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Is ACCESSIBILTY an issue in games & FFVII?

161K views · Sep 24, 2026 · Gaming

Comments · 879

  • @PLBiohazard · 6 days ago (edited)

    I think someone is mixing accessibility with approachability

    85

  • @PierceArner · 7 days ago (edited)

    It&apos;s worth noting that &quot;accessibility&quot; (a11y) in games is a phrase that&apos;s mainly about disability accomodation options &amp; core design choices. That is a largely distinct thing from opening up to a general casual audience or being too hand-holdy — which is mostly what Max is talking about. There is <i>some</i> crossover (because good a11y is just better UX design) and that isn&apos;t about oversimplification but allowing for an equivalent experience for what the game is intended to be.<br><br>Just figured I&apos;d toss this out because &quot;Accessibility in games&quot; as a phrase very much has a connotation of one thing, and I don&apos;t want THAT to take blame for some designs being overly hand-holdy (which happens a lot because of terminology crossover like this).<br><br>All in all, I&apos;m glad <i><b>Revelation</b></i><b></b> is giving a wide range of player flexibility (especially for those who used catch up to get through the previous games), so that the experience doesn&apos;t feel overwhelming, and so that EVERYONE has more options for making the experience suit their preferred playstyle.<br><br>EDIT: I&apos;d also like to add in (thanks to the replies for bringing this up) that <i>APPROACHABILITY</i> is a far better term to use when talking about expanding the game design or options towards a more casual-oriented audience, and that distinguishes itself from &quot;accessibility&quot; (a11y) that has a very specific usage in the software development world for disability accomodation providing an equivalent gameplay experience to all users.<br><br>Blind players <i>need</i> <b>accessibility</b> to have equivalent information to be able to compete in a fighting game with sighted players, casual players <i>want</i> <b>approachability</b> in a fighting game to auto-combo and have fun getting introduced into the genre and not just get helplessly obliterated. Two different things. There will be bits of cross-over at times, but focus on the distinct part that you mean.

    509

  • @crisgit_g · 6 days ago

    Damn, people really don&apos;t know what &quot;accessibility&quot; mean anymore.

    14

  • @devinspencer1678 · 6 days ago

    Breath of the Wild had an open world and barely any hand holding at all. &nbsp;I often wonder why almost no games have learned anything from it

    29

  • @elsemir-ca · 6 days ago

    Max I think you mix accessibility with wide/mass appeal. Accessibility is about removing barriers that affect groups of people. It is not about taste or changing something to reach more people.<br><br>If you open a spicy burger joint and it has big stairs with no ramp or elevator, people with reduced mobility can’t access your burgers. Installing a ramp helps with that.<br><br>If you then decide to put a burger on the menu that is not spicy because some people don’t like spicy food, you are changing your product to reach more people. That’s not accessibility.<br><br>If then you learn that some people are allergic to peppers, you could offer a non-spicy burger to accommodate them, but that’s not the ideal solution. They come to your joint to eat your spicy burger so if you want them to have access to it ideally you try to another ingredient that’s spicy to replace the peppers and allow for the swap. That’s accessibility.<br><br>It doesn’t invalidate your point about fighting games reaching out to a more casual audience, but that’s not what accessibility is.<br><br>And what is happening in Revelation is way beyond that. They are doing some very weird stuff to cast the widest net possible - that’s just mass appeal . I don’t believe they can do it without compromising the core gameplay, but I&apos;ll be happy to be proven wrong.

    288

  • @XMS1212X · 6 days ago (edited)

    <a href="https://www.youtube.com/watch?v=oscOeP9fesY&amp;t=158">2:38</a> to be fair, avg players played OG ff7 &nbsp;had to go look for a guide, so I do actually appreciate check list so I don’t miss cool stuff, but if there’s a way to still add some mystery.. like just make &nbsp;( ? )

    11

  • @kloudrevelation · 6 days ago

    I feel with no icons and having a bird, mini chocobo for stops or the summon stones near a cave/temple was good enough for me to &nbsp;be like OH, something is near by!

    46

  • @tonydak8573 · 6 days ago

    The Ultima Weapon battles are gonna be phenomenal. I love the Weapon fights from OG FF VII.

    23

  • @memermetalthemiddleagedaut99 · 6 days ago

    I loved figuring out the hellhouse fight, to this day I love that fight

    6

  • @OpDDay2001 · 6 days ago

    When I see &quot;Accessibility&quot;, I think of, you know, actual accessibility like color blind options, motion sickness options, and the like. You know, options for people with actual impairments to be able to play your game. Something that, notoriously, Japanese games are very, very bad at (especially Nintendo, though that&apos;s not relevant here).

    38

  • @davidestaiani8509 · 6 days ago

    I hope Hamaguchi will see this video

    5

  • @TiagoAlvarez1986 · 6 days ago

    &quot;We don&apos;t wanna go full Marvel&apos;s Wolverine, do we?&quot; <br><br>SkillUp

    210

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