as young adult, and now as a mature adult they are just legitimately impossible for me to play at all.
It's especially frustrating because most often just holding the button in question would be more convenient, more consistent, more enjoyable and overall just the better choice. Making people tap tap tap tap tap away at the same button for minutes on end is just not fun.
@@Beremor yeah, like terraria moving away from autoswing being a weapon-specific thing, to a general option, none of the non-autoswing weapons are OP with autoswing, it's just needless annoyance
This is a major issue in many Nintendo games, really. In the Splatoon franchise in particular, there's two entire weapon classes that are completely locked out to people who have RSI or otherwise risk wrist/digit strain. They've known about the problem since they released in 2016, yet have refused to add any option to make them easier to use. For as appealing as Nintendo's games can be, they're increasingly showing a borderline disdain for the people actually playing them.
Same. I hurt my left thumb playing too many games, and have a pinched nerve root on the right which causes reduced circulation, so now I have to be extremely picky and careful about how I play. And Nintendo's policy on it, like with so many other things, is to just give a middle finger to their players.
@@tweer64 Depends on how you view it. It could be everyone is real ok with pdf's and slavery but when that is brought up the response you get out of most people is "muh roads." Or it could be grossly misplaced identities politics where you can simply pick one side claim it morally superior and then call the other side evil, stupid, or any other name because with identity politics comes tribe mentality which comes with stupidity and irrationality. There is a third option but i dare not speak it for it requires a significantly low iq. Op and the video creator were probably using the second option.
@@kalackninja And you can totally blame activists for that. Morality is important, but the people who says so oftentimes also support genuinely awful things, or are so incompetent they actively harm the cause they support.
It's kinda funny how on Sakurai's YT channel, there's an entire video praising The Last of Us for its accessibility options, meanwhile the company that most often employs him and the one he ends up being a spokesperson for most often can't be bothered to do half that shit.
In all fairness, the main series that Sakurai is known for, Kirby and Smash Bros, both actually do have a healthy amount of customisability and accessibility options. It's clear at the very least that he gives a shit.
I actually think you're 100% on to something. I have a feeling that stuff like this (the inflexibility of Nintendo) may have been what made him go independent with Sora Ltd. Wanting to work with Nintendo but not being absolutely bound by them
Sora Ltd is more of a consultancy company that assists other games to get completed. Much like the reason for his game design channel, he wanted to help games get made more than create them himself
23:35 "The only option left is to hunt down a release day copy of the game" Well.... that or piracy. As much as you might say piracy is unethical, when companies go so out of their way to destroy the past, piracy ends up being an important way of preserving these things
Piracy is the moral choice. Companies aren't preserving games; if we don't, they'll be lost forever. I don't care about business, I care about history. In 30 years, if we don't do something, there will be forum accounts and nothing more--if that, with the way Discord is replacing forums.
For me, I always try to pay for the game. But what if you wanna play the game, that doesn't exist in market places? Piracy or you need to pay overprice for a 2nd hand physical copy, that might not work anymore, cause screw you I am completely understanding, why people says, that it's morally right choice to pirate Nintendo games, but not the recent games
I can't speak to Nintendo's lack of options, but I do know why they patch their products and don't let you revert the patches. It literally goes back to the very beginning of their gaming exploits. It's all about Atari really. This story is as old as time, but Atari made so many low quality games that people essentially lost faith in the console and we had the first video game market crash. Landfills full of ET and all that. Nintendo has been on a quest to ensure you never see a flaw in their product since then. This is the reason their first party titles are so good -- they do not pull any punches when it comes to testing or debugging or even patching, as many issues as that may cause. They are insanely obsessed with people only seeing a perfect game. The best way to think of this is to compare modern Mario titles and modern Sonic titles. You'll never crash the console that a modern Mario title is playing on without really going out of your way to try. On the other side of this, some Sonic games are barely functional, and even when they're not broken they definitely don't carry the same reputation that a first party Nintendo title does. You know anything Nintendo made first hand is going to work and work well. This is the core design decision that drives their business, and I believe it leads them to make the anti-consumer decisions of not allowing you to downgrade your version and stuff like that. They care more about you not seeing a broken product than they care about you having an extended or deep personal experience with their product. It's a valid trade off in some ways, but for people like me (and you apparently), it's very detrimental and one of the reasons I get less excited for modern Nintendo tiles that have come out past the era of live-patching games.
The Pokémon fans have been battling this for YEARS… at first it was possible to mod the game with skipable cutscenes but generally that didn’t matter because cutscenes were fast especially with the options they had. It wasn’t till sun and moon that cutscenes became an absolute drag on the game to the point where gameplay suffers due to constant cutscenes. The kicker? Not skipable and modders have been for years trying to figure out how to remove them but the cutscenes are so important to the game that by taking them out you crash the game. And every Pokémon game since then has had unbearable cutscene that you can’t remove. Then they had exp share. A held item that you use to have to grab which would share exp to one other Pokémon helping speed up farming, from generations 1-5, in generation 6 they made it a toggle option for your entire team, sounds great, except they removed the original item. And then they forced it onto you starting in generation 8. Removing a potential difficulty option people could take. But the last one makes no sense. Since the first games you’ve been able to remove battle animations to help speed up the battles and get through the game quicker. Niche option but speedrunners love it. However starting in generation 9 they removed that option? Why? No reason just because. Here’s a fun thing that happened in BDSP, the sinnoh remakes, they wanted to have the authentic experience of what it was like back then so in one of the updates they coded in the mythical Pokémon and their events into the game but it was locked behind the item you needed to grab, an item that had one month for you to grab and this was 4 months after the game had been launch, there was another Pokémon game that came out that people were playing. So naturally everyone missed out on this once in a lifetime event, but glitchers found out you can get out of bounds and get to the event Pokémon without needing the items… so what does gamefreak/Nintendo do? They patch them out of the game of course because we wouldn’t want people having fun in our game. So if you missed out on that event but really like those Pokémon you would have to buy specifically a physically version of the game that is 1.0.2-1.0.3 (which do exist) to get them. Or buy a 3Ds, and a copy of diamond/Pearl/platinum to play it on old hardware and just cheat in the item/use the void glitch. If Nintendo finds out that you are having fun in an unintended way they will patch it up so that you will have “fun” the intended way
I feel like when Miyamoto's biography comes out, we're going to see a passage like, "When I was a kid I loved playing with toys. One day my father saw me playing with a toy car and soldier, having them argue with each other. He came over, got down on one knee, and smacked me across the face saying 'Cars don't talk. If you don't play with that toy right, then I'm taking it away.' I want to give the kids of today the same experience that I grew up with via our products."
Oddly enough he's quoted saying that player freedom was important (at least early on). Even the very start of the first 1-1, you can go over or under or loop around to hit all of the blocks. This is a Nintendo problem, not a Miyamoto problem.
@@thekoifishcoyote8762 its 100% Shuntaro doing this we saw it happen the Moment Iwata Died and the TempCEO got into place listening to SHuntaro. Lawsuits out the ass and suddenly games take a NOSE DIVE into Railroads and Tutorials that never end.
As much as I love Iwata, his passing didn't suddenly change Nintendo to make more hand holdy games. One example can be seen in Skyward Sword and how it is well known to be infuriating with it's tutorials and that came out for the Wii. There is a long history of overbearing features in Nintendo games, it still amazes me that XC can have tutorials constantly popping up like a hundred hours in, but breath of the wild is way more hands off, with BotW coming out much later
It's funny how Smash Bros, by virtue of being developed by Sora Limited, escapes Nintendo's fear of options. In fact, one of the best things about Smash is how insanely customizable its experience is. You wanna play long-ass matches on wacky stages with every item and spirits? You can do it. You wanna play a 3 stock 7:00 1v1 with no items? You can do that as well. However, according to Nintendo, there's only one way and one way only of playing the game, which is why they fucked over grassroot tournaments over the years.
I get that game dev is complex, and "Why can't you do some feature if this other game did it?" isn't always a great argument. Still, I have very little patience for lack of button config options, considering that MegaMan X1 had button config on the SNES in 1993. Similarly, I don't have much patience for completely unskippable cutscenes. Shadow Hearts II on the PS2 came with like 9 hours of pre-rendered cutscenes that exploded the filesize so hard they needed a 2nd disc to hold all the extra video files. Still, you could push the Start button at any point in a cutscene to pause the video, and resume whenever you liked. You could push a separate button while the scene was paused to skip the video at any time, and there was even a 1-second-ish lockout on the skip button to make it quick and easy to do on purpose, but hard to do on accident. All of these features were present even on a first playthrough. These things don't fail to exist because of physical limitations or because nobody has invented them yet if they already exist on hardware that is now 20-35 years old. It may not be as simple as copy-pasting code from a different engine for a 20-second implementation, but if these things were important to developers, then they would be here.
@@bloodyidit4506usually though sometimes hardware can lead to issues, ie video playback being affected by the disc needing to spinback up may have been a perceived issue with the PS1 and 2. But often it's an assumption you will use other methods, ie handheld games ignoring volume controls because you have a physical slider on almost every one until the Switch, yeah but what about the music just being painfully loud versus SFX or vice versa?
@@cericat They're a multi-billion dollar company with no excuse. That's not a good reason to not do it, they could have easily solved these issues with minor to no cost.
@@bloodyidit4506 not arguing with you, just pointing out it's not always as simple as it looks from outside. The problem here is not in dispute, there should be better options available generally.
I'm reminded of how Link became right-handed for the wiimote. I remember getting into arguments with people who said this wouldn't affect anything and that the games would play just fine if I used the wiimote in my left hand, because I'm just not one of those ambitextrous lefties and so I need to do precision movements with my left hand. The thing is, if the design was actually that intuitive and fluid, I don't think they would have NEEDED to change Link. I don't think they would have had to flip the world of Twilight Princess, and I think I would have enjoyed Skyward Sword a bit better where those precise movements really mattered. They changed it because they KNEW it would give right-handed players a better experience, and so I automatically knew I was not going to get the BEST experience. And that much was true -- it did affect the immersion for me. They could have gone an extra step to include the ability to use either hand and let Link swap, but they didn't. They did what works for "most." That's when Link stopped being the "link" between the player and the game, for me. Meh, if you can't beat 'em, join 'em. Why make games accessible, anyway? Why not less accessible? How about a game where you can only succeed if you can wiggle your ears and were born with hitchhiker thumbs! If we're going down this path, at least make it fun!
I feel you on the Link handedness. I'm right handed & complained they made Link not a lefty. I would have _preferred_ if I could play left handed Link with the wiimote in my right hand. I have a friend who didn't/couldn't/wouldn't understand why them changing Links handedness was an issue. Link's still Link, he'd say. only when I pointed out an "unimportant change" in a series he deeply cares about did it even register as something that he could conceive as being a problem
To be fair it actually doesn’t affect gameplay, it just makes Link look really weird because his right arm is always twisted around to his left side in Skyward Sword. With Twilight Princess it doesn’t really effect anything because Link just swings his sword whenever you swing the wiimote. Which I would rather they avoided by giving us the option to play as either a left handed or right handed Link.
@@cathygrandstaff1957 Oh, I agree that it *worked* -- I was able to beat the games just fine, and I ultimately really loved them both. My point wasn't about the direct gameplay or playability so much as the experience and the immersion, definitely moreso with SS than TP. With both, I had to constantly correct my lateral thinking, and with SS specifically having to watch Link's arm twist, and that made the whole thing a bit goofy for me. That definitely took me out of the feel for the game a few times and lent to a few silly errors that didn't need to be made, like pulling out my shield when I meant to pull out a sword, only to have it burned away. It's definitely a moment where Nintendo wasn't being very inclusive because they flipped the whole game to appeal majority. They felt like the changes would be "tolerable" to left-handed players, but they weren't even convinced of it enough themselves to keep it that way for the 90% who are right-handed. At least some lefties do experience a level of ambidexterity and have no issue using the wiimote securely in their right hand, but for me, a wiimote in my right hand is constant screen jitters and my hand aches after an hour. Ultimately, the only way I *could* comfortably get through the game was to accept the immersion-breaking lateral and visual oddities and hold the controllers the only way I was comfortable using them. Hah. Which reminds me, this was around the time when all of the Zelda games (including the remakes) included really weird, constant reminders to take a break. At least that immersion-breaker was all-inclusive, I guess! I still ignored it and played until my eyelids were too heavy to hold open. 😁
Sonic Frontiers having more options than probably the last 5 big box nintendo titles combined really shows that even if they're not in the hardware business anymore, sega still does what nintendon't
The fact that Nintendo who very clearly are angling for the "we make games for everyone" title don't see the benefit of including what are rapidly becoming industry-standard acessibility and customization options is honestly embarrassing. I do hope they do start building in these support systems into their games but I won't hold my breath. Nintendo seems hell-bent on their prescriptivist view of how their games should be played these days.
um totk was a game like no other that made everyone in the game dev industry open there mouths with how complex it was as well how the heck it was working 😂😂😂😂
@@kostakonomi Nobody is saying Nintendo is incompetent, we're all saying that Nintendo doesn't give their players options that should be included for ease of use, enjoyment, accessibility, etc. Nintendo wants you to play their games a specific way and if you don't follow their path they hold active contempt for you.
Prescriptive is a great way to put it. I agree way more with a prescriptive view of gaming than an open one. Fundamentally, I want to play more how the developers want me to, than how I want to. For example, in literally the game subject of the video, I only used Link mode when breaking those dark webs and nothing else. The game gave me the opportunity to not use Swordfighter mode, and I took it. The game did not give me the opportunity to skip dialogue, and I am fine with that. They set the terms, I play within them.
@@AfutureV if there were more options for how to play the game, you could still play the game that way, but other people would also be able to play it the way they want to, which is strictly a better situation
My mom has a friend who had something to say about this: “disability rights are an everyone issue, because everyone could become disabled at any time, for any amount of time.”
I'm disabled, including permanent nerve damage in one thumb and arthritis in both hands, so I can second how important it is to be able to change keys and such. It's not much of an issue in like Animal Crossing or something, but once you get into precise or combat-heavy things, it's essential. Same with options to adjust sound or flashing. The arachnophobia option in Lethal Company is my go-to example of incredibly thoughtful accessibility, which is an indie game. I try not to focus on the moral argument - like you said, the state of discussion these days... having people act like it's some kind of big ask for just a tiny group of people to let you use the b key for jump, when it's actually just a useful thing for everyone to be able to do, and it takes little effort to add, is disheartening. At the end of the day, it's just good business sense to add options.
Back when DragonBall: XenoVerse was new on the PS4 (yes, going back THAT far) - I bought myself a Keymander in order to play DBXV and Overwatch 1 on my PS4 due to the heavy use of Face Buttons in both games (DBXV basically spams face button inputs for combos). I have had a damaged right thumb that seizes up when rapidly pressing buttons with it, after an injury to that thumb when I was 5 - I'm turning 37 in January. For almost *32 years* I've had to live with this injury which makes button-mashing in controller-based games painfully *crippling* - hence the use of the Keymander to provide myself an *accessibility option* in games that refused to provide alternate input schemes by default and on a system that didn't provide an accessibility-focus controller for purchase at a reasonable price (the Xbox Accessibility Controller *core* is outrageously expensive in AUD for gaming as a hobby, compared to using a universal device like a Keymander to inject keyboard-and-mouse commands as if they were gamepad inputs).
@ElNeroDiablo I got my arthritis at about 6 (it started as juvenile arthritis, along with Raynaud's) and the burns that caused the nerve damage as a teenager, and it varies depending on recent temperatures, whether I've done my exercises regularly recently, and so forth - it varies whether it's light enough that I can play with discomfort and occasional annoyance, or bad enough that I can only play games like Bloons TD that don't require any movement or clicking whatsoever during the rounds, and only require you to place towers between rounds so you can go as slow as you need. For me, the main issues with my hands are spasms, reduced movement, reduced movement speed, and pain - ordinarily, I view this as one of the least severe of the risks associated with my disabilities (given that I'm epileptic and mentally ill, so flashing lights can be deadly, and flashback triggers can cause me to need to spend the rest of the day hiding in a cupboard), but in terms of regularity, I don't think there's been a second of time while gaming that I'm not aware that it's making my hands sore. The main issue being that there's only a certain amount of strain I can take in a day - if I need to stir a pot of food later, I can't afford to spend all of that on a game. For me, gaming is something I love, but it's also a cost I have to weigh up, I can't afford to be frivolous on where I spend my limited time. I think a lot of people simply don't realise just how much these things impact daily life, and how much of a difference it is when the game you're playing or the controller (vanilla GameCube controller, my beloved) makes it as gentle as possible on your disabilities so that you can play it like a "normal person" - they just see "hmm, it takes extra effort to add this or make this controller, let's charge unreasonably more for it" (especially bad given we're usually unable to work as much or as often), and suddenly the conversation about whether we should be able to experience life as normally as possible becomes one where we're the villains for even asking for it.
Framing something like this as a moral dilemma is very likely to be counterproductive for a simple reason: guilt by association. If you present something like the inability to re-map buttons as a sign, not of simple lack of foresight, but as a moral failing, it's not hard for the person listening to link that "lack of morality" to the art's creator, and those that enjoy the art, turning the statement into an accusation, and it puts the listener on the defensive, because they now feel on some subconscious level, that you are accusing them of treating disabled people poorly. Even rational people can do things like this, and it's an instinct that can be difficult to train yourself out of. Ironically, even discussing framing this in a way that might be rude to the developers ( "I can't believe we're getting a game without volume sliders or controller remapping in 2024!") is slightly less likely to get pushback, if only because it doesn't trigger the subconscious "I am being falsely accused of moral wrong by proxy." Still wouldn't recommend it due to rudeness generally not helping most arguments, but that's a given. It also really doesn't help that this well has been poisoned by the "dark souls accessibility" discussion, which often had arguments laced with accusations of "gatekeeping" on one side, and accusations of "demanding changes to the core of the game while hiding behind disabled people" on the other, making it into a "moral" issue. It's a shame, because there's some interesting discussion to be had on supporting an artist's vision, even when it can't be translated to all people (can you make a song accessible to the deaf, or a comic accessible to the blind, without losing what makes the piece special?) VS making art for all. Now everybody just gets defensive or tries to avoid the conversation.
