this post was submitted on 08 Sep 2025
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[–] domi@lemmy.secnd.me 18 points 2 days ago (2 children)

The thing is, there is no reason not to add accessibility settings.

Hollow Knight and Silksong are beautiful games with an intriguing world, great characters and lots of areas to explore. There's no reason to gatekeep games like these from people that just can't beat them because they are too hard.

Just add a simple accessibility menu where you can scale health, damage and loot drops. It's almost no work to implement, players can still try the regular difficulty and turn it down when it's too much and speedrunners can make their lifes more difficult. Everyone wins.

[–] NoneOfUrBusiness@fedia.io 2 points 1 day ago (1 children)

In a game like Hollow Knight (and Silksong), I can't help but feel such a crude setting would end up doing more harm than good. I mean, let's take health for example. Increasing your health wouldn't help much if you can't handle what the game is throwing at you; the few extra masks the game gives you only really help if you can handle the difficulty but need mistake tolerance, otherwise enemies will still hit you and you'll still fail at platforming and fall into spikes. Fundamentally the difficulty of a game like Hollow Knight comes from a lot more than just damage numbers, so a naive difficulty scale would only give an illusion of accessibility that would fade away at the first difficult part, and in that case it's better for everyone involved if the inaccessibility of the game is easily apparent.

[–] domi@lemmy.secnd.me 4 points 1 day ago (1 children)

the few extra masks the game gives you only really help if you can handle the difficulty but need mistake tolerance

Increasing mistake tolerance already increases accessibility, even if you still have to manage a tough platformer part.

Of course the options given are just examples to get it done quickly. Accessibility options can be a a lot more nuanced, even going as far as altering level structures to provide pathways for players that can't platform.

The point of my post was that for all I care the difficulty options can go all the way to invincibility, one hitting every boss and skipping every platformer segment. It does not reduce my enjoyment of these games if other people can play the game in a way they want to.

[–] NoneOfUrBusiness@fedia.io 3 points 1 day ago

Accessibility options can be a a lot more nuanced, even going as far as altering level structures to provide pathways for players that can't platform.

Sure, but then we're way past "there's no reason not to add X."