korruptor wrote:oddbob0 wrote:
And that's whats frustrating me about this argument, blowing hot air and indignation over having to dumb a game down when you plainly don't have to do any such thing to make a game more accessible doesn't actually make it true. No matter how many times it's repeated.
Yet I'm pretty sure a few of us here have worked on games that have been dumbed down and focused-grouped to hell in the name of accessibility. I can think of one I've worked on...
That's probably a different conversation though

Christ yes, I know. I hope I don't sound like I condone that either, because it's just as fucking useless as making a game shit hard and leaving the player no clues whatsoever.
The general problem with that approach is that as anyone who makes games and has ever been near the internet will tell you, a lot of players haven't a fucking clue about game design at all and some will ask for bits that break fundamental parts of the game. Listen to them enough and yeah, you end up on a train to Fucked Game City.
I deconstructed bits of SG over
the other place a while back and accessibility wise, from Barrie Ellis wish list, it covers 90% of the bases as it stands in its released state. Jeffs got enough years of experience and game design talent to already know off the bat what works and it shows with SG.
The save system alone is one of the best features of a game I've come across in all my years of playing, it's simply glorious.
The tutorial is lacking but not to a massive degree. It does far more right than a huge percentage of commercial, freeware, shareware and XBLA games - it doesn't tread into the extremes of Exit territory (move one, stop - information blast, move one, stop - information blast, repeat till you're dead inside) which makes me want to put my fist through the screen, and nor should it.
I reckon Fuse has it bang on here, a show and tell attract mode would alleviate a good 80/90% of the complaints about Space Giraffe. It's how old school arcade games introduced new concepts, and it obviously worked or most of us wouldn't be here now eulogising over them.
And it does depress me to see Jeff saying, and I paraphrase of course, "oh well, people are thick, I'm going to have to make my game retarded for thicky people".
Take away the Jeff and Giles magic from Space Giraffe and it'd be shit worthless. The last thing I'd ever want is to have the game any *less* Jeff, see, because that's what makes it so utterly wonderful to play and come back to and has made SG far and away my game of the year.
Add a few tiny concessions like an attract mode, perhaps a pause before respawn so the camera resits itself and at the extreme end of the scale (whilst a proper vector Space Giraffe gives me the horn because that's my bag baby, I don't think it's really necessary) introduce the Neon effects gently during the tutorial and voila - you've covered most of the complaints and kept the game intact.
Perhaps a slider would be nice for some people so you can control the Neon effects, but to me it's something so fundamentally tied to the beauty of the game that it'd break the game. It might not break the gameplay, but it'd break what makes the game so fucking special and unique.
I sincerely believe that this *is* the best thing Jeffs ever done, and I really want to see him on the up and up - both creatively and commercially. Which is why I probably sound like a broken record on this
With a few tweaks to the setup he's got now in Space Giraffe and learning from
some of the repeated complaints, the next game could hopefully bring in the $ as well as the acclaim.
Lets face it, if anyone deserves both...