@FrozenOver0 Yeah, I generally have several reasons for discomfort around over-moralising, which vary from "it puts everybody on the defensive" to "it's used by angry mobs to justify harassment and demonisation, instead of being simply a conversation", and beyond, although I'll admit that most of my reasons are very personal and trauma-related. There are definitely more reasons than presumed guilt by association that the conversation falters and that people feel defensive, but it is definitely one of the larger reasons. The issue I run into a lot is that I have a very (I think) nuanced and fair stance on the topic, as a horror writer (who gets criticised for not having happy endings or conventionally "virtuous" protagonists), and as a horror writer who is focused on ensuring that my audience actually emotionally resonates in the way that I intend (therefore needs to take criticism on board and not just default to "but artistic vision" when something is accused of not working, even if I ultimately disagree), and as a disabled person who needs some accessibility features, and as a disabled person who likes challenging games... but alas, the polarising nature of the conversation leads whoever I'm talking with to slot me into the opposing stance and go "people like you always think..." while the people who do think that are simultaneously doing the same to me. I think over-moralising is genuinely having a negative effect on a lot of people's quality of life - I have mental health issues that used to cause it, so I've literally had therapy that featured the intent of "stop asking if something is right or wrong, and just relax" because my fear of being morally wrong got so bad that I couldn't do anything because I could always see the potential ways it could be harmful, and then I would think that I deserved suffering for that, and then at some point afterwards it felt like I had gotten better just in time for the whole world to catch what I had. I would love if people could respond to "it's a moral good to enable more people to engage with art when they were unable prior" without getting defensive, but I understand why they do, and how that kind of over-moralising atmosphere can really destroy your ability to function. Mine came from being tortured, and how my faults were used to convince me that I deserved it, and I don't think I'm projecting too much when I say that I see a comparable level of fear in the general public to what I was going through. You're 100% correct in the difficulty of escaping such mindsets and instinctive responses. I've referenced the Dark Souls debacle so much when talking about these things - what should be a nuanced conversation about audience engagement, access for disabled people, business sense, where the quality of the art is actually damaged by refusal to alter parts of it for the audience, and so on, became one side thinking the other is just bad at games and lazy, and the other side thinking the first just wants to demonise disabled people and not listen to critique (largely because one journalist was genuinely bad at a game and hiding behind disabled people, and became everybody's go-to example of the entire critique). You can actually make songs for deaf people - my brother is deaf, and some can still hear a little, others can feel vibrations, etc (there are deaf musicians, after all), and you can also visually convey some of the information to make a sort of adaptation of the song (like turning a book into a movie). You can't lose what makes the piece special in doing this, because the original piece still exists independent of the adaptation - the same is true of accessibility features in games (nobody has to turn them on). I think the conversation is damaged somewhat by people's complete misunderstandings about what the other side even really wants.
@@zombiekurt Protip: Consider using more linebreaks in the future. They're a sort of visual 'checkpoint' that make longer pieces of text more accessible for people with dyslexia, certain visual impairments, or who lose just plain lose their place easily. It also makes it look less intimidating at-a-glance in general, and people are less likely to scroll right on by for being "tl;dr"
the answer to a lot of the questions of "why are they like this" is piracy and how much they hate it. the inability to downgrade games was an explicit response to 3ds savedata exploits to run homebrew, which Nintendo views as piracy. in addition, their answer to "how are we supposed to play this in the future" is that they would prefer you to buy new games instead of playing the old ones.
Yet another example of a game where the anti-piracy methods make piracy the Better option. You get a better product if you Don't give Nintendo your money.
Which is very funny because it makes piracy the better option every time. As far as my experience goes, people pirate for a few reasons : - price : game/product is too expensive and they can't buy it or don't think it's worth enough - activism : people boycott different companies for different reaosns and piracy is a way to get the thing without giving the company money. Feels better each time the company claims piracy hurts sales - lack of access : the product isn't available in the region, or not sold anymore barring ebay - convenience : piracy is getting more convenient while products get worse. I could buy a subscription for TH-cam, HBO Max, Disney+, Netflix, etc. or access all of these, usually in the best quality, for free. I can use the eshop to buy one game at a time and track physical copies or download one torrent with 50 games and launch my 4K 60fps emulator to play them. With the way they're going, Nintendo is giving a reason to all these people separately. Even if they argue they can't change the prices, their decisions make people angry, they restrict access to their products and make them inconvenient to use, especially when their technology lags so far behind in terms of quality of life options and accessibility
What if we _want_ to play old ones, though? If you hate pirates and modders so much, then riddle me this, Nintendo: Who's the winner if I need something, am willing to pay for it, and you won't provide? The guy who _will,_ that's who. This is your _own_ masterpiece. (not actually associating you with nintendo, Bob, I just feel like the statement comes off smoother phrased as an address instead of a reference)
With regards to aging, I was at my then late 85+yo grandma’s house a few years ago and had my gaming kits with because I was staying with her for a while. She told me that she use to play Frogger back in the arcade era, so I had a GBA emulator and Frogger for it. She was worried that she wouldn’t have the reaction speed to play anymore, but I just opened the emulator’s options and throttled the game speed until we found a level she was comfortable with and I had a button quick bound to create save states at the start of each level incase she got a game over. We ended up playing for a couple of hours between house work over the weekend because I was able to set the game up in a way that suited her.
saying he's implies "returned" is an adjective, therefore it is grammatically correct only if you take returned as an adjective and thus it implies that Ceave has over 500 Cosmere breaths and needs to consume another one each week or he will die, which has... interesting implications
25:36 "why"? they are purists who think that their was is the only way for no reason other than them thinking so, purism is idea for the sake of idea, they don't have neither a reason, nor a justification to do so, they are just genuinely, irrationally mad about the fact that people can have fun in the "wrong" way
This game did not have the problem but related to accessibility: small text in gaming. I don't have a huge TV and my TV is a little too far away from my couch. This isn't a problem for movies or TV. But in most games, even games with a "larger text" option, I have to get up and walk to the screen to read tiny menu elements. Nobody notices this because most gamers are apparently using a PC monitor and sitting about 6 inches away from it. They'll notice it in their 50s. Worse, often turning on "larger text" breaks the games in other ways. If I do this in No Man's Sky, some menus become unusable because they just stupidly scale things up with no concern as to whether they'll still fit on the screen. In menus, elements don't get larger and can't scroll so text gets clipped and becomes unreadable.
Hell, I have this problem on PC because certain programs just stop working right, but that's among MANY incompatible programs, a game is self-contained. There is no reason they shouldn't be able to do that, since they have to have their layout code working to render the UI in the first place.
This. I have a small old tv with low resolution and classic Nintendo games (N64 or Gamecube)‘s text boxes are alright, Wii’s is on the verge of being legible from a distance but the Switch? The UI text is way too small and cuts off at the corners (I’m unable to see the full rupee count in TotK). So I’ve only been able to play playing older games comfortably on my tv.
THANK YOU for putting accessibility in focus in this video! an important adage comes to mind: any person can become disabled at any time. what options may be useless to you today could become the only way you can play a game tomorrow. a lot of games have come out that i would like to play but cannot because of chronic tendonitis - webfishing comes to mind in particular. mashing buttons is REQUIRED and if you cannot do that repetitive motion you have to use outside mods to be able to play. i find that very sad and discouraging. accessibility in games is SO important. i also appreciate some of the other perspectives in this video i didn't even think of, like being able to warp places to route challenge runs more easily! that's proof that there's an infinite tapestry of human experience that touches games, and with more options, more of those experiences can be enjoyed to their fullest. great stuff. edit: don't open the replies they're dire LMAO
they actually added an autoclicker to vanilla webfishing a few weeks back check the settings But yeah accessibility options, important. Admittedly my main game Geometry Dash isn't really well suited to that considering its already one-button gameplay but like yeah it is important
As someone who also requires accessibility options sometimes, I find it sadder to think that a developer has to compromise their vision just because some users want to their work as clay to mold themselves. If a developer put button mashing on purpose on a game, I think it is very arrogant to demand them to change their game just because someone can not play it. I do not believe everyone is entitled to play every game.
The reason they don't provide options is probably that they don't need to. People will buy it anyways, and they calculated that the dev time to provide them is more expensive than the lost sales from not having the options. Also, about the old versions - Nintendo gains no value from people replaying their single-player games. So why - from their perspective - would they want to provide those old versions? It's not the way they want you to experience the game, so why bother with it? It's the Apple mantra - "You're holding it wrong." (I don't want to defend Nintendo here, this is just what I think their reasoning is)
If it was really all about effort, they wouldn't bother patching obscure glitches that only speedrunners would encounter, and wouldn't be so hellbent on preventing modding. There is clearly an intent behind it
i remember one of the nintendo dev, i think it was someone on the splatoon 2 team(?) comparing their games to sushi. And how in japan you dont go into a sushi restaurant and tell the chef how to make the sushi in a way you want for you, you let the chef make it the way the chef wants for you. I feel this has only gotten stronger since then.
@@nathanblackburn1193 i see the point about curating an experience, but i think that with accessibility and control mapping specifically it's closer to a chef refusing to take into account allergies to certain replaceable ingredients
@@nathanblackburn1193 Customer: Hi i would like a steak. Gives you a Rubber Boot of a steak Customer Can you cook it right this time? Chef: You don't know how to cook. no YOU EAT OR LEAVE! Restaurant has no more Customers.
Funny, a comment showed up right above yours that discusses it and has quotes, even links an article. So yeah, EcclesZero and by extension me, know what you mean
i dont normally like being the person to point out a famous youtuber being on another channel but i have to seeing you just made me do the biggest double take ever
@@CarrotFarmer yes a second channel. You do realize the two are completely separate right? Plus he didn’t announce he was going to leave this one just that he’d make another one
You know what? this is great timing for this video. My mom hasnt really gotten much of a chance to play games in the last couple decades or so. she learned with a keyboard and mouse, so controllers werent very intuitive for her and made it even more difficult, not being able to afford a third computer was a big roadblock. Just recently we've finally been able to build mom her own computer, so she could play with us. She has a lot of health problems right now and disabled physically and just like me-- a bit mentally. She's not even that old right now, around in her 40's. When she was younger, before me and my sister were born she used to play games a lot when she had the opportunity, and like you've said, she's been around since the start of it all; but now her body and mind are starting to deteriorate fairly quickly, which limits her ability to play games as easily as she could before. Just recently, we tried starting a new game, one i knew little about and thought would be cool, it's free and couldnt be a problem.. right? Well, it didnt really jive well with minor technical difficulties and the way the game was designed. I could understand what was happening and what to do okay, but making sure the game was running, checking up what she was getting through fine (game didnt let her progress in the very beginning until a restart) since we wanted to meet up once the tutorial was over gotta make sure were around the same pace! It was an MMO, so there was gonna be a big lobby after the start... right..? right? Well... i guess not. at least as expected. The chaos along with still not getting re-adjusted to games yet really wasnt working too well, and had to drop it. yeah, i should've checked out the game more first, but i wanted to start off with similar footing, didnt work out. The point is, i agree. Games need to be accessible for people now AND in the future, even these days there's a significant amount of ""old"" people starting to grow up, learning how games are getting harder to play and enjoy. Yes, it still is a "moral" standpoint even on those grounds, but still a very important one for the longevity of games as a whole, under different definitions. Hopefully, one day, Nintendo will start learning what other developers are. It's good and fine to have a curated experience! NONETHELESS it's still VITAL it can be *adjusted* if necessary to make the game more ENJOYable. It's important to fix glitches and exploits, but generally, if it's not gonna effect base gameplay and really only effects challenge runs and speedrunning, why not keep it in if it doesnt cause problems? (like nukin' your device for example of what i mean) Not all games are really re-playable, as often-times the story is the focus, BUT, speedrunning, channenge runs, and more are vital for still keeping some of it alive! Think about how often content creators like you do challenge runs and stuff, it really helps being attention to a game! heck, i hadnt heard of this game until now, it looks really cute! It really is rather a shame when devs feel that way toward their creations, i've seen at least ONE case of core bugs effecting gameplay not being fixed but a specific, hard to do exploit used for a speedrun is immediately patched lmao Apologies for the rambling, but i hope this makes sense! (why cant you adjust different ypes of audio seperately, maybe ya know, music is distracting or something? or you cant hear what's going on?? Like in minecraft you can turn on literal subtitles in the bottom right so you can tell what's going on around you. I am not deaf but it is infinitely useful to me as my hearing work really oddly, I have an auditory processing disorder; without subtitles i just cant really catch up. Thank you for adding proper subtitles! even if they're sometimes a little off)
i felt that with the auditory processing disorder, i dont have any diagnosed audio processing disorders but i have my fair share of moments where i dont understand someone for a moments after they say something, and captioned audio queues really help!
Your issues with Nintendo describe their "STOP HAVING FUN WRONG!" philosophy perfectly. You have to play their games their way, and only their way, and you'll like it - or else. Look at the Metroid Prime speedrun community - Nintendo wouldn't leave them alone either, patching glitch after glitch in the post-GameCube releases just to spite them.
Exactly.Nintendo has a very strong philosophy that says "YOU SHALL PLAY OUR GAME THIS WAY OR YOU SHALL NOT PLAY IT AT ALL". This is shown in how they design games without options and how they crack down on and send cease and desists to anyone using modded consoles or games for competitions like tournaments. I don't know if it's egotistical or foolhardy but it is turning away many current and future players that could come to enjoy their games if they simply adapted more to what video game players not want by need.
Think it could be a cultural thing, but it's 2024 and everyone else is moving with the times so there's not really any excuse. Certain other things annoy me too, like their stubbornness when it comes to their music. Finally they gave us a way to listen on their terms, but only with a dripfeed of OSTs for no apparent reason, and without crediting composers :/
Hehe, speedrunning is something else. I know that there is an eternal debate in the speedrunning community whether exploting glitches is a valid strategy or not. Some people feel like it's fair game; other consider glitches no better than cheat codes. That's why there's usually categories on leaderboards for "glitched" and "glitchless" speedruns. I myself am one of those who dislikes glitches. And I know that if I was to ever become a game developer and create a game that people speedrun, I'd totally follow the speedrunner forums and patch everything ASAP, just to mess with people. 😁 Though I'd also give access to all the old versions, just to be fair. 🙂
@@vilx7259 There's a big issue with the "glitches are like cheat codes" argument, being that a lot of glitches require a lot of skill and good game knowledge as to how they work to use them well. Cheat codes are just codes, you just know them and they work. Game devs can obviously patch what they like, but if it's just to mess up speedrunners, I feel it's usually pointless, unless it makes speedruns more interesting (like removing warps to the end credits, but keeping things that skip long waiting sequences, or cool and difficult quick kills on bosses). Giving access to older version is awesome though and is something I think should be done more often :3
@@epicgameruwu9907 I know of this "skill argument" too, but to me it doesn't hold water - it doesn't matter how difficult it is to enter a cheat code, it's still a cheat code. To me the main reason why cheat codes are bad is not because they make the game too easy (you could just add a category to the leaderbords then), but because they fundamentally alter the game, and it's not the same game anymore. But, again - I totally acknowledge that this is a subjective question, and your viewpoint is completely valid too. From a developer's point of view though - a bug is a bug. And speedrunners are the best and most thorough testers ever. 🤠 That said, sometimes I think there are such interesting bugs (like the play-as-link bug in the video), that they totally deserve to be made into a feature.
I've noticed this many times and then noticed a problem with other videos in relation to Mario Kart. People want more mechanics in Mario Kart to spice up the experience, but the issue with adding more to a game is that it is no longer simple to understand from an all-ages family perspective. I know I've played many games that had SO MANY OPTIONS that could make or break the experience, but I got lost in them. So I see why Nintendo simplifies it down to just basic things like "vibration" or "difficulty," but I think the solution is really to just add an extra thing in an options menu called "Advanced Options." Have the very basic stuff on the outside, maybe have it not-so customizable on a 1st Playthrough, and then have the Advanced Options button unlock after beating the game, or as it's own thing, allowing you to fine-tune the experience. Either way, great video as always, Ceave.
This was something that always annoyed me as far back as Pokemon Ultra Sun and Ultra Moon; generation 7 has boundless amounts of mandatory dialogue and tutorials, as well as cinematic cutscenes, and you get no option to skip any of it even though the vast majority of it is stuff you'd have already seen in the original Sun and Moon. That much completely demotivated me from even getting through USUM for a long time simply because it would not let me skip the cutscenes that I've already seen when I just want to play the game and experience the new content. Oh, and something else on the topic of accessibility; I've heard someone bring up the matter of Pokemon games not introducing voice acting despite having plenty of funds to spare on it, their excuse being that they want people to make up their own voices for the characters, but not having voice acting actively makes it more difficult for people that have difficulty reading due to disabilities preventing them from enjoying a story they can't hear.
I had never thought of that, yet it's so disgustingly _obvious_ now that I have. Huh. Thanks, that's an important consideration. I read super fast, but yeah, that doesn't mean I don't want someone with dyslexia or similar to not be able to enjoy this cool thing, that's less people I can talk to about the cool thing! (While true, that's a joke, that's not the only reason. I have found that "selfish" reasons are the most convincing, though. Don't tell them why they should, tell them why not doing it _actively inconveniences them_ )
SO true dude, as someone with hand issues, im pretty much forced off of all the games I used to enjoy, turn based RPG's that can be played one handed are all thats really accesible right now. Would love more companies to take accesibility settings more seriously
This video is weird to me. Half the time you're making good points, like accessibility or qualities of life, and the other half of the time you're basically saying "I want to play sudoko without the number 6, and people should make sudoko so that I never need to write 6." It's like when someone agrees with your argument, but only for bad reasons, such as voting for your favorite politician but only because they're racist/sexist/whatever about the other option. This is a Zelda focused game. Sure, it would be cool if after beating it you unlocked Link mode, but that's not what Nintendo wanted to do. Complaining about how complete it felt to play as Link, and that Nintendo patched the glitch to let you play as Link and won't let you easily go back to a version where you can, will only send the wrong message to Nintendo, that you don't want to be Zelda you want Link. And if everyone's complaint includes that, then Nintendo will make sure this is the last Zelda focused game they make.
Yeah, while it makes sense to push bugfixes for problems that ruin a 'normal' player's experience, a bug that only people who _want_ to run into it experience doesn't require a fix.
When Fnaf security breach, notoriously buggy on launch, was getting patched up, most of the bugs were patched in a way that you still could perform them, just with one additional step required to achieve them.
Great video, with a really important point about accessibility. People think of disabilities as something that affect a few unlucky people, not something most people will have to deal with at some point in their lives. There's an interview with a Nintendo designer where they talked a bit about their philosophy of not having options. This is about not being able to choose maps or when to play Salmon Run in Splatoon 2: "In Japan, there's a sense of, 'We're making this thing for you, and this is how we think this thing is better enjoyed.' This is why, in Splatoon, the maps rotate every couple of hours. And the modes change. 'I bought this game, why can't I just enjoy this game the way I want?' That's not how we think here. Yes, you did buy the game. But we made this game. And we're pretty confident about how this game should be enjoyed. If you stick with us, and if you get past your initial resistance, you're going to have the time of your life with this game. You're really going to love it." Interviewer: "You think you know what we want better than we know what we want?" "We think we know what you don't know you want." That's just an excerpt, there's more context in the full quote (and the TED talk mentioned in it): www.nintendolife.com/news/2017/09/splatoon_2_designer_explains_why_the_maps_rotate_and_salmon_run_is_time-limited
And here I thought it was a logistical solution to focus players on the same maps or game modes. If you do salmon run at any time, you might miss the other players (assuming it was not a popular game mode), so focusing the players into specific time slots helps avoid empty lobbies. But apparently that's not the case, they just "know better" than I do on how to play the game. No wonder they hate mods and speed running.
@mirrikybird I'm sure they were thinking about something like that when they made the call, they don't do it arbitrarily. But their priorities can be pretty wack lmao. I'm very glad they changed it for 3
@@EcclesZero to be honest, outside of those very common complaints (so stuff like the news being unskippable, salmon run not being on 24/7), they have not expanded any of the options in that game whatsoever
@@jakett2216they treat multiplayer games like they do single player games i think. Or more accurately they refuse to add features to released games without DLCs
@@usernametaken017 Oh they do add features, they just add them in at a GLACIAL pace and usually it's just basic functionality. Like when splatoon 3 released, there was an invite feature but you literally couldn't invite ppl individually for some dumb fucking reason, it just pinged your entire friend list (like are we fucking serious???). So they went back and added in this feature where if you type in a keyword, you can play in a pb with others using that same keyword (cool but not the cleanest solution). Ngl the whole series has just been plagued by this sorta thing. People will complain and then months or even years down the line, they'll then patch it
The way Nintendo ruins their speedruns with glitch patches is why I stopped caring about owning new Nintendo games past the GameCube era, haha. Give me a cartridge with a finished polished product that never changes on it, that’s all I want, obscure bugs and all.
Nintendo's been min maxing the day one user score for quite some time now. It's in their best interest that you have as few options as possible, so that people don't accidentally muck something up when they play, or lose sight of what they're doing. Back in the day, it meant clever level design and framing. Now a days, it means strict iron shoes heat wielded to the train car you're in. Nintendo games are still really good, but I hate how much time they insist on wasting, fun things they insist on breaking over their knee. They found a formula that works, but it works less the further you go. Thankfully for them, you only have to love the game the first time
yeah, im kinda concerned that people may end up worshiping that one PlayStation fan who mocked a dead cancer patient and starts bullying innocent nintendo kids
I think Ceave is becoming the Hbomberguy of the Nintendo community with how many times a video's topic takes a hard left directly into a ditch. ...okay, well the thumbnail and title have been changed so this no longer applies. Everyone unlike this comment.
Nothing feels better than playing a Nintendo game, having minimal options in the options menu, quitting, and opening an indie game that has options as specific as being able to disable audio bitcrushing or enabling hitbox visuals (i love you picayune dreams, you are so accessible)
I didn't expect this to be about how Nintendo makes their games, but it's something I wholeheartedly agree with. Most modern Nintendo games try to focus on the freedom you'll have in the game while also still stripping many freedoms.
I agree so much with your stance on accessibility. I was playing Dave the diver, and that game requires you to constantly do quick time events and spam button presses. At some point I got into the same situation as you and my thumb started hurting so much that I straight up would have had to give up playing dave the diver if they didn't have an option to lower the amount of button presses you need to do for the quick time events. That option alone was fantastic and made me appreciate the game a ton more, even after my thumb started feeling better I still kept that option on because the game just felt better to play that way.
This is an incredibly valid criticism because you’re absolutely right that it’s about control. Nintendo games are pretty much the only games that can’t be modded in any capacity aside from MMO’s, and while I definitely understood that for the sake of multiplayer experiences being fair, I can’t help but notice it every time I’m playing something. They didn’t like people making their own platformer and releasing them as mods, so they made Mario Maker so you’d be making games their way, which worked so well until, well, servers were no longer accessible. And for what reason? Because Nintendo didn’t want us accessing it anymore for arbitrary cost reasons that wouldn’t exist if they allowed multiplayer hosting capabilities? Then they go around trying to shut down every sort of emulator in existence even if it’s really the only thing keeping their old games alive. I wanna play a Zelda randomizer, I love playing Pokemon romhacks, and I’d gladly play both through the switch if they just let me, but they straight up don’t have a Pokemon Maker or a Rando mode for their old games. Sure, I can play them again with their janky in house emulators, but do I really need to play a game again I already have, when there’s so many other games to play? Decision after decision, it’s very clear that Nintendo’s players are saying the things they want and are being told No so forcibly that they feel there’s no choice in the matter. But really, Nintendo isn’t exactly showing appreciation for loyalty either, churning out games faster and more shoddily, offering no discounts on old titles, and not really adding much to games after release, certainly not without a price tag attached. Meanwhile the main and only thing they have going for them is that they have games that can keep an amazingly fun aesthetic without sacrificing storyline while nearly every other dev out there is creating the same gritty game over and over again, but to the point that it really only feels like a matter of time before some other decently large dev takes the hint and muscles in on that too. Options are important, and not just those that are built in. But it’s very clear they aren’t keen to give them. Heck, the scene skip button is a 20+ year old standard for games as far back as I can remember, at very least from the PS2 onward if not earlier. It being a standard shouldn’t be a question.
I mean, that's all games ever. If the devs didn't think of it, they won't have implemented it? If you take a systems approach, there can be some unexpected emergent things from interacting systems, but that's about it.
I agree. I recently got Mario Party Jamboree but playing the Party gamemode is basically 50% waiting for useless animations to finish. I wish there was an option to speed/skip them :(
The awkward pause and autoclose on the Jamboree buddy popup which hurts both fast and slow readers is bad enough, but the fact you can't fastforward through com turns kills me. Even just giving the "hit a to load all text in box" like you get with every other text box would be fine, but no speedup? I just have to sit there? Also in terms of general accessibility, they have an option to not allow high skill games but no option to turn off button mashing games. I play with someone who has elbow problems we suspect were caused or exacerbated by playing BoTW/ToTK and they are forced to lose the mashing games because trying to play them is painful.
The EXACT idea of "skipping cutscenes" not being an option for most nintendo games came from animal crossing... Holy hell is that game needlessly time consuming. eg: Instead of making a basic menu for the clothing store, fish bait, etc you need to manually redo every interaction... every time.... Seeing how unnecessarily time-consuming it is made me not have ANY motivation to play. Then the DLC had a much improved island editor... but ONLY for the resort island... needlessly. So customizing my island, when I wished i could use the editor they ALREADY made in the DLC made me not want to edit my island.
Hello Ceave, just so you know, you don't need the linking ability to make compact stairs of tables : put a table, push it once, put a table on top, you will have a compact stair.
Wonderful video. I'm speaking as someone who has been playing video games for as long as I can remember (since I was 3) and now have a condition which causes pain from my fingertips to my elbows via all 3 nerves in both my arms; people do not understand how important options/settings are, from audio sliders to control mapping. Accessibility features benefit EVERYONE, there is no downside to them. I'm saying this as a huge Soulsborne fan; people need to stop raging against difficulty settings. People need to stop raging against ALL accessibility/convenience options. They exist for a reason, more reasons than you and I are probably thinking of.
Yeah. I replayed Frontiers right before Sonic X Shadow Generations came out and was really happy that the minor inconveniences that annoyed me at launch were fixed
And of course, if the devs for some reason can't or won't add accessibility options, then there needs to be a way for the community to mod their own in. Preferably releasing a port that can somehow run on PC, better yet via an officially supported emulator that _all_ games from a certain console can run on. That not only allows easier modification for communities to add their own features, but also allows for easier game preservation once the capacitors on the original hardware fail and render it unable to play your existing copies of games anymore (RIP to my GBA)
While we're talking about Zelda games I don't want to waste my time playing a second time, Every time I think about doing a second playthrough of Tears of the Kingdom I think about farming Zoanite again and immediately lose the impulse. If any game in the series needed a NG+ where equipment carries over to the next playthrough it's TotK...
TotK doesn't receive patches anymore, so glitches that are here to stay are being gradually discovered. If it wasn't for that, I wouldn't even *consider* replaying it. Right now I kinda want to replay it once to do a shitpost run, but that's it.
What i find is that nintendo doesn't care about you being able to play their old games... they want you to buy their latest game and forget old ones can even be played still
I guess Nintendo thinks their video game is like a conversation: They are communicating an experience to us. But like any conversation, book, or movie, the message we take away may be different than what the author intended. That's completely normal, and can even improve some games. Nintendo, on the other hand, sees that as a form of miscommunication. They love the story they crafted, so they assume _you_ would've loved the story if you had only tried a bit harder to enjoy it. They also didn't intend for us to play as link before the end, so they apologetically took that feature away. It did not matter how much it added to the game, or how impossible it was to achieve by accident. To them, that was nothing but a miscommunication - A fluke, a mistake, and a failure. The worst part to me is the fact that, as you have pointed out, they are just plain wrong. The player did not mishear them, they just chose to play the game in their own way. Removing that option from them does not fix anything. Because there was never a miscommunication to begin with.
You bring up a great point about Nintendo's lack of accessibility options and game intent. One thing that annoyed me to no end in Zelda EOW was the inability to disable the mini map. Lately I've been enjoying running through games as blind as possible which means no map use or warping. I feel it creates a more pure experience but I could not get that because of the lack of an option.
Honestly I agree with you about how Nintendo Forces us to play games the way they want us to play. I wish they gave us more customization with how we play their games but they just say no. This is kinda why I haven’t really been into playing Nintendo games lately because a lot of other games give you a lot more customization and options
this level of obsession with tables is the type of thing youd see in a web novel that ends up with the protagonist having multiversal level table based powers
This reminds me of a problem I had all the way through my playthrough of TotK. The game makes lots of use of fog and heavy color grading (I think it's called?), probably as a stylistic choice but likely also to hide imperfections in rendering at a distance because of the Switch's weak hardware. As a visually impaired person, this makes it hard for me to see in a lot of areas in the game and I'd love to have an option, even as an accessibility setting with some kind of disclaimer that it might break things, to reduce the fog in favor of visibility, or just outright turn it off, so that I can play the game better. I actually ended up using a mod that reduces the amount of fog and yes it caused a few problems in a small amount of areas in the game, but it made the game so much easier for me to play! Why did I have to use a mod for that? If only Nintendo provided any kind of options at all, this likely would've been something I could've solved in a few seconds of menuing rather than something that reduced my enjoyment of the game throughout most of my playthrough for no apparent reason. When people replay this game in a few decades, maybe they'll find themselves wishing for more accessibility options too, just like I do today.
Nintendo trying to be "perfect" while only being able to play in a certain way is actually a big reason i dislike a lot of new nintendo games. dont get me wrong the new games are fine. but.... thats the damn problem! they are fine, its a 1 and done and i will NEVER EVER touch them again because there is no reason to play through the exact same stuff twice. but the OLD nintendo games which i LOVE give you so many possiblitys for 1 very simple reason: you cant upload patches onto the SNES or N64 and so on. all of these oversights are SO INTERESTING and they dont make the games worse but nintendo thinks it will make them less "perfect" not saying they should do the EA by releasing extremely glitchy games even with bugs encounterable in a casual playthroughs, but if there are glitches that have REALLY REALLY REALLY specific moments in triggering its not even worth patching 1. no casual consumer will find this 2. the one who finds those usually ENJOY IT 3. some people buy the games FOR THEIR GLITCHINESS (speedrunners especially) its the whole reason why 1.0 copys are so sought after and finally: even i enjoy using glitches its so damn fun to mess around and like ceave said push games to their ABSOLOUTE LIMITS theres something very very cool about it seeing how much a game get handled but nintendo would rather give us something which looks completly uninspired but its "perfect" in their eyes *sigh*
It would be kind of interesting to ask the gaming community 30 to 40 years from now which action games they still enjoy playing. It makes me wonder if modern action games are only viable if you're young enough, uninjured enough, and still have the reflexes and mental speed needed to even attempt them. My friend (who is maybe one or two years older than I am) cannot keep up in 3rd- or 1st-person shooters with his kids. I suspect there are some genres that we just inevitably age out of.
Ceave, I have been watching your videos since 2019. I was totally heartbroken to see your channel be abandoned, as you were and still are my favorite TH-camr. When you finally returned I was so happy, and now I love Ceave Perspective even more than Ceave gaming. But, when I saw you uploaded again on my former favorite channel I lost my mind. I love this channel so much, and thank you for returning Ceave. 🎉🎉🎉
As a person who created levels for a game (workshop moment), seeing your level get absolutely cheesed to hell is honestly a weirdly sad moment. You crafted this level with meticulous effort and someone just... teleports and skips it. At first it seems insulting even that they don't even bother trying to engage with it. The design philosophy I ended up using was "If it's too easy to complete and/or makes the experience worse then I'll patch it: if it's interesting and/or requires skill, then it's getting kept in." Example: Falling in an easy spot where you can just... walk to the goal? Yeah, probably a patch. You just go "okay, I win." and that's not really fun. If there's a way to sneak past a barrier and blast yourself over a gap with two rocket jumps where there's a chance you mess up, but perfect the skill so you get it almost every time? Yeah, that's staying in. That's cool and takes skill, with a "Hell yeah!" moment attached
This was my biggest problem with the Paper Mario remake. The dialogue in that game is completely unable to be skipped or sped up in any way the first time you see it in a playthrough (if you're seeing the same text again you can skip through it). You're forced to sit through the dialogue at a very slow pace and there is a TON of dialogue. Literally the main reason I haven't gone back to it to do any challenge runs is specifically because I didn't want to be forced to slowly sit through literal hours of dialogue just to get to the parts of the games that I wanted to experience.
It’s particularly frustrating to see that because the original game had quick text so you can mash through it quickly if you want to. The original also had an option scroll back the text to see old text boxes in case you missed a line of dialogue. I have no idea why Nintendo decided to remove both of those convenient options. Actually baffling decision.
@@TonyTheTiger-i6h The problem is it's NOT skippable on a second playthrough. You can only skip through the text if you're seeing it for a second time on the SAME playthrough (i.e. you talk to the same NPC twice in a row and they have the same dialogue). So if you want to play through the game a second time you're forced to sit through the slow text AGAIN.
@@Srelathon Oh fair enough. Yeah that is concerning then. I'm not sure how simple it is to code that but I do agree it would be nice to be able to skip on second play throughs globally.
Thanks for shouting out my channel! Interesting discussion here around accessibility and customization. I wholeheartedly agree about the unskippable dialogue. I've ranted about this myself before. It's still not as bad though as it is in Brothership, which I'm currently playing.
I appreciate the challenge suggestion, but it's actually quite similar to my Fewest Summons video. Have you seen that one? I'll shamelessly leave a link to it below. Here, I'm trying to avoid all echo summons, including the table. And almost all platforming sections can be completed without summoning any echoes. I summoned 36 echoes in that run (the actual minimum that I'm aware of is 33), and the differences if the table is treated as "free" would be:
- Summons 1-7 can be done entirely with table as you showed in this video
- Summon 14 is a table
- Summon 17 could be skipped with a table staircase
- Summon 18 could be avoided, probably with just a single table
- Summons 19 and 20 (Hebra icicle melts) can be avoided as I showed in my No Echo Repeats video
- Summon 29 (beetle mound) could be replaced with multiple tables (the reverse Armos bond might still be required)
So that brings us to a minimum of 23 non-table echo summons required to beat the game.
Fewest Summons challenge: th-cam.com/video/qboIdfrz2Gw/w-d-xo.htmlsi=HyPh_KQRnr7KnpvI
So true what you said about Brothership - I feel like 90% of my time with that game is spent holding B and mashing A to fast-forward through the dialogue. And I wouldn't mind the dialogue or the cutscenes nearly as much (both in Echoes and in Brothership) if both games didn't have the same bland, surface-level themes. I get that "it's a children's game" but so what? (TotK, for instance, is also a children's game, but I find myself watching all the cutscenes even on my third playthrough, despite the fact TotK actually has a skip option!)
I'm near the end of Brothership, but I can't bring myself to complete it. Just thinking about having to sit through an hour of corny dialogue on "the power of friendship" makes me nauseous.
I like Brothership but good lord they changed so many things from previous games that I just don't understand
Why do you not control Luigi? Like he's an AI that follows you in this so you feel like you're playing as Mario with Luigi helping, rather than both
Why is cancelling in battle tied to the B button instead of the L button like it was in every other game??
Why does everyone exposit at you endlessly when in the other games they'd poke fun at overdone exposition by having a character that talks for too long while the bros fall asleep??
Why. On Earth. Do I need a set of dudes to tell me what the strongest boots/hammer I have is when they literally just tell you what's at the bottom of the list. And why would I need a 5 minute conversation to understand this.
The same great man that created the FPS mods and a few other ones for Brothership also made a mod that allows you to fast forward the game at will using ZL. It's the only way to make Brothership playable for me!
Really hope Bismuth picks this up to replace the now-complete A-Button Challenge (beating Super Mario 64 in as few A presses as possible).
I was gonna say, isn't his proposed "Table Challenge" just the "Fewest Summons Challenge" all over again?
As soon as he said that there's no options in the options menu i instantly knew what he was talking about, the new Mario and Luigi game has a whopping ONE WHOLE OPTION on the options menu, and it's just controller vibration, genuinely comical. I wanted the option to turn the sound effects down and the music up, but apparently that's too much to ask.
Nintendo having volume control? Ain't ever seen that. I do agree it would be nice though. I love Brothership's music, but I also enjoy listening to my own music sometimes. -But hey, at least for Superstar Saga's randomizer we can actually disable the music!-
Theres an item in pokemon S&S to turn down the volume. And item. I didnt even get it on my first play through
@@dyw__ Pokemon Soul Silver? (There's a weird & so I dont know what S&S is supposed to mean)
@@Pixiuchusword and shield
@@zernek9199 I'm an amateur single-person developer and I am already considering different options. That feels embarrassing of a comparison to make. In one of my new games, I have implemented mobile controls.
As a game dev, your line about accessibility definitely fits a lot of what we encounter when making such features. The way I usually present it is that you make accessibility features to tackle a specific problem ("what if hard of hearing people want to play the game? => Let's add subtitles!"), which is fine enough on its own, but you end up with a lot of feedbacks of people using the feature in unexpected way (with subtitles we get people who play without sound because their family is around, or parents who don't want to miss their kids waking up, or people playing in a different audio language that they don't understand but still wanting to get the information...).
Which, ultimately, also circles back to your point about letting you play the way you want even if it wasn't intended!
This is a known thing in IRL spaces called the curb cutting effect as well! By cutting curbs, disabled people in wheelchairs or with canes can easily cross the street and get onto sidewalks and things, but it also benefits the blind, parents with strollers, people pulling wagons, people walking pets, etc etc. Putting in accessibility features often leads to benefits for everyone!
I always enable game subtitles, I'm French and usually play games in English audio and text (easier to contribute in online communities this way), I still want some help if my hearing comprehension fails. (and sometimes strong accents or muttering is impossible to understand for me)
oh and don't forget
many minecraft players enable subtitles, because they help you hear/read something you may have missed
Even if a game is in English, and I have the sound on, I still turn on subtitles for games and movies. It's always nice just in case you want to confirm what was said, or if you want to know how a name or something is spelled. I'm glad that subtitles caught on so much. Now we just need full control remapping to become as normalized.
I'd argue that the problem a lot of games have with subtitling is that with many modern games it is bound to the console's system language and doesn't allow, say, Japanese audio with English subtitles unless the dev includes it as an in-game option. It also means that it's more awkward to shift languages since you have to change the console's language one-by-one and reload the game just to see what language options a game has.
The fact that they even bothered to patch out a trick that no casual player could ever possibly perform is insane. They are using paid employee hours to do work that not a single customer nor the company benefits from in any way.
Let le speedruners run.
Modern Nintendo in a nutshell
as a not a game dev but still developer some glitches expose faulty software modules, and if your are planning to reuse the software in a future those should be fixed.
Then updates are packed whit the most recent build of your engine, and cherry pick the commits so the popular glitches are preserved is no one priority.
still their manpower should be put on fix the quality of life features instead of unreal/uncommon use-cases which is not exclusive to nintendo but the whole software industry
In M&L Brothership, one of the main problems veterans run into is Luigi's menu in combat is confirmed with the A button (which is Mario's button) so naturally I went to the options to see if I could set it back to how the rest of the series has solidified Luigi's controls. There is an option menu, and there is ONE option - Rumble On/Off. :\
this is also emblematic of the game's main problem. You dont feel like you're playing as Mario AND Luigi, it feels like you're playing as Mario with Luigi as a friend. Nintendo screwed up the whole spirit of the series in their attempt to revive it
@@rufos5293 I mean I really don't think its THAT deep. Its a misstep for sure but a minor one at best, Brothership on the whole clears as a rock solid return, easily
Not that big of a problem, you don't really control Luigi too much in the other games.
If anything you control Luigi a lot more in the overwolrd. @@rufos5293
wait what? I've play every game from superstar saga to paper jam, I used to speedrun dream team, it has literally been fixed longer than I have been alive, who asked for this? back when I was in elementary and middle school about 4/5 the students had a 3ds (a few still had PSPs and DSis and 2 had GBAs) and I never once heard ANYONE complaining about the control scheme...
@@jakobofcincy the series had been dormant for long enough that the people working on the new game likely forgot or thought it would have been an improvement over the original.
On paper, it's a fine idea and probably would help with those familiar with JRPGs to adjust to Mario and Luigi
In practice, it was a solid fuck up because the main audience of the game is either going to be children or M&L fans
One thing that was a smart decision on Nintendo's part when designing the first game was making Mario and Luigi control separately in combat with either A or B.
This made it pretty easy for kids to adjust since they can attribute each brother to the two buttons, so there would be little confusion when it was their turns, since they integrated an option to go back to the previous menu via back button that the brothers can hit. So it takes a bit of time, but it worked and became a staple.
I guess what actually ended up happening was that they thought it would be inconvenient that you couldn't go back immediately unlike in some JRPGs, so they made it so that both brothers always used A to confirm actions.
Only this doesn't work because Luigi still needs to press B to attack properly. I can only understand this as sheer incompetence at worst and best since they literally have access to years of the design philosophy of the M&L series, or can even glimpse it from just playing super star saga by playing it emulated on switch
It is kinda weird how few (accessibility) options Nintendo games have for how broadly appealing the games generally are. Even most indie games (who often don't have the capacity or budget to implement all the options they would like) offer way more options than Nintendo seems to do.
Nintendo is the only company I know of that actually goes out of their way to not be accessible. What other company would make a side scrolling platformer that has normal controls 99% of the time but then forces you to shake the shit out of a controller at two key moments & also any time an enemy grabs you?
@@D_YellowMadness Exactly, most others either wouldn't design that way or give you an option to turn of the need for shaking.
Ye. It'd be like if God of War _didn't_ have the option to switch between button mashing and button holding.
Oooh we found a glitch to let us do something fun and dynamic and,...
Nintendo: No. our games are stories and the DM says you aren't allowed to have fun, or skip important story elements once you have a victory, you must sit through the scrolling dialogue every time you play our game because that is our creative vision!
but... we just wanted to have fun.
Nintendo: No fun, fun is bad!
@@glenmcgillivray4707 You will have fun in EXACTLY the way we intended or you will not have fun at all.
As a disabled gamer, Nintendo's fundamental refusal to have accessibility options in their first party titles drives me mad. And I will call it a "refusal". No custom control remapping (do NOT tell me to use the system remapping option. Its clunky, inefficient, and doesn't help in many cases). No colorblind modes (only 2 in Splatoon 3). No text size options. RARELY will we get sound options.
Thank you for bringing this up. I'm often told to just not play x game. Uhh? No???? I've been a fan of Metroid for decades. I should be able to play Dread. A Link to the Past was my first Zelda game. I should be able to play BotW/TotK and Echoes of Wisdom.
Instead I have to hope the controls and difficulty will be ok for my hands.
In what way are you disabled?
Strangely, I've almost managed to beat Dread, but the final boss is such a severe difficulty Alduin (not even a Spike, an Alduin) that I've just given up. Though for the optional items that require Shinesparks, I had to get my brother to do them, since they often require kaizo-level perfection.
"Then don't buy the game" cool, so Nintendo will not see my money, or the money of anyone they can't accomodate since they refuse to add anything useful from "skip dialogue" and "remap triggers", something that I could have done 25 years ago on Playstation One's games, to "single hand mode", something that apparently Nintendo sees as too naughty (they think your other hand is also working, tendinitis doesn't exist in Nintendo's world)
@@Wiimeiser I found that with practice the final boss becomes easier, but I'm a fan of hollow knight and other difficult games, such a fan that I've finished without dying. Dread is a pretty difficult game, especially those pesky optional items that require hard shinesparks. I've done them, especially because I love doing them, but I can see how it can become difficult for someone who is not used to games that hard, or those who don't have time to practice and get better
Nintendo has historically been the absolute worst company in games for accessibility it's actually bonkers how hostile they are to it
Seeing this pop up in my notifications was a nice surprise.
@zarinblade5936 I agree since I was also pleasantly surprised when I saw the TH-cam notification for this video earlier today.
The legend returns!
It is a nice surprise!
It's funny that Ceave made a comeback on his main channel, but it's even funnier that Psycrow wormed his way into the video somehow.
the name psycrow unearthed memories in my brain i didnt know I still had lmao
At this point I wouldn’t be surprised if the two are related honestly
666 ahhh
Anyway, that name made me remember so many things😅
He always does
When does psycrow come
Very much yes at the bit at the end. People often think of accessibility like it’s for this one group of people who are “The Disabled”. But accessibility is for everyone! We all need accessibility options at some point in our lives, and the reasons you might need them range from the things you’d think of to even things as simple as having a small screen. Anything that makes your experience unique in a way that you need to change things to have as good of an experience requires accessibility options. And if you don’t need any now, you will soon enough.
My favorite approach to fixing bugs is Toby Fox's approach to fixing bugs in Deltarune. Bugs like crashes that could ruin someone's experience are patched out, but fun bugs like wrong warps that could be useful to speedrunners but potentially annoying for casual playthroughs only work if you press a certain button combination. That means speedrunners don't have to rely on old versions of the game which could be less stable or more difficult to access.
This reminded me of how he dealt with a bug in the Spamtong fight. You could use both Z and Enter to fire on keyboard, letting you shoot both normal and charge shots at the same time.
Instead of just patching it out, Spamtong just gets angry and his attack gets buffed, patterns come out sooner in the fight, certain attacks get altered properties, its just a good time. But he doesn't get buffed defensively, still allowing for speedrunners to exploit this at the cost of a harder fight overall. I love it.
Also MAGIC GLASS THAT APPEARS WHEN YOU WALK OVER IT
If the bug allows you to do something that the base game doesn't already provide, that bug should remain.
ConcernedApe (Stardew Valley dev) has a similar approach to unintended game mechanics: if it is unlikely to impact a casual playthrough, it's not a problem. There's been an animation cancelling glitch in the game for several game versions, but it's so unlikely you'd do it by accident that there's no reason to patch it out. Besides, it's not causing stability issues and it's a fun "mechanic" to use for speedrunners.
A recent patch adressed the RNG for certain activities - previous versions used a system that was technically deterministic rather than "properly random" - but because people had devised strategies around this "predicatable RNG" he *added an option to continue using the old RNG system* for the players who wanted that.
@@hoodiegal Not only does CA do this with bugs, when planning out big updates he asks the modding community what would be most helpful to them! One of the recent updates overhauled the entire system (for the second time) to make it easier to do way more with mods, and it's almost entirely because he not only listens to the fans, he asks for their input.
I saw this argument somewhere else- that a big issue semes to be how Nintendo really does have this philosophy of "You will play this the way we intend you to or not at all" and it really, really shows with changes that get made or, like this, a lack of features that should just BE there.
I'm editing this here after I get near the end of the video and... I've been struck with this idea that I don't think Nintendo intends you to replay their games anymore. Like... at all? It really, really gives me the vibes that they want to create a specifically curated experience with a SPECIFIC goal in mind, and they do not care one single miniscule bit that you would want to do it any different, or even a second time. It kindof explains their stance on.... a lot of things, really. Most things. If you don't do things the way they want you to, you don't deserve to do them at all. It kindof makes me sick actually.
I think the whole idea Nintendo is going for is, "wow them so much the first time, they keep coming back again and again." I don't know if BotW or TotK players go back and play over from the beginning (BotW in particular infuriated me with its obsessive embrace of the first game's "lack of tutorials"), but that was my experience with Ocarina and Majora's Mask, as well as some of the handheld Zeldas. They are so laser-focused on this result now, they very likely do not have the flexibility of a studio like 2000s Valve who understood that some players are going to want to play the game differently the next time around. That's why you see challenge modes and unique achievements in Portal, and the only equivalent in Nintendo games are progressively difficult minigames.
Nintendo is like a spoiled brat, they got away with everything they've done while being praised for it, still only releasing in their home-made console, not having a proper store, game emulation being trashy, QoL being optional at best, now they think they're this big role model and everyone who doesn't follow suit to their bratty ways gets the Nintendo ban hammer
I still fail to understand why people like this company or even pay them anything at all, love their IPs but I disapprove of everything they do
Nintendo used to leave it to youb you solve it
Even Zelda
Imagine them actually patching out fighting ganon with an empty glass jar. Which was nerfing yourself. Mm and some of the GB Zelda were all about you figuring it out yourself
Modern Nintendo are absolute control freaks, this is just honestly the first time I'd considered it in terms of design aspects in the games themselves -- I'm more familiar with it in the form of their never-ending war on their own community. Shutting down Smash Bros. Tournaments, tacitly threatening legal action over the use of unofficiated netplay modifications, trying to sue Blockbuster, sending their lawyers to threaten the first person to mod a 3DS by showing up at his house IN PERSON, being by far the most actively litigious and hostile company towards any and all forms of rom sites even only concerning long-discontinued systems, and of course: their openly furious disdain for any and all fan works. Romhacks, translation patches, fangames, even FANART in some cases, whether the law is on their side or not, if they catch wind of someone using their IP they sic their lawyers on it. Don't even get me started on the Pocketpair lawsuit.
It's what makes me loathe Nintendo as a company in spite of how much I appreciate most of their games. I say "most" because... I got tired as hell of Echoes of Wisdom in record time too, and recognizing this "singular vision" attitude invading aspects of the game design honestly makes a disappointing amount of sense when taken alongside the behavior of the management side of the company these days.
@MediaMunkee the games from Nintendo are worse today and they're doing such foul practice... "Oh pal world exists? Yeah we noticed, we don't care *copyrights pokeballs after the fact to sue them later*"
How anyone can support these companies today is beyond me... You can't even enjoy or make your own takes on their music because Japanese law doesn't allow for fan ANYTHING
Yeah. From another angle, the move Nintendo has been making towards making it impossible to mash through dialogue has caused me a lot of pain, as someone who *simply reads really fast*.
I can skim a paragraph of text in about half a second, so if a game doesn’t allow me to mash through dialogue, it thereby condemns me to stare blankly at the screen as text slooooowly scrolls by at like a third of my natural reading pace. Even if the game lets me speed up the scroll speed, the fastest options are always still too slow. It’s agonizing.
Frrr they need to have slow, fast, and instant
As another person with a fast reading speed, I agree they really need a way of instant text speed
"damn, I'm suffering so much from this super power I have, I can read an entire book in ten minutes and completely absorb all information and nuance contained in it, why can't this game satisfy what I want?"
I agree with you, but also your message comes off as that
@@yuchaoguo8399 As someone who can read and perfectly comprehend two hundred and seventy-three paragraphs in less than ten milliseconds, I am _greatly_ offended by lack of any *_text only_* option in all Legend of Zelda games. 😭😎😭
Part of the problem I think is they're not thinking about how less information is conveyed with a single latin letter, than a single Japanese character. A perfectly comfortable scroll speed in Japanese is too slow in English and other languages using the latin alphabet. It should be a standard to adjust the default text scroll speed when translating/localizing a game to accommodate the different language.
personal anecdote: I also messed up my right thumb, but I have a genetic predisposition to dequervains tendonitis. so I had to get surgery.
I didn't even BOTHER looking at my switch games' options to see if I could play one-handed while I was injured. I just gave up on them. ToTK is still unfinished, despite my 200+ hours. I've missed most of Splatoon 3's live events. I'm young and otherwise reasonably healthy, but I've basically given up on games I love because *they hurt me physically*
The only real Nintendo games that can be played with a single hand are the few Pokemon games that have that feature built in, and even then, Pokemon gets boring after a while.
The only one handed Nintendo game i know of is Pokémon sword and sheild
@@theshadowking3198 A few old-gen mainline Pokemon games can be played just left-handed as well via the L=A option. I turn that on any time I play the older games w/ the option because it makes mashing less annoying
@@theshadowking3198 There's also the let's go pikachu and eevee games as well.
You can 3d print a one handed holder for joycons. Newer tried it, so dont know how comfortable it is. Also, there is button remapping in the system.
As someone who doesn't own a Switch and thus hasn't played any modern Nintendo games, this is incredibly shocking to me. While I'm not a fan of bug fixes like the ones you talked about, I get it because most game companies fix bugs like that. But when I heard that the game doesn't even have volume options, I was shocked. Even games that lack good options have basic ones for stuff like music volume vs effect volume. This sounds more like massive laziness than controlling behaviour.
Nintendo be like "you're having fun wrong!"
The injured thumb part hit home for me. A few months ago I badly sprained my right wrist in a bicycle accident. It was extremely difficult to use a mouse. Steam let me rebind a spare controller's left stick to mouse inputs instead, so I could still play games (that didn't require fast reactions) with one hand. It made me think about how much some games require both hands to be in perfect working order.
same i broke my left thumb and was able to rewind Here Comes Niko to play it 1 handed, (had the idea since the whole concept is a stress-free platformer), got me through a tough time even if it was annoying not being able to move the camera and character at the same time lol
Similar thing with a friend of mine. Broke his right arm when his cousin rolled the 4x4, but was still able to play elden ring on PC while wearing a cast because of rebinding controls
If you can, look into gyro controls and flick stick, solarlight has a good video on it and how you can have fast reactions even in a online game like tf2
One of the reasons i consider key rebinding to be a baseline feature, not a luxury. It's simply impossible to account for all the possible limitations people might encounter with your base bindings and you should never fool yourself into thinking you would know better.
It becomes even sadder if you remember a time where Nintendo actually gave you options. Back on the GBA, it was pretty standard for Nintendo's first and second party games to have a fair bit of customization. The Pokemon gen 3 games are a great example, with text speed settings, the ability to customize various UI elements, and even a simple button remap that enabled 1 handed play.
This is the reason I've started calling Nintendo "the Apple of gaming" because both companies are very strict on allowing you to use their product in ONLY the exact way they intended, and any deviation is to be punished severely. When I got Echoes of Wisdom, the first thing I did was open the settings, because that's what I usually do with new games, and I found the depth of field effect very irritating (I don't have any vision problems, it just hurt my eyes), only to find NOTHING.
I first realized this issue with Nintendo when I was playing Splatoon 3 and decided to participate in one of the challenge events. The event was rollers and brushes only, but everyone had insanely buffed speed. The whole match was everyone rolling around at the speed of sound and it was THE MOST fun I've had playing Splatoon. I thought "Why don't they let players do this normally??" Halo Infinite allows you to screw with the gravity and friction to create the dumbest matches out there? Why can't I open a lobby for me and my friends to play a round with bombs only and infinite ink? While they're at it, just let me queue for a random match on any map in any game mode! I love Splatoon's map rotation system, but sometimes the only maps and modes available suck and I just have to come back 2 hours later hoping I can finally enjoy the game
hey remember lobbies or private servers... well they are still amazing on PC. Its too bad consoles must force players to play on inferior game design.
All of this is still possible. The modding scene is alive and well. Nintendo luckily are far from the best at securing their devices.
Git gud
@@andy02q that doesn't change the fact that Nintendo themselves doesn't give their players any options. The majority of people, myself included, aren't going to mod their switch
There's no excuse for missing custom lobbies but keeping a game's matchmaking limited to a handful of modes versus anything goes has to help keep the game feeling alive and queue times shorter.
As someone who is disabled, I outright don’t play Nintendo. The switch controllers are painfully hard to use with my hand issues, and my eyes make the switch into a flash-bang, but worse the lack of options for controls and brightness means I don’t have a way to compensate for my hand function and eye function. I’ll be honest I don’t think I’ve played a Nintendo game since the Wii solely due to disability and lack of accessibility options.
Yes, the way Nintendo abandons people is really sad
Isnt possible to turn down the brightness on the switch? Does that not help with the eye problems?
@@benedekborvendeg32of course there is, but acknowledging that doesn't get the bot clicks.
@@benedekborvendeg32 Fuck…. I am gonna be honest I never thought of editing brightness on switch itself, I searched solely in the game since the setting is so common in games and adjusting game to game is often best. Oops.
Same. Nintendo isn't just not considering disabled people; they are *actively hostile* toward disabled people. I wouldn't be surprised if they have specific corporate policies *against* anything that could be used for accessibility (even if it wasn't intended for that), just based on how common it is for them to remove options that existed in previous games. They're not gatekeeping how people are allowed to have fun; there are certain kinds of people they literally don't want playing their games, and they tell us that about as directly as they can without calling a press conference and telling us to screw ourselves.
I get the impression that Nintendo really wants to have a reputation of flawless games with no major glitches. They patch things left and right, stop selling old games that they can't really focus on supporting (hence the whole "why can't I buy gameboy games anymore, even on new consoles?" issue), and restrict the player's options (as more options just leads to more potential places that glitches can pop up). The fewer ways there are for someone to play a game, the easier it is for them to focus on making those specific ways as glitch-free as possible.
I completely agree, and they fail to realize that by doing these things, they are actively harming their users. It comes across as them both not caring about their users, and to take it even further, they come across as actively having contempt for their users. Accessibility is a must. It is literally the most basic way to improve the user experience, and literally allows more people to play their games. But they don't care, and I don't know they ever will.
They stop selling old games because people don't buy them. Virtual console was an enormous flop all three times they tried it.
@@HeavySighSA yet they throw a tantrum when people emulate their games.
@@HeavySighSA i bought a ton of games on 3ds virtual console
TH-cam does this as well. Look at the options menus and you find zero options for any personalization.
"So the table is set."
"...was off the table."
"The tables had turned."
😆 Love all the puns and thoughtful insights about how Nintendo's design affects usability.
This video shows three of the reasons why I, and so many people more, absolutely adore Ultrakill
Firstly, the "unintended fun" part. When Hakita (the main dev) sees the community discover a glitch or exploit that enhances the game experience, he actually finds out why it happens, to refine it and turn it into a mechanic (Slam Storage, Super Slide Jump, Projectile Boost, Orbital Nuke, Pipe clip, I-Frame storage, etc). The only exploit that I can remember him patching out was the infinitely accumulating damage from juggling a coin into a wall, and that one made some sections of a speedrun kinda boring
And, second of all, that game's options are thorough as HELL. It allows you to fully customize your HUD, the colors of some elements, your keybinds (even going as far as having an option to set a keybind for each individual variant for each weapon), the amount of blood on screen, the "graphic fidelity vs performance" things, all the options that make it render as a PSX game, and probably some other things I can't remember
And, thirdly, accesibility. Despite being probably one of the hardest games I've played, it's also one of the most accesible. Are you not used to fast-paced shooters? Well, the lower difficulties are designed for that. Do you want even more help? Well, minor asissts are a thing, and they don't affect your score in any way. Do you have some form of colorblindness? Well, the game offers a ton of color palletes to choose from; mostly for aesthetics, but also to help colorblind people. Do you want to lab around with enemies and objects? Well, you have the sandbox, where you can summon (almost) any enemy and interactive object, and even modify a ton of parameters. Do you wanna route out specific levels for challenges or speedruns, or even just to beat them? Well, there's major assists then; that, while preventing you from getting the highest rank if you have them active, are insanely useful for learning each level (and even stuff like the P-2 secret corridor that opens up after beating the level once that takes you straight to the boss arena, in case you wanna practice that); and that's not even mentioning cheats, that while preventing you from getting any rank at all, give you even more options to mess around in any level
So... yeah. Ultrakill is good, y'all should play it
Just made a comment like this about Ultraboosting, but what the hell is an Orbital Nuke? I only know about Core Nukes
@@HolyHolyHandGrenade launch a coin with the knuckleblaster, then throw another coin, shoot the second coin with the malrail, and badabing badaboom, orbital nuke
@@HolyHolyHandGrenade iirc orbital nuking’s where you knuckleblaster a coin into the air, toss another and then shoot the mal railcannon into the second coin
Turns the thing into an orbital strike basically
@@SaviourOfLight @mundanemiseries Ah, gotcha. Didn't know the knuckleblaster could hit coins, actually, which is embarrassing as a Marskman player XD
Sounds like you're spending more time in the menu than actually playing the game. If a game is that customizable how can you even recommend it, if I change my settings enough from yours I'm basically playing a completely different game and you will no longer be able to advise if the experience will be good or not as you have had a completey different one.
Sadly the only answer to some of the concerns with nintendo's current way of doing things is game modding. For example, I was very happy to find a patch that removed the annoying blur effect the day I bought the game. I find it really unpleasant and at times headache-inducing so I'm not sure if I'd have finished the game without it. It's a shame that minor details like this due to a lack of in-game options can cause a lot of people to be unable to enjoy games they otherwise would really like.
I feel this so hard. I had issues with playing Link's Awakening due to that filter, and it's insane that it's just one bit change that Nintendo refused to put in. At this point it's easier to emulate so I don't have to deal with issues that can be fixed with one simple option.
The problem is that Nintendo will also go after people for trying to do this because it’s not on a Nintendo system. It’s Nintendo’s inflexibility the whole way down. It’s funny to think that people would be less inclined to pirate/emulate if they just gave people more options! It’s almost a sunk-cost fallacy; the more they dig in their heels, the worse things get.
This is only part of the problem you brought up - but man, I hate how bug fixes are treated by people (particularly but not unlimited to Nintendo). Fixing bugs that effect the casual experience (crashes, softlocks, options or QOL breaking, things you'd run into without meaning to) is good, but going out of the way to fix something that people only ever really trigger if they're purposefully trying to do it... why?
I really like how Toby Fox tackled something like this. In Deltarune Chapter 2 there's a bug that could be done when transitioning screens. It was used in speedruns, but it could also be done quite easily by accident. He patched it so it could be done, but only if you're holding a specific button, reducing the chance of it hindering a casual playthrough but still usable by speedrunners.
Also, thank you so so much for mentioning disability and accessibility. This is such an important topic.
i mean, toby fox went to some effort to patch glitches speedrunners were using in undertale
@@tomjackal5708
He probably got some backlash about that and decided that he wanted to give the fans what they want, so he wouldn't do that any more.
Is my guess based on what little I know. Feel free to give evidence to the contrary.
This is why I love the work that Mercury Steam did in Metroid Dread. That game is full of unintended sequence breaks and speedrun-usable glitches; and the only speedrun-usable glitch they've ever patched was one that could be performed accidentally; and, if done incorrectly, crash the game (and probably corrupt the save file, idk). So, they saw people absolutely breaking apart the game they made, destroying their intended experience for speedrun's sake... and the only glitch they patched out was one that could absolutely mess up a casual playthrough
You mean like when OOT was put on 3DS and Devs argued to keep non game breaking bugs because they were fun, so Nintendo let them
That was a big issue I had in Baldur's Gate 3's earlier patches with Larian. Larian went out of their way trrying to fix infinite money glitches with vendors that could only be triggered on purpose, not accidentially - while ignoring many prominent bugs that negatively affected the experience (like the Polearm Master bug) and introducing new bugs with these patches.
I was quite surprised that a modern Zelda game doesn't have a skip cutscene option when Twilight Princess has it, and it also allows you to hide the minimap.
Friggin Ocarina of Time had the option to hide minimap
I saw a youtuber (shoutout to Bringle, amazing guy) playing the new Mario and Luigi RPG recently, and he opened the 'options' menu in the game to find only this:
Rumble On, or Rumble Off.
This is a serious problem and I'm glad somebody is bringing it up!
i cant stand the railroading in that game like FREAKING 6 hours of Tutorial COME ON. I never got out of that hell tutorial into the "good Parts" FFS even MGS4 and KH2 have shorter cutscenes and tutrials COMBINED than Brother ships waste of my TIME.
"serious" problem
@@Spram2 What do you want him to say? Silly problem?
I hadn’t been watching his brothership videos to hopefully avoid spoilers in case I wanted to play it myself, but…seriously? Holy fuck that is awful
@@JaxxoonRunserious problem maybe
I'm not sure where I've heard this but I've heard that the issues you pointed out are prevalent not only in Nintendo but in Japan in general. They have this notion that they know best when it comes to playing their games, therefor, things like Accessibility Options are not present because they deem it not necessary for playing the game the way they intended it. Again, I might be wrong and it might be a Nintendo specific issue, but the fact remains that they are so anti-player with their game designs because they think they know the best way to experience their own games
As far as I'm aware, that is a general problem in Japan, not just Nintendo, and not even just Japanese games. I'm gonna grossly oversimplify here so please take this with a grain of salt, but they tend to not acknowledge or discourage individuality. This isn't limited to things like the clothes you wear or what food you like, it includes things like having disabilities or special needs. There is sort of an undertone of either blame or ignore the problems of the individual, especially if they get in the way of the wants/needs of the many.
it's not technically a nintendo specific issue, as it does relate to a japanese cultural element, but that element requires one to treat game production as the providing of a service.
let me explain:
if you were to order tea in japan at a restaurant they will serve it to you one way and one way only: usually without anything added to it. There is an intent behind the service and the creator of the service wishes you to enjoy the service as they provided it. This is not necessarily a bad thing, as, --again, for example-- adding sugar or milk or whatever to said tea would, by that nature, be changing the service that has been provided, and thus you are no longer experiencing the service as it was given to you, which some people may consider as rude.
Companies like Nintendo and Game Freak seem to treat the production of games as a service they provide to the public, rather than an art piece that can have multiple different ways to be enjoyed by multiple different people. (side note: this is similar to the contrasting ways of interpereting literature and media; Authorial Intent vs Death of the Author)
Conversely, japanese game company FromSoft (makers of Dark Souls) *does not* have this view of games as a service provided, as the only glitches or exploits that have ever been patched from their games (as far as I'm aware) have been those that legitimately cause interference with the enjoyability of the game.
TLDR; Nintendo thinks games aren't art they produce, but instead services they provide. (Which kinda explains why they are so against fan projects --beyond just legal reasons-- and emulators, as they likely consider such things as alternate ways for people to be provided the services they want to provide to you)
Authorial intent is more important than accessibility. People do not demand movies remove flashing lights scenes just because some people can have terrible health reactions to them. Why are video games treated like toys before art?
@@nickf2571I think your comment is completely backwards. Presenting a specific curated vision where the player can not modify much beyond the intended experience IS Art, as opposed to giving you a playground for you to do whatever you want on it. It would be like saying the Louvre has no art because they do not offer crayons for you to scribble on their paintings. No, They set the art as is, you are there to appreciate it. Now, how you interpret that is up to you.
FromSoft has patches that go beyond what you said.
@@AfutureV What use is a game if you cannot play with it? You're supposed to be able to have fun with it. Yes, it's art. But art is subjective. It's not a set thing; A painting may be supposed to look like something but that doesn't mean you're not allowed to see anything else in it. So why does that philosophy not carry over to games?
To note: the switches system level button remapping is not an adequate fix for ingame button remapping. Its not reasonable for someone to be expected to remap the controles of their whole console just to play 1 game.
That is only reasonable on stuff like emulators developed by fans years after the fact like dolphin. The need for it there stems from this same problem of lack of ingame options, and atleast dolphin gives you a lot of controle over your mappungs and an easy way to switch profiles.
They should make system level, game-by-game remapping options with a default/custom toggle, then.
They could also make user profile-based remaps as well, so that other people could load up their own settings.
Then Switch developers wouldn't have to worry as much about remapping controls for every game that they make and could focus more on content instead.
The only time I use the console remapping is for the control sticks. I got used to using inverted up/down looking and some games don't let that be used. Which is incredibly frustrating. At least most games allow it to be changed without changing the whole system. I got used to it from Dark Cloud. It was only inverted look and was frustrating at first.
As somebody who currently very much struggles with invasive earworms and who attempted to relive my youth via a Switch and Nintendo games and failed (because none of the games had simple BGM sliders and I want to still hear SFX) this speaks to my soul. Thank you for this.
What do you mean by invasive earworms? Like you have actual words in your ears ruining your hearing? I thought an earworm was like a term for a song that gets stuck in your head or something.
You’re spot on about what an earworm is. Relatively few Nintendo game soundtracks have lyrics so in this context it would be, say, a level theme or game theme going round and round in my head, sometimes for many hours and often when trying to sleep. Conditions like OCD seem to make some more susceptible to earworms in the first place (iirc), and they can be more problematic; hence invasive. Nintendo - and other - studios tend to lean on the catchier more repetitive music which is even worse. If a song does contain lyrical content then lyrics will be involved. It doesn’t affect hearing ability as there’s no volume involved. Games where music is more low-key and plays less often are less likely to cause me this issue.
Dude I totally understand this. While I don't get earworms as much, at work I have to deal with a CONSTANT barrage of overlapping noise. Freezer buzzing, terrible (and loud) radio music through the store, constant chatter, the door bell sound going off, all the beeps at the cash register... It causes me severe exhaustion having so much noise all day, so sometimes when I come home from work and want to play some videogames, I like to turn off the BGM to simply alleviate some of the sound load.
It's not like an experience is being stolen away from an audience just because you added very easily to change back options in your videogame. Like holy crap, Nintendo.
Its quite an interesting contrast to see this game being showcased as the example of this lack of letting the players choose how to play because a main theme of the game is that you can play in your own way and solve puzzles in a different way from anyone else because there isn't just one right answer, and yet despite this focus on being able to play your own way, they still are not okay with anyone playing in any way that isnt their way and refuse to give customization for settings whether it be for easier controls, accessibility, or a challenge
The Switch itself has button customization though, not the most expansive but they get the job done most of the time.
@ true, but it still barely even solves half the problem
Changing your controls through the switch ui itself is such a copout because it always fucks the menus and makes the on screen ui not match what you're pressing. It's nice to have, but it isn't good enough.
back in my day 90% of the games didn't had such autism like configuring controls. and even when it was there nobody cared. kids nowadays are retards. they can't even coordinate their hands to use the controls as they are.
none of you would survive a day in the arcades.
To me (a person living with a disability, coincidentally mostly affecting my right body half and in gaming mostly my right thumb) accessibility was never a moral issue, but a very practical one. I never understood why morals are usually the big thing in this regard. It's disheartening, because it doesn't lead anywhere and diverts the discussion away from the actual issue and towards calling the other sad a "bad person" or "a snowflake" (or whatever would be the term). Would it be nice to have all people be supportive of accessibility? Sure. But that's not the world we live in.
Rather, as you do in the video, I like to present practical reasons when pushing for accessibility options. I actually have love-hate relationship with Nintendo - on the one hand (the early Wii era) they make their library basically unplayable because they insist all games must be played with Wiimote and Nunchuck (old Wii games didn't have Classic Controller support). On the other hand, their push for motion controls eventually got us Gyro controls, which is THE single best accessibility feature I could ask for. An injured or disabled right thumb makes camera control incredibly difficult, but moving the camera with Gyro controls - ideally with partial gyro that lets you finetune with the stick - is perfectly viable. Nintendo's Pro Controller is VERY capable in that regard. Splatoon was the first shooter I played and got decent at in my life. Because of Gyro. Monster Hunter Rise, I play on Switch exclusively. Because of Gyro.
The thing is, these options aren't catching on because they are "moral" or "accessible". They're in because either Nintendo found them to fit their vision (this is the problem posed in the video) or because it's the better way to play - Gyro is arguably the first time playing shooters on console became as viable as playing with M+KB on PC. I'm rambling at this point, but my point is, accessibility options need to be argued for in actuality - in the way they can benefit all people. Morality is too abstract. Too detached from the issue. A theoretical evil gamer who truly hates all disabled people but has bad eyesight will appreciate different font sizes in their games.
Interestingly, apart from games, I already saw this happen. There are a ton of whacky-seeming kitchen utensils out there that make certain tasks (like chopping onions or grating cheese) WAY more accessible for people like me, but they are almost always sold as practical modern lifestyle products, rather than pushing their accessibility.
Accessibility at the end of the day benefits everyone, because a lot of the time it's tied directly to making things more comfortable.
It doesn't really help that some people take absolutist stances towards options or accessibility.
Yes, accessibility is good in general. And it should be improved where it can. But games aren't products, they are works of art. They are not always supposed to be the most comfortable possible, nor the most widely appealing possible.
If an artist is trying to create a certain experience, then asking for that specific part to be configurable or customizable is not reasonable. Just like nobody asks for less scary versions of horror movies for people who find them too frightening.
Like you said, accessibility affects everyone. And sometimes the effect it would have is artistically undesirable.
That doesn't always mean the artist is right either. Some things aren't as important as they seem. But people often aren't really considering that when asking.
But of course, for everything else, making it more accessible is good. In a practical sense, too, because it lets more people experience that thing the artist is so devotedly crafting.
The injured thumb thing strikes a chord with me. I have tendon issues that are gradually becoming worse, and games with a lot tapping over a longer period used to be difficult to me as a child, painful for me as young adult, and now as a mature adult they are just legitimately impossible for me to play at all.
It's especially frustrating because most often just holding the button in question would be more convenient, more consistent, more enjoyable and overall just the better choice. Making people tap tap tap tap tap away at the same button for minutes on end is just not fun.
@@Beremor yeah, like terraria moving away from autoswing being a weapon-specific thing, to a general option, none of the non-autoswing weapons are OP with autoswing, it's just needless annoyance
I use turbo controllers for stuff like that
This is a major issue in many Nintendo games, really. In the Splatoon franchise in particular, there's two entire weapon classes that are completely locked out to people who have RSI or otherwise risk wrist/digit strain. They've known about the problem since they released in 2016, yet have refused to add any option to make them easier to use. For as appealing as Nintendo's games can be, they're increasingly showing a borderline disdain for the people actually playing them.
Same. I hurt my left thumb playing too many games, and have a pinched nerve root on the right which causes reduced circulation, so now I have to be extremely picky and careful about how I play. And Nintendo's policy on it, like with so many other things, is to just give a middle finger to their players.
“In the current state of the world appealing to moral standards isn’t going to get us anywhere” what a depressing and accurate sentence.
How so?
@@tweer64 Depends on how you view it. It could be everyone is real ok with pdf's and slavery but when that is brought up the response you get out of most people is "muh roads." Or it could be grossly misplaced identities politics where you can simply pick one side claim it morally superior and then call the other side evil, stupid, or any other name because with identity politics comes tribe mentality which comes with stupidity and irrationality. There is a third option but i dare not speak it for it requires a significantly low iq. Op and the video creator were probably using the second option.
@kalackninja what the fuck are you yapping about? You have a stench of a libertarian to you
@@kalackninja And you can totally blame activists for that. Morality is important, but the people who says so oftentimes also support genuinely awful things, or are so incompetent they actively harm the cause they support.
It's kinda funny how on Sakurai's YT channel, there's an entire video praising The Last of Us for its accessibility options, meanwhile the company that most often employs him and the one he ends up being a spokesperson for most often can't be bothered to do half that shit.
In all fairness, the main series that Sakurai is known for, Kirby and Smash Bros, both actually do have a healthy amount of customisability and accessibility options. It's clear at the very least that he gives a shit.
I actually think you're 100% on to something. I have a feeling that stuff like this (the inflexibility of Nintendo) may have been what made him go independent with Sora Ltd. Wanting to work with Nintendo but not being absolutely bound by them
Sora Ltd is more of a consultancy company that assists other games to get completed. Much like the reason for his game design channel, he wanted to help games get made more than create them himself
@@Just_chuchosakurai never has been part of Nintendo
Bro finally remembered his TH-cam password
The real reason he made a second channel
Bruh
Actually he has a second channel where he uploads more frequently
never heard that one before
dude, he has a video essays channel. go watch that instead.
23:35 "The only option left is to hunt down a release day copy of the game"
Well.... that or piracy. As much as you might say piracy is unethical, when companies go so out of their way to destroy the past, piracy ends up being an important way of preserving these things
Piracy is the moral choice. Companies aren't preserving games; if we don't, they'll be lost forever. I don't care about business, I care about history. In 30 years, if we don't do something, there will be forum accounts and nothing more--if that, with the way Discord is replacing forums.
For me, I always try to pay for the game. But what if you wanna play the game, that doesn't exist in market places? Piracy or you need to pay overprice for a 2nd hand physical copy, that might not work anymore, cause screw you
I am completely understanding, why people says, that it's morally right choice to pirate Nintendo games, but not the recent games
Nah, Pirating from a megacorp like Nintendo isn't unethical. They can suck it.
Piracy begins, where good service ends.
I can't speak to Nintendo's lack of options, but I do know why they patch their products and don't let you revert the patches. It literally goes back to the very beginning of their gaming exploits.
It's all about Atari really. This story is as old as time, but Atari made so many low quality games that people essentially lost faith in the console and we had the first video game market crash. Landfills full of ET and all that.
Nintendo has been on a quest to ensure you never see a flaw in their product since then. This is the reason their first party titles are so good -- they do not pull any punches when it comes to testing or debugging or even patching, as many issues as that may cause. They are insanely obsessed with people only seeing a perfect game.
The best way to think of this is to compare modern Mario titles and modern Sonic titles. You'll never crash the console that a modern Mario title is playing on without really going out of your way to try. On the other side of this, some Sonic games are barely functional, and even when they're not broken they definitely don't carry the same reputation that a first party Nintendo title does. You know anything Nintendo made first hand is going to work and work well.
This is the core design decision that drives their business, and I believe it leads them to make the anti-consumer decisions of not allowing you to downgrade your version and stuff like that. They care more about you not seeing a broken product than they care about you having an extended or deep personal experience with their product. It's a valid trade off in some ways, but for people like me (and you apparently), it's very detrimental and one of the reasons I get less excited for modern Nintendo tiles that have come out past the era of live-patching games.
The Pokémon fans have been battling this for YEARS… at first it was possible to mod the game with skipable cutscenes but generally that didn’t matter because cutscenes were fast especially with the options they had. It wasn’t till sun and moon that cutscenes became an absolute drag on the game to the point where gameplay suffers due to constant cutscenes. The kicker? Not skipable and modders have been for years trying to figure out how to remove them but the cutscenes are so important to the game that by taking them out you crash the game. And every Pokémon game since then has had unbearable cutscene that you can’t remove.
Then they had exp share. A held item that you use to have to grab which would share exp to one other Pokémon helping speed up farming, from generations 1-5, in generation 6 they made it a toggle option for your entire team, sounds great, except they removed the original item. And then they forced it onto you starting in generation 8. Removing a potential difficulty option people could take.
But the last one makes no sense. Since the first games you’ve been able to remove battle animations to help speed up the battles and get through the game quicker. Niche option but speedrunners love it. However starting in generation 9 they removed that option? Why? No reason just because.
Here’s a fun thing that happened in BDSP, the sinnoh remakes, they wanted to have the authentic experience of what it was like back then so in one of the updates they coded in the mythical Pokémon and their events into the game but it was locked behind the item you needed to grab, an item that had one month for you to grab and this was 4 months after the game had been launch, there was another Pokémon game that came out that people were playing. So naturally everyone missed out on this once in a lifetime event, but glitchers found out you can get out of bounds and get to the event Pokémon without needing the items… so what does gamefreak/Nintendo do? They patch them out of the game of course because we wouldn’t want people having fun in our game. So if you missed out on that event but really like those Pokémon you would have to buy specifically a physically version of the game that is 1.0.2-1.0.3 (which do exist) to get them. Or buy a 3Ds, and a copy of diamond/Pearl/platinum to play it on old hardware and just cheat in the item/use the void glitch.
If Nintendo finds out that you are having fun in an unintended way they will patch it up so that you will have “fun” the intended way
This is why if I dare coming back to pokemon it's romhacks only.
Also can’t forget that they removed set battle style
To clarify, Exp Share in gen 1 worked like in gen 6 due to not having held items.
@@potatoe972 No they fucking didn't I used it in SV
@ literally how
I feel like when Miyamoto's biography comes out, we're going to see a passage like, "When I was a kid I loved playing with toys. One day my father saw me playing with a toy car and soldier, having them argue with each other. He came over, got down on one knee, and smacked me across the face saying 'Cars don't talk. If you don't play with that toy right, then I'm taking it away.' I want to give the kids of today the same experience that I grew up with via our products."
Oddly enough he's quoted saying that player freedom was important (at least early on). Even the very start of the first 1-1, you can go over or under or loop around to hit all of the blocks.
This is a Nintendo problem, not a Miyamoto problem.
@@thekoifishcoyote8762 makes me wonder if he's become like Bigweld in Robots, pushed aside for "upgrades".
i once saw someone describing nintendo's design philosophy as "stop having fun wrong," and i couldn't agree more
@@thekoifishcoyote8762 its 100% Shuntaro doing this we saw it happen the Moment Iwata Died and the TempCEO got into place listening to SHuntaro. Lawsuits out the ass and suddenly games take a NOSE DIVE into Railroads and Tutorials that never end.
As much as I love Iwata, his passing didn't suddenly change Nintendo to make more hand holdy games. One example can be seen in Skyward Sword and how it is well known to be infuriating with it's tutorials and that came out for the Wii. There is a long history of overbearing features in Nintendo games, it still amazes me that XC can have tutorials constantly popping up like a hundred hours in, but breath of the wild is way more hands off, with BotW coming out much later
It's funny how Smash Bros, by virtue of being developed by Sora Limited, escapes Nintendo's fear of options. In fact, one of the best things about Smash is how insanely customizable its experience is. You wanna play long-ass matches on wacky stages with every item and spirits? You can do it. You wanna play a 3 stock 7:00 1v1 with no items? You can do that as well. However, according to Nintendo, there's only one way and one way only of playing the game, which is why they fucked over grassroot tournaments over the years.
Too bad we still can't rearrange the character and stage select screens to make any degree of sense.
Sora isn't a development studio It's bandaii namco, and the game still has supervision and overseeing of Nintendo.
I get that game dev is complex, and "Why can't you do some feature if this other game did it?" isn't always a great argument. Still, I have very little patience for lack of button config options, considering that MegaMan X1 had button config on the SNES in 1993.
Similarly, I don't have much patience for completely unskippable cutscenes. Shadow Hearts II on the PS2 came with like 9 hours of pre-rendered cutscenes that exploded the filesize so hard they needed a 2nd disc to hold all the extra video files. Still, you could push the Start button at any point in a cutscene to pause the video, and resume whenever you liked. You could push a separate button while the scene was paused to skip the video at any time, and there was even a 1-second-ish lockout on the skip button to make it quick and easy to do on purpose, but hard to do on accident. All of these features were present even on a first playthrough.
These things don't fail to exist because of physical limitations or because nobody has invented them yet if they already exist on hardware that is now 20-35 years old. It may not be as simple as copy-pasting code from a different engine for a 20-second implementation, but if these things were important to developers, then they would be here.
option configs are literally some of the easiest code in the industry.
@@bloodyidit4506usually though sometimes hardware can lead to issues, ie video playback being affected by the disc needing to spinback up may have been a perceived issue with the PS1 and 2. But often it's an assumption you will use other methods, ie handheld games ignoring volume controls because you have a physical slider on almost every one until the Switch, yeah but what about the music just being painfully loud versus SFX or vice versa?
@@cericat They're a multi-billion dollar company with no excuse. That's not a good reason to not do it, they could have easily solved these issues with minor to no cost.
@@bloodyidit4506 not arguing with you, just pointing out it's not always as simple as it looks from outside. The problem here is not in dispute, there should be better options available generally.
Button remapping and cutscene skipping aren't difficult to implement.
Nintendo has no excuse.
I'm reminded of how Link became right-handed for the wiimote. I remember getting into arguments with people who said this wouldn't affect anything and that the games would play just fine if I used the wiimote in my left hand, because I'm just not one of those ambitextrous lefties and so I need to do precision movements with my left hand. The thing is, if the design was actually that intuitive and fluid, I don't think they would have NEEDED to change Link. I don't think they would have had to flip the world of Twilight Princess, and I think I would have enjoyed Skyward Sword a bit better where those precise movements really mattered. They changed it because they KNEW it would give right-handed players a better experience, and so I automatically knew I was not going to get the BEST experience. And that much was true -- it did affect the immersion for me. They could have gone an extra step to include the ability to use either hand and let Link swap, but they didn't. They did what works for "most." That's when Link stopped being the "link" between the player and the game, for me.
Meh, if you can't beat 'em, join 'em. Why make games accessible, anyway? Why not less accessible? How about a game where you can only succeed if you can wiggle your ears and were born with hitchhiker thumbs! If we're going down this path, at least make it fun!
I feel you on the Link handedness. I'm right handed & complained they made Link not a lefty. I would have _preferred_ if I could play left handed Link with the wiimote in my right hand.
I have a friend who didn't/couldn't/wouldn't understand why them changing Links handedness was an issue. Link's still Link, he'd say. only when I pointed out an "unimportant change" in a series he deeply cares about did it even register as something that he could conceive as being a problem
Also link being lefthanded was cool. We don't get a lot of characters like that.
bennet foddy has entered the chat
To be fair it actually doesn’t affect gameplay, it just makes Link look really weird because his right arm is always twisted around to his left side in Skyward Sword. With Twilight Princess it doesn’t really effect anything because Link just swings his sword whenever you swing the wiimote. Which I would rather they avoided by giving us the option to play as either a left handed or right handed Link.
@@cathygrandstaff1957 Oh, I agree that it *worked* -- I was able to beat the games just fine, and I ultimately really loved them both. My point wasn't about the direct gameplay or playability so much as the experience and the immersion, definitely moreso with SS than TP. With both, I had to constantly correct my lateral thinking, and with SS specifically having to watch Link's arm twist, and that made the whole thing a bit goofy for me. That definitely took me out of the feel for the game a few times and lent to a few silly errors that didn't need to be made, like pulling out my shield when I meant to pull out a sword, only to have it burned away.
It's definitely a moment where Nintendo wasn't being very inclusive because they flipped the whole game to appeal majority. They felt like the changes would be "tolerable" to left-handed players, but they weren't even convinced of it enough themselves to keep it that way for the 90% who are right-handed. At least some lefties do experience a level of ambidexterity and have no issue using the wiimote securely in their right hand, but for me, a wiimote in my right hand is constant screen jitters and my hand aches after an hour. Ultimately, the only way I *could* comfortably get through the game was to accept the immersion-breaking lateral and visual oddities and hold the controllers the only way I was comfortable using them.
Hah. Which reminds me, this was around the time when all of the Zelda games (including the remakes) included really weird, constant reminders to take a break. At least that immersion-breaker was all-inclusive, I guess! I still ignored it and played until my eyelids were too heavy to hold open. 😁
Sonic Frontiers having more options than probably the last 5 big box nintendo titles combined really shows that even if they're not in the hardware business anymore, sega still does what nintendon't
The fact that Nintendo who very clearly are angling for the "we make games for everyone" title don't see the benefit of including what are rapidly becoming industry-standard acessibility and customization options is honestly embarrassing. I do hope they do start building in these support systems into their games but I won't hold my breath. Nintendo seems hell-bent on their prescriptivist view of how their games should be played these days.
um totk was a game like no other that made everyone in the game dev industry open there mouths with how complex it was as well how the heck it was working 😂😂😂😂
@@kostakonomi And what the fuck do you think that has to do with their lack of acessibility options?
@@kostakonomi Nobody is saying Nintendo is incompetent, we're all saying that Nintendo doesn't give their players options that should be included for ease of use, enjoyment, accessibility, etc. Nintendo wants you to play their games a specific way and if you don't follow their path they hold active contempt for you.
Prescriptive is a great way to put it. I agree way more with a prescriptive view of gaming than an open one. Fundamentally, I want to play more how the developers want me to, than how I want to.
For example, in literally the game subject of the video, I only used Link mode when breaking those dark webs and nothing else. The game gave me the opportunity to not use Swordfighter mode, and I took it. The game did not give me the opportunity to skip dialogue, and I am fine with that. They set the terms, I play within them.
@@AfutureV if there were more options for how to play the game, you could still play the game that way, but other people would also be able to play it the way they want to, which is strictly a better situation
My mom has a friend who had something to say about this: “disability rights are an everyone issue, because everyone could become disabled at any time, for any amount of time.”
I'm disabled, including permanent nerve damage in one thumb and arthritis in both hands, so I can second how important it is to be able to change keys and such. It's not much of an issue in like Animal Crossing or something, but once you get into precise or combat-heavy things, it's essential. Same with options to adjust sound or flashing. The arachnophobia option in Lethal Company is my go-to example of incredibly thoughtful accessibility, which is an indie game. I try not to focus on the moral argument - like you said, the state of discussion these days... having people act like it's some kind of big ask for just a tiny group of people to let you use the b key for jump, when it's actually just a useful thing for everyone to be able to do, and it takes little effort to add, is disheartening. At the end of the day, it's just good business sense to add options.
Back when DragonBall: XenoVerse was new on the PS4 (yes, going back THAT far) - I bought myself a Keymander in order to play DBXV and Overwatch 1 on my PS4 due to the heavy use of Face Buttons in both games (DBXV basically spams face button inputs for combos).
I have had a damaged right thumb that seizes up when rapidly pressing buttons with it, after an injury to that thumb when I was 5 - I'm turning 37 in January. For almost *32 years* I've had to live with this injury which makes button-mashing in controller-based games painfully *crippling* - hence the use of the Keymander to provide myself an *accessibility option* in games that refused to provide alternate input schemes by default and on a system that didn't provide an accessibility-focus controller for purchase at a reasonable price (the Xbox Accessibility Controller *core* is outrageously expensive in AUD for gaming as a hobby, compared to using a universal device like a Keymander to inject keyboard-and-mouse commands as if they were gamepad inputs).
@ElNeroDiablo I got my arthritis at about 6 (it started as juvenile arthritis, along with Raynaud's) and the burns that caused the nerve damage as a teenager, and it varies depending on recent temperatures, whether I've done my exercises regularly recently, and so forth - it varies whether it's light enough that I can play with discomfort and occasional annoyance, or bad enough that I can only play games like Bloons TD that don't require any movement or clicking whatsoever during the rounds, and only require you to place towers between rounds so you can go as slow as you need. For me, the main issues with my hands are spasms, reduced movement, reduced movement speed, and pain - ordinarily, I view this as one of the least severe of the risks associated with my disabilities (given that I'm epileptic and mentally ill, so flashing lights can be deadly, and flashback triggers can cause me to need to spend the rest of the day hiding in a cupboard), but in terms of regularity, I don't think there's been a second of time while gaming that I'm not aware that it's making my hands sore. The main issue being that there's only a certain amount of strain I can take in a day - if I need to stir a pot of food later, I can't afford to spend all of that on a game. For me, gaming is something I love, but it's also a cost I have to weigh up, I can't afford to be frivolous on where I spend my limited time. I think a lot of people simply don't realise just how much these things impact daily life, and how much of a difference it is when the game you're playing or the controller (vanilla GameCube controller, my beloved) makes it as gentle as possible on your disabilities so that you can play it like a "normal person" - they just see "hmm, it takes extra effort to add this or make this controller, let's charge unreasonably more for it" (especially bad given we're usually unable to work as much or as often), and suddenly the conversation about whether we should be able to experience life as normally as possible becomes one where we're the villains for even asking for it.
Framing something like this as a moral dilemma is very likely to be counterproductive for a simple reason: guilt by association. If you present something like the inability to re-map buttons as a sign, not of simple lack of foresight, but as a moral failing, it's not hard for the person listening to link that "lack of morality" to the art's creator, and those that enjoy the art, turning the statement into an accusation, and it puts the listener on the defensive, because they now feel on some subconscious level, that you are accusing them of treating disabled people poorly. Even rational people can do things like this, and it's an instinct that can be difficult to train yourself out of.
Ironically, even discussing framing this in a way that might be rude to the developers ( "I can't believe we're getting a game without volume sliders or controller remapping in 2024!") is slightly less likely to get pushback, if only because it doesn't trigger the subconscious "I am being falsely accused of moral wrong by proxy." Still wouldn't recommend it due to rudeness generally not helping most arguments, but that's a given.
It also really doesn't help that this well has been poisoned by the "dark souls accessibility" discussion, which often had arguments laced with accusations of "gatekeeping" on one side, and accusations of "demanding changes to the core of the game while hiding behind disabled people" on the other, making it into a "moral" issue. It's a shame, because there's some interesting discussion to be had on supporting an artist's vision, even when it can't be translated to all people (can you make a song accessible to the deaf, or a comic accessible to the blind, without losing what makes the piece special?) VS making art for all. Now everybody just gets defensive or tries to avoid the conversation.
@FrozenOver0 Yeah, I generally have several reasons for discomfort around over-moralising, which vary from "it puts everybody on the defensive" to "it's used by angry mobs to justify harassment and demonisation, instead of being simply a conversation", and beyond, although I'll admit that most of my reasons are very personal and trauma-related. There are definitely more reasons than presumed guilt by association that the conversation falters and that people feel defensive, but it is definitely one of the larger reasons. The issue I run into a lot is that I have a very (I think) nuanced and fair stance on the topic, as a horror writer (who gets criticised for not having happy endings or conventionally "virtuous" protagonists), and as a horror writer who is focused on ensuring that my audience actually emotionally resonates in the way that I intend (therefore needs to take criticism on board and not just default to "but artistic vision" when something is accused of not working, even if I ultimately disagree), and as a disabled person who needs some accessibility features, and as a disabled person who likes challenging games... but alas, the polarising nature of the conversation leads whoever I'm talking with to slot me into the opposing stance and go "people like you always think..." while the people who do think that are simultaneously doing the same to me. I think over-moralising is genuinely having a negative effect on a lot of people's quality of life - I have mental health issues that used to cause it, so I've literally had therapy that featured the intent of "stop asking if something is right or wrong, and just relax" because my fear of being morally wrong got so bad that I couldn't do anything because I could always see the potential ways it could be harmful, and then I would think that I deserved suffering for that, and then at some point afterwards it felt like I had gotten better just in time for the whole world to catch what I had. I would love if people could respond to "it's a moral good to enable more people to engage with art when they were unable prior" without getting defensive, but I understand why they do, and how that kind of over-moralising atmosphere can really destroy your ability to function. Mine came from being tortured, and how my faults were used to convince me that I deserved it, and I don't think I'm projecting too much when I say that I see a comparable level of fear in the general public to what I was going through. You're 100% correct in the difficulty of escaping such mindsets and instinctive responses.
I've referenced the Dark Souls debacle so much when talking about these things - what should be a nuanced conversation about audience engagement, access for disabled people, business sense, where the quality of the art is actually damaged by refusal to alter parts of it for the audience, and so on, became one side thinking the other is just bad at games and lazy, and the other side thinking the first just wants to demonise disabled people and not listen to critique (largely because one journalist was genuinely bad at a game and hiding behind disabled people, and became everybody's go-to example of the entire critique). You can actually make songs for deaf people - my brother is deaf, and some can still hear a little, others can feel vibrations, etc (there are deaf musicians, after all), and you can also visually convey some of the information to make a sort of adaptation of the song (like turning a book into a movie). You can't lose what makes the piece special in doing this, because the original piece still exists independent of the adaptation - the same is true of accessibility features in games (nobody has to turn them on). I think the conversation is damaged somewhat by people's complete misunderstandings about what the other side even really wants.
@@zombiekurt Protip: Consider using more linebreaks in the future. They're a sort of visual 'checkpoint' that make longer pieces of text more accessible for people with dyslexia, certain visual impairments, or who lose just plain lose their place easily. It also makes it look less intimidating at-a-glance in general, and people are less likely to scroll right on by for being "tl;dr"
the answer to a lot of the questions of "why are they like this" is piracy and how much they hate it. the inability to downgrade games was an explicit response to 3ds savedata exploits to run homebrew, which Nintendo views as piracy. in addition, their answer to "how are we supposed to play this in the future" is that they would prefer you to buy new games instead of playing the old ones.
How are people with issues right now supposed to play the games advertised for "the whole family". Wasn't inclusivity the whole point
@usernametaken017 profit is the whole point _shrug_
Yet another example of a game where the anti-piracy methods make piracy the Better option.
You get a better product if you Don't give Nintendo your money.
Which is very funny because it makes piracy the better option every time. As far as my experience goes, people pirate for a few reasons :
- price : game/product is too expensive and they can't buy it or don't think it's worth enough
- activism : people boycott different companies for different reaosns and piracy is a way to get the thing without giving the company money. Feels better each time the company claims piracy hurts sales
- lack of access : the product isn't available in the region, or not sold anymore barring ebay
- convenience : piracy is getting more convenient while products get worse. I could buy a subscription for TH-cam, HBO Max, Disney+, Netflix, etc. or access all of these, usually in the best quality, for free. I can use the eshop to buy one game at a time and track physical copies or download one torrent with 50 games and launch my 4K 60fps emulator to play them.
With the way they're going, Nintendo is giving a reason to all these people separately. Even if they argue they can't change the prices, their decisions make people angry, they restrict access to their products and make them inconvenient to use, especially when their technology lags so far behind in terms of quality of life options and accessibility
What if we _want_ to play old ones, though? If you hate pirates and modders so much, then riddle me this, Nintendo: Who's the winner if I need something, am willing to pay for it, and you won't provide? The guy who _will,_ that's who. This is your _own_ masterpiece.
(not actually associating you with nintendo, Bob, I just feel like the statement comes off smoother phrased as an address instead of a reference)
I’m at 0:13 rn, excited for this video to be about walkable cities or something actually
You almost got it right lol.
Well, accessibility is a big topic!
Not *Just* Bikes
With regards to aging, I was at my then late 85+yo grandma’s house a few years ago and had my gaming kits with because I was staying with her for a while. She told me that she use to play Frogger back in the arcade era, so I had a GBA emulator and Frogger for it. She was worried that she wouldn’t have the reaction speed to play anymore, but I just opened the emulator’s options and throttled the game speed until we found a level she was comfortable with and I had a button quick bound to create save states at the start of each level incase she got a game over. We ended up playing for a couple of hours between house work over the weekend because I was able to set the game up in a way that suited her.
THESE TABLES ARE WOODY YET DEADLY
🗣️🔥🔥
HES RETURNED!
He posted a lot more on his other channel "Ceave perspective"
saying he's implies "returned" is an adjective, therefore it is grammatically correct only if you take returned as an adjective and thus it implies that Ceave has over 500 Cosmere breaths and needs to consume another one each week or he will die, which has... interesting implications
Actually he has a second channel where he uploads more frequently
He literally showed the alternate channel where he's been active
HE NEVER LEFT? WHATEVER THE GAMING PART RETURNED WHY IS MY CAPS LOCK BROKEN!
25:36 "why"? they are purists who think that their was is the only way for no reason other than them thinking so, purism is idea for the sake of idea, they don't have neither a reason, nor a justification to do so, they are just genuinely, irrationally mad about the fact that people can have fun in the "wrong" way
This game did not have the problem but related to accessibility: small text in gaming.
I don't have a huge TV and my TV is a little too far away from my couch. This isn't a problem for movies or TV. But in most games, even games with a "larger text" option, I have to get up and walk to the screen to read tiny menu elements. Nobody notices this because most gamers are apparently using a PC monitor and sitting about 6 inches away from it. They'll notice it in their 50s.
Worse, often turning on "larger text" breaks the games in other ways. If I do this in No Man's Sky, some menus become unusable because they just stupidly scale things up with no concern as to whether they'll still fit on the screen. In menus, elements don't get larger and can't scroll so text gets clipped and becomes unreadable.
i feel this, when i play games on my tv in my room or in the living room i have to sit close to the tv to read the text
or just wear my glasses
I use the switch built in zoom feature to alleviate this issue.
Hell, I have this problem on PC because certain programs just stop working right, but that's among MANY incompatible programs, a game is self-contained. There is no reason they shouldn't be able to do that, since they have to have their layout code working to render the UI in the first place.
This. I have a small old tv with low resolution and classic Nintendo games (N64 or Gamecube)‘s text boxes are alright, Wii’s is on the verge of being legible from a distance but the Switch? The UI text is way too small and cuts off at the corners (I’m unable to see the full rupee count in TotK). So I’ve only been able to play playing older games comfortably on my tv.
THANK YOU for putting accessibility in focus in this video! an important adage comes to mind: any person can become disabled at any time. what options may be useless to you today could become the only way you can play a game tomorrow.
a lot of games have come out that i would like to play but cannot because of chronic tendonitis - webfishing comes to mind in particular. mashing buttons is REQUIRED and if you cannot do that repetitive motion you have to use outside mods to be able to play. i find that very sad and discouraging. accessibility in games is SO important.
i also appreciate some of the other perspectives in this video i didn't even think of, like being able to warp places to route challenge runs more easily! that's proof that there's an infinite tapestry of human experience that touches games, and with more options, more of those experiences can be enjoyed to their fullest. great stuff.
edit: don't open the replies they're dire LMAO
they actually added an autoclicker to vanilla webfishing a few weeks back check the settings
But yeah accessibility options, important. Admittedly my main game Geometry Dash isn't really well suited to that considering its already one-button gameplay but like yeah it is important
As someone who also requires accessibility options sometimes, I find it sadder to think that a developer has to compromise their vision just because some users want to their work as clay to mold themselves. If a developer put button mashing on purpose on a game, I think it is very arrogant to demand them to change their game just because someone can not play it. I do not believe everyone is entitled to play every game.
skill isssue
@@based980 Your bones will deteriorate sooner than later.
@@AfutureV I do not believe everyone is entitled to be on the Internet. Get off.
The reason they don't provide options is probably that they don't need to. People will buy it anyways, and they calculated that the dev time to provide them is more expensive than the lost sales from not having the options.
Also, about the old versions - Nintendo gains no value from people replaying their single-player games. So why - from their perspective - would they want to provide those old versions? It's not the way they want you to experience the game, so why bother with it? It's the Apple mantra - "You're holding it wrong."
(I don't want to defend Nintendo here, this is just what I think their reasoning is)
If it was really all about effort, they wouldn't bother patching obscure glitches that only speedrunners would encounter, and wouldn't be so hellbent on preventing modding. There is clearly an intent behind it
i remember one of the nintendo dev, i think it was someone on the splatoon 2 team(?) comparing their games to sushi. And how in japan you dont go into a sushi restaurant and tell the chef how to make the sushi in a way you want for you, you let the chef make it the way the chef wants for you. I feel this has only gotten stronger since then.
send that dev the most obnoxious borderline Rancid sushi ever conceived and see if they stand by those words
@@erubianwarlord8208 So if some rando came into your place of work and started telling you how to do your job you'd be totally fine with that?
@@nathanblackburn1193 i see the point about curating an experience, but i think that with accessibility and control mapping specifically it's closer to a chef refusing to take into account allergies to certain replaceable ingredients
@@nathanblackburn1193 Customer: Hi i would like a steak.
Gives you a Rubber Boot of a steak
Customer Can you cook it right this time?
Chef: You don't know how to cook. no YOU EAT OR LEAVE!
Restaurant has no more Customers.
Funny, a comment showed up right above yours that discusses it and has quotes, even links an article.
So yeah, EcclesZero and by extension me, know what you mean
HES BACK HES BACK THIS IS NOT A DRILL I REPEAT HE HAS RETURNED
i dont normally like being the person to point out a famous youtuber being on another channel but i have to seeing you just made me do the biggest double take ever
HE HAS A SECOND CHANNEL WHERE HE UPLOADS APPROXIMATELY ONCE A MONTH THIS IS NOT A DRILL
@@CarrotFarmer yes a second channel. You do realize the two are completely separate right? Plus he didn’t announce he was going to leave this one just that he’d make another one
Laughability watches Ceave?? Wowza
laugh watches ceave? based
You know what? this is great timing for this video.
My mom hasnt really gotten much of a chance to play games in the last couple decades or so. she learned with a keyboard and mouse, so controllers werent very intuitive for her and made it even more difficult, not being able to afford a third computer was a big roadblock. Just recently we've finally been able to build mom her own computer, so she could play with us.
She has a lot of health problems right now and disabled physically and just like me-- a bit mentally. She's not even that old right now, around in her 40's.
When she was younger, before me and my sister were born she used to play games a lot when she had the opportunity, and like you've said, she's been around since the start of it all; but now her body and mind are starting to deteriorate fairly quickly, which limits her ability to play games as easily as she could before.
Just recently, we tried starting a new game, one i knew little about and thought would be cool, it's free and couldnt be a problem.. right? Well, it didnt really jive well with minor technical difficulties and the way the game was designed. I could understand what was happening and what to do okay, but making sure the game was running, checking up what she was getting through fine (game didnt let her progress in the very beginning until a restart) since we wanted to meet up once the tutorial was over gotta make sure were around the same pace! It was an MMO, so there was gonna be a big lobby after the start... right..? right? Well... i guess not. at least as expected.
The chaos along with still not getting re-adjusted to games yet really wasnt working too well, and had to drop it.
yeah, i should've checked out the game more first, but i wanted to start off with similar footing, didnt work out.
The point is, i agree. Games need to be accessible for people now AND in the future, even these days there's a significant amount of ""old"" people starting to grow up, learning how games are getting harder to play and enjoy. Yes, it still is a "moral" standpoint even on those grounds, but still a very important one for the longevity of games as a whole, under different definitions.
Hopefully, one day, Nintendo will start learning what other developers are. It's good and fine to have a curated experience! NONETHELESS it's still VITAL it can be *adjusted* if necessary to make the game more ENJOYable.
It's important to fix glitches and exploits, but generally, if it's not gonna effect base gameplay and really only effects challenge runs and speedrunning, why not keep it in if it doesnt cause problems? (like nukin' your device for example of what i mean)
Not all games are really re-playable, as often-times the story is the focus, BUT, speedrunning, channenge runs, and more are vital for still keeping some of it alive! Think about how often content creators like you do challenge runs and stuff, it really helps being attention to a game! heck, i hadnt heard of this game until now, it looks really cute!
It really is rather a shame when devs feel that way toward their creations, i've seen at least ONE case of core bugs effecting gameplay not being fixed but a specific, hard to do exploit used for a speedrun is immediately patched lmao
Apologies for the rambling, but i hope this makes sense!
(why cant you adjust different ypes of audio seperately, maybe ya know, music is distracting or something? or you cant hear what's going on?? Like in minecraft you can turn on literal subtitles in the bottom right so you can tell what's going on around you. I am not deaf but it is infinitely useful to me as my hearing work really oddly, I have an auditory processing disorder; without subtitles i just cant really catch up. Thank you for adding proper subtitles! even if they're sometimes a little off)
i felt that with the auditory processing disorder, i dont have any diagnosed audio processing disorders but i have my fair share of moments where i dont understand someone for a moments after they say something, and captioned audio queues really help!
Your issues with Nintendo describe their "STOP HAVING FUN WRONG!" philosophy perfectly. You have to play their games their way, and only their way, and you'll like it - or else.
Look at the Metroid Prime speedrun community - Nintendo wouldn't leave them alone either, patching glitch after glitch in the post-GameCube releases just to spite them.
Exactly.Nintendo has a very strong philosophy that says "YOU SHALL PLAY OUR GAME THIS WAY OR YOU SHALL NOT PLAY IT AT ALL". This is shown in how they design games without options and how they crack down on and send cease and desists to anyone using modded consoles or games for competitions like tournaments. I don't know if it's egotistical or foolhardy but it is turning away many current and future players that could come to enjoy their games if they simply adapted more to what video game players not want by need.
Think it could be a cultural thing, but it's 2024 and everyone else is moving with the times so there's not really any excuse.
Certain other things annoy me too, like their stubbornness when it comes to their music. Finally they gave us a way to listen on their terms, but only with a dripfeed of OSTs for no apparent reason, and without crediting composers :/
Hehe, speedrunning is something else. I know that there is an eternal debate in the speedrunning community whether exploting glitches is a valid strategy or not. Some people feel like it's fair game; other consider glitches no better than cheat codes. That's why there's usually categories on leaderboards for "glitched" and "glitchless" speedruns.
I myself am one of those who dislikes glitches. And I know that if I was to ever become a game developer and create a game that people speedrun, I'd totally follow the speedrunner forums and patch everything ASAP, just to mess with people. 😁
Though I'd also give access to all the old versions, just to be fair. 🙂
@@vilx7259 There's a big issue with the "glitches are like cheat codes" argument, being that a lot of glitches require a lot of skill and good game knowledge as to how they work to use them well. Cheat codes are just codes, you just know them and they work. Game devs can obviously patch what they like, but if it's just to mess up speedrunners, I feel it's usually pointless, unless it makes speedruns more interesting (like removing warps to the end credits, but keeping things that skip long waiting sequences, or cool and difficult quick kills on bosses). Giving access to older version is awesome though and is something I think should be done more often :3
@@epicgameruwu9907 I know of this "skill argument" too, but to me it doesn't hold water - it doesn't matter how difficult it is to enter a cheat code, it's still a cheat code. To me the main reason why cheat codes are bad is not because they make the game too easy (you could just add a category to the leaderbords then), but because they fundamentally alter the game, and it's not the same game anymore. But, again - I totally acknowledge that this is a subjective question, and your viewpoint is completely valid too.
From a developer's point of view though - a bug is a bug. And speedrunners are the best and most thorough testers ever. 🤠
That said, sometimes I think there are such interesting bugs (like the play-as-link bug in the video), that they totally deserve to be made into a feature.
"Accessibility" is something Nintendo knows nothing about.
Well to be fair there are way less disabled people over there in Japan that even plays games than over here.
I've noticed this many times and then noticed a problem with other videos in relation to Mario Kart. People want more mechanics in Mario Kart to spice up the experience, but the issue with adding more to a game is that it is no longer simple to understand from an all-ages family perspective. I know I've played many games that had SO MANY OPTIONS that could make or break the experience, but I got lost in them. So I see why Nintendo simplifies it down to just basic things like "vibration" or "difficulty," but I think the solution is really to just add an extra thing in an options menu called "Advanced Options." Have the very basic stuff on the outside, maybe have it not-so customizable on a 1st Playthrough, and then have the Advanced Options button unlock after beating the game, or as it's own thing, allowing you to fine-tune the experience. Either way, great video as always, Ceave.
This was something that always annoyed me as far back as Pokemon Ultra Sun and Ultra Moon; generation 7 has boundless amounts of mandatory dialogue and tutorials, as well as cinematic cutscenes, and you get no option to skip any of it even though the vast majority of it is stuff you'd have already seen in the original Sun and Moon. That much completely demotivated me from even getting through USUM for a long time simply because it would not let me skip the cutscenes that I've already seen when I just want to play the game and experience the new content.
Oh, and something else on the topic of accessibility; I've heard someone bring up the matter of Pokemon games not introducing voice acting despite having plenty of funds to spare on it, their excuse being that they want people to make up their own voices for the characters, but not having voice acting actively makes it more difficult for people that have difficulty reading due to disabilities preventing them from enjoying a story they can't hear.
I had never thought of that, yet it's so disgustingly _obvious_ now that I have. Huh. Thanks, that's an important consideration. I read super fast, but yeah, that doesn't mean I don't want someone with dyslexia or similar to not be able to enjoy this cool thing, that's less people I can talk to about the cool thing! (While true, that's a joke, that's not the only reason. I have found that "selfish" reasons are the most convincing, though. Don't tell them why they should, tell them why not doing it _actively inconveniences them_ )
SO true dude, as someone with hand issues, im pretty much forced off of all the games I used to enjoy, turn based RPG's that can be played one handed are all thats really accesible right now. Would love more companies to take accesibility settings more seriously
This video is weird to me. Half the time you're making good points, like accessibility or qualities of life, and the other half of the time you're basically saying "I want to play sudoko without the number 6, and people should make sudoko so that I never need to write 6." It's like when someone agrees with your argument, but only for bad reasons, such as voting for your favorite politician but only because they're racist/sexist/whatever about the other option.
This is a Zelda focused game. Sure, it would be cool if after beating it you unlocked Link mode, but that's not what Nintendo wanted to do. Complaining about how complete it felt to play as Link, and that Nintendo patched the glitch to let you play as Link and won't let you easily go back to a version where you can, will only send the wrong message to Nintendo, that you don't want to be Zelda you want Link. And if everyone's complaint includes that, then Nintendo will make sure this is the last Zelda focused game they make.
Yeah, while it makes sense to push bugfixes for problems that ruin a 'normal' player's experience, a bug that only people who _want_ to run into it experience doesn't require a fix.
When Fnaf security breach, notoriously buggy on launch, was getting patched up, most of the bugs were patched in a way that you still could perform them, just with one additional step required to achieve them.
Great video, with a really important point about accessibility. People think of disabilities as something that affect a few unlucky people, not something most people will have to deal with at some point in their lives.
There's an interview with a Nintendo designer where they talked a bit about their philosophy of not having options. This is about not being able to choose maps or when to play Salmon Run in Splatoon 2:
"In Japan, there's a sense of, 'We're making this thing for you, and this is how we think this thing is better enjoyed.' This is why, in Splatoon, the maps rotate every couple of hours. And the modes change. 'I bought this game, why can't I just enjoy this game the way I want?' That's not how we think here. Yes, you did buy the game. But we made this game. And we're pretty confident about how this game should be enjoyed. If you stick with us, and if you get past your initial resistance, you're going to have the time of your life with this game. You're really going to love it."
Interviewer: "You think you know what we want better than we know what we want?"
"We think we know what you don't know you want."
That's just an excerpt, there's more context in the full quote (and the TED talk mentioned in it):
www.nintendolife.com/news/2017/09/splatoon_2_designer_explains_why_the_maps_rotate_and_salmon_run_is_time-limited
And here I thought it was a logistical solution to focus players on the same maps or game modes. If you do salmon run at any time, you might miss the other players (assuming it was not a popular game mode), so focusing the players into specific time slots helps avoid empty lobbies.
But apparently that's not the case, they just "know better" than I do on how to play the game. No wonder they hate mods and speed running.
@mirrikybird I'm sure they were thinking about something like that when they made the call, they don't do it arbitrarily. But their priorities can be pretty wack lmao. I'm very glad they changed it for 3
@@EcclesZero to be honest, outside of those very common complaints (so stuff like the news being unskippable, salmon run not being on 24/7), they have not expanded any of the options in that game whatsoever
@@jakett2216they treat multiplayer games like they do single player games i think. Or more accurately they refuse to add features to released games without DLCs
@@usernametaken017 Oh they do add features, they just add them in at a GLACIAL pace and usually it's just basic functionality. Like when splatoon 3 released, there was an invite feature but you literally couldn't invite ppl individually for some dumb fucking reason, it just pinged your entire friend list (like are we fucking serious???). So they went back and added in this feature where if you type in a keyword, you can play in a pb with others using that same keyword (cool but not the cleanest solution). Ngl the whole series has just been plagued by this sorta thing. People will complain and then months or even years down the line, they'll then patch it
The way Nintendo ruins their speedruns with glitch patches is why I stopped caring about owning new Nintendo games past the GameCube era, haha.
Give me a cartridge with a finished polished product that never changes on it, that’s all I want, obscure bugs and all.
Nintendo's been min maxing the day one user score for quite some time now. It's in their best interest that you have as few options as possible, so that people don't accidentally muck something up when they play, or lose sight of what they're doing. Back in the day, it meant clever level design and framing. Now a days, it means strict iron shoes heat wielded to the train car you're in.
Nintendo games are still really good, but I hate how much time they insist on wasting, fun things they insist on breaking over their knee. They found a formula that works, but it works less the further you go. Thankfully for them, you only have to love the game the first time
yeah, im kinda concerned that people may end up worshiping that one PlayStation fan who mocked a dead cancer patient and starts bullying innocent nintendo kids
@@slappybio1686wait who is this?
@@paul-nj1ig the ps5freak
I think Ceave is becoming the Hbomberguy of the Nintendo community with how many times a video's topic takes a hard left directly into a ditch.
...okay, well the thumbnail and title have been changed so this no longer applies. Everyone unlike this comment.
Given how much pathologic hbomberguys played, I’d say their philosophies on games are very different
Don't compare Ceave to that guy
@@MetroAndroid What's wrong with hbomberguy??
@@MetroAndroid wym, he’s great
@@liamsgreatbitgamingtexting underage is not okay lmao
Nothing feels better than playing a Nintendo game, having minimal options in the options menu, quitting, and opening an indie game that has options as specific as being able to disable audio bitcrushing or enabling hitbox visuals (i love you picayune dreams, you are so accessible)
I'm glad the reason for this vid didn't turn out to be just "my arbitrary challenge run was impossible, Nintendo sux". Valid criticism here
It kinda is that if you think about it
I didn't expect this to be about how Nintendo makes their games, but it's something I wholeheartedly agree with. Most modern Nintendo games try to focus on the freedom you'll have in the game while also still stripping many freedoms.
I agree so much with your stance on accessibility. I was playing Dave the diver, and that game requires you to constantly do quick time events and spam button presses. At some point I got into the same situation as you and my thumb started hurting so much that I straight up would have had to give up playing dave the diver if they didn't have an option to lower the amount of button presses you need to do for the quick time events. That option alone was fantastic and made me appreciate the game a ton more, even after my thumb started feeling better I still kept that option on because the game just felt better to play that way.
Speedrunners have already discovered a table% route that uses the menu storage glitch to wrong-warp to the final dungeon.
Honestly Nintendo has become extremely authoritarian. At this point if you dont update a game they will probably call you a pirate.
That's how Nintendo always have been.
This is an incredibly valid criticism because you’re absolutely right that it’s about control. Nintendo games are pretty much the only games that can’t be modded in any capacity aside from MMO’s, and while I definitely understood that for the sake of multiplayer experiences being fair, I can’t help but notice it every time I’m playing something. They didn’t like people making their own platformer and releasing them as mods, so they made Mario Maker so you’d be making games their way, which worked so well until, well, servers were no longer accessible. And for what reason? Because Nintendo didn’t want us accessing it anymore for arbitrary cost reasons that wouldn’t exist if they allowed multiplayer hosting capabilities?
Then they go around trying to shut down every sort of emulator in existence even if it’s really the only thing keeping their old games alive. I wanna play a Zelda randomizer, I love playing Pokemon romhacks, and I’d gladly play both through the switch if they just let me, but they straight up don’t have a Pokemon Maker or a Rando mode for their old games. Sure, I can play them again with their janky in house emulators, but do I really need to play a game again I already have, when there’s so many other games to play?
Decision after decision, it’s very clear that Nintendo’s players are saying the things they want and are being told No so forcibly that they feel there’s no choice in the matter. But really, Nintendo isn’t exactly showing appreciation for loyalty either, churning out games faster and more shoddily, offering no discounts on old titles, and not really adding much to games after release, certainly not without a price tag attached. Meanwhile the main and only thing they have going for them is that they have games that can keep an amazingly fun aesthetic without sacrificing storyline while nearly every other dev out there is creating the same gritty game over and over again, but to the point that it really only feels like a matter of time before some other decently large dev takes the hint and muscles in on that too.
Options are important, and not just those that are built in. But it’s very clear they aren’t keen to give them. Heck, the scene skip button is a 20+ year old standard for games as far back as I can remember, at very least from the PS2 onward if not earlier. It being a standard shouldn’t be a question.
Nintendo: you can do WHATEVER you want... as long as we thought of it ahead of time
I mean, that's all games ever. If the devs didn't think of it, they won't have implemented it?
If you take a systems approach, there can be some unexpected emergent things from interacting systems, but that's about it.
I agree. I recently got Mario Party Jamboree but playing the Party gamemode is basically 50% waiting for useless animations to finish. I wish there was an option to speed/skip them :(
You can speed up SOME animations, and text speed, but it still feels significantly slower then Mario Party Superstars
The awkward pause and autoclose on the Jamboree buddy popup which hurts both fast and slow readers is bad enough, but the fact you can't fastforward through com turns kills me. Even just giving the "hit a to load all text in box" like you get with every other text box would be fine, but no speedup? I just have to sit there?
Also in terms of general accessibility, they have an option to not allow high skill games but no option to turn off button mashing games. I play with someone who has elbow problems we suspect were caused or exacerbated by playing BoTW/ToTK and they are forced to lose the mashing games because trying to play them is painful.
The EXACT idea of "skipping cutscenes" not being an option for most nintendo games came from animal crossing... Holy hell is that game needlessly time consuming.
eg: Instead of making a basic menu for the clothing store, fish bait, etc you need to manually redo every interaction... every time.... Seeing how unnecessarily time-consuming it is made me not have ANY motivation to play.
Then the DLC had a much improved island editor... but ONLY for the resort island... needlessly. So customizing my island, when I wished i could use the editor they ALREADY made in the DLC made me not want to edit my island.
Old Nintendo: A Box Garden
New Nintendo: A Walled Garden
Hello Ceave, just so you know, you don't need the linking ability to make compact stairs of tables : put a table, push it once, put a table on top, you will have a compact stair.
Wonderful video. I'm speaking as someone who has been playing video games for as long as I can remember (since I was 3) and now have a condition which causes pain from my fingertips to my elbows via all 3 nerves in both my arms; people do not understand how important options/settings are, from audio sliders to control mapping. Accessibility features benefit EVERYONE, there is no downside to them. I'm saying this as a huge Soulsborne fan; people need to stop raging against difficulty settings. People need to stop raging against ALL accessibility/convenience options. They exist for a reason, more reasons than you and I are probably thinking of.
22:45 Sega would probably see videos like this and patch skipping dialogs in.
They also patched Sonic Frontiers to fix the complaints of players.
Yeah. I replayed Frontiers right before Sonic X Shadow Generations came out and was really happy that the minor inconveniences that annoyed me at launch were fixed
And of course, if the devs for some reason can't or won't add accessibility options, then there needs to be a way for the community to mod their own in. Preferably releasing a port that can somehow run on PC, better yet via an officially supported emulator that _all_ games from a certain console can run on. That not only allows easier modification for communities to add their own features, but also allows for easier game preservation once the capacitors on the original hardware fail and render it unable to play your existing copies of games anymore (RIP to my GBA)
While we're talking about Zelda games I don't want to waste my time playing a second time, Every time I think about doing a second playthrough of Tears of the Kingdom I think about farming Zoanite again and immediately lose the impulse. If any game in the series needed a NG+ where equipment carries over to the next playthrough it's TotK...
TotK doesn't receive patches anymore, so glitches that are here to stay are being gradually discovered. If it wasn't for that, I wouldn't even *consider* replaying it.
Right now I kinda want to replay it once to do a shitpost run, but that's it.
What i find is that nintendo doesn't care about you being able to play their old games... they want you to buy their latest game and forget old ones can even be played still
Brothership has an optionS menu, plural, and the only option is rumble on/off.
I guess Nintendo thinks their video game is like a conversation: They are communicating an experience to us. But like any conversation, book, or movie, the message we take away may be different than what the author intended. That's completely normal, and can even improve some games.
Nintendo, on the other hand, sees that as a form of miscommunication. They love the story they crafted, so they assume _you_ would've loved the story if you had only tried a bit harder to enjoy it. They also didn't intend for us to play as link before the end, so they apologetically took that feature away. It did not matter how much it added to the game, or how impossible it was to achieve by accident. To them, that was nothing but a miscommunication - A fluke, a mistake, and a failure.
The worst part to me is the fact that, as you have pointed out, they are just plain wrong. The player did not mishear them, they just chose to play the game in their own way. Removing that option from them does not fix anything. Because there was never a miscommunication to begin with.
You bring up a great point about Nintendo's lack of accessibility options and game intent. One thing that annoyed me to no end in Zelda EOW was the inability to disable the mini map. Lately I've been enjoying running through games as blind as possible which means no map use or warping. I feel it creates a more pure experience but I could not get that because of the lack of an option.
Guess you just have to put sticky notes on the bottom right of your screen to manually hide it.
Honestly I agree with you about how Nintendo Forces us to play games the way they want us to play. I wish they gave us more customization with how we play their games but they just say no. This is kinda why I haven’t really been into playing Nintendo games lately because a lot of other games give you a lot more customization and options
this level of obsession with tables is the type of thing youd see in a web novel that ends up with the protagonist having multiversal level table based powers
this comment feels like it should be a homestuck reference but I don't think it is
Good plot idea
This reminds me of a problem I had all the way through my playthrough of TotK.
The game makes lots of use of fog and heavy color grading (I think it's called?), probably as a stylistic choice but likely also to hide imperfections in rendering at a distance because of the Switch's weak hardware. As a visually impaired person, this makes it hard for me to see in a lot of areas in the game and I'd love to have an option, even as an accessibility setting with some kind of disclaimer that it might break things, to reduce the fog in favor of visibility, or just outright turn it off, so that I can play the game better.
I actually ended up using a mod that reduces the amount of fog and yes it caused a few problems in a small amount of areas in the game, but it made the game so much easier for me to play! Why did I have to use a mod for that? If only Nintendo provided any kind of options at all, this likely would've been something I could've solved in a few seconds of menuing rather than something that reduced my enjoyment of the game throughout most of my playthrough for no apparent reason.
When people replay this game in a few decades, maybe they'll find themselves wishing for more accessibility options too, just like I do today.
Nintendo trying to be "perfect" while only being able to play in a certain way is actually a big reason i dislike a lot of new nintendo games. dont get me wrong the new games are fine. but.... thats the damn problem! they are fine, its a 1 and done and i will NEVER EVER touch them again because there is no reason to play through the exact same stuff twice. but the OLD nintendo games which i LOVE give you so many possiblitys for 1 very simple reason: you cant upload patches onto the SNES or N64 and so on. all of these oversights are SO INTERESTING and they dont make the games worse but nintendo thinks it will make them less "perfect" not saying they should do the EA by releasing extremely glitchy games even with bugs encounterable in a casual playthroughs, but if there are glitches that have REALLY REALLY REALLY specific moments in triggering its not even worth patching 1. no casual consumer will find this 2. the one who finds those usually ENJOY IT 3. some people buy the games FOR THEIR GLITCHINESS (speedrunners especially) its the whole reason why 1.0 copys are so sought after and finally: even i enjoy using glitches its so damn fun to mess around and like ceave said push games to their ABSOLOUTE LIMITS theres something very very cool about it seeing how much a game get handled but nintendo would rather give us something which looks completly uninspired but its "perfect" in their eyes
*sigh*
"Giving up was off the table" i am *wheezing*
Did you really name your son Robert'); DROP TABLE Students;-- ?
Oh, yes. Little Bobby Tables, we call him.
Well we've lost this year's student records. I hope you're happy.
@@renakunisaki And I hope you've learned to sanitize your DB inputs
Her daughter is named Help I'm trapped in a driver's license factory.
xkcd fans! Yay!
"Are you ready? Let's do this" "Absolute nostalgia plays" So happy to see you again Ceave, hope you're doing well ❤
It would be kind of interesting to ask the gaming community 30 to 40 years from now which action games they still enjoy playing. It makes me wonder if modern action games are only viable if you're young enough, uninjured enough, and still have the reflexes and mental speed needed to even attempt them. My friend (who is maybe one or two years older than I am) cannot keep up in 3rd- or 1st-person shooters with his kids. I suspect there are some genres that we just inevitably age out of.
"..and a weekly reminder that we are all going to die. HOOray!" absolutely KILLED me XD
based pfp :3
Ceave, I have been watching your videos since 2019. I was totally heartbroken to see your channel be abandoned, as you were and still are my favorite TH-camr. When you finally returned I was so happy, and now I love Ceave Perspective even more than Ceave gaming. But, when I saw you uploaded again on my former favorite channel I lost my mind. I love this channel so much, and thank you for returning Ceave. 🎉🎉🎉
so real
You're telling me he's had another channel he's been active on this whole time??? How tf did I miss this
As a person who created levels for a game (workshop moment), seeing your level get absolutely cheesed to hell is honestly a weirdly sad moment. You crafted this level with meticulous effort and someone just... teleports and skips it. At first it seems insulting even that they don't even bother trying to engage with it. The design philosophy I ended up using was "If it's too easy to complete and/or makes the experience worse then I'll patch it: if it's interesting and/or requires skill, then it's getting kept in."
Example:
Falling in an easy spot where you can just... walk to the goal? Yeah, probably a patch. You just go "okay, I win." and that's not really fun.
If there's a way to sneak past a barrier and blast yourself over a gap with two rocket jumps where there's a chance you mess up, but perfect the skill so you get it almost every time? Yeah, that's staying in. That's cool and takes skill, with a "Hell yeah!" moment attached
This was my biggest problem with the Paper Mario remake.
The dialogue in that game is completely unable to be skipped or sped up in any way the first time you see it in a playthrough (if you're seeing the same text again you can skip through it). You're forced to sit through the dialogue at a very slow pace and there is a TON of dialogue. Literally the main reason I haven't gone back to it to do any challenge runs is specifically because I didn't want to be forced to slowly sit through literal hours of dialogue just to get to the parts of the games that I wanted to experience.
It’s particularly frustrating to see that because the original game had quick text so you can mash through it quickly if you want to. The original also had an option scroll back the text to see old text boxes in case you missed a line of dialogue. I have no idea why Nintendo decided to remove both of those convenient options. Actually baffling decision.
I think that's fine since it's a story based game. I think it's fair to be able to skip it after the first time.
@@TonyTheTiger-i6h The problem is it's NOT skippable on a second playthrough. You can only skip through the text if you're seeing it for a second time on the SAME playthrough (i.e. you talk to the same NPC twice in a row and they have the same dialogue). So if you want to play through the game a second time you're forced to sit through the slow text AGAIN.
@@Srelathon Oh fair enough. Yeah that is concerning then. I'm not sure how simple it is to code that but I do agree it would be nice to be able to skip on second play throughs globally.