The sad thing is that they're not really accomplishing accessibility by removing skill ceiling in the first place. Accessibility is not about neutering hard content, but about offering both disability-friendly options and 'easy modes'. In the words of Damion Schubert, "the point of [his essay about gaming accessibility] is not that game designers should make games EASIER. Game designers should make the EASY parts EASIER and they should do everything in their power to make the hard parts ASPIRATIONAL. Players should want to walk that journey."*
We have easy modes. That's called Normal Mode, and it's entirely sufficient to see the story and access the game's wide variety of content. Levelling crafters and gatherers to see their storylines is similarly easy, and so are their casual endgames. This thread is about Savage Mode and its associated crafting and gathering support - the opt-in hard mode for those who desire a challenge. Removing challenge from hard modes does nothing to improve accessibility - the people in need of easy modes are not playing hard modes anyway - while driving away the more dedicated players. Not only does this reduce player enjoyment and subscriptions directly, the more dedicated players also support the rest with guides and the like, as Damion also mentions.
If SE was truly after accessibility, we would see things like removing the APM check QTE from Seat of Sacrifice Normal and adding better colorblind modes. I could go on about skill floors and skill ceilings, but I think you get my point.
* I would just cite the original essay on Twitter, but that's been locked due to Twitter issues. Viewing the content publicly now requires nine separate links from the Wayback Machine, courtesy of the Internet Archive, which I present here:
- part one
- part two
- part three
- part four
- part five
- part six
- part seven
- part eight
- part nine, addenda as replies to comments
I agree it won't happen, but it would be very nice. No one needs gear in bulk, so it can be locked to manual crafts only, while food and potions can serve as easier-but-still-current endgame since they need to be macroable.
Even for crafters who don't care about gil as a ranking system, gil is a representation of value provided to the customer. Without crafted goods being worth something significant in trade, crafters get neither the satisfaction of fulfilling others' wants and needs nor the satisfaction of a job well done.
Yes, we need a tier without confounders to be the litmus test. Abyssos is clearly not that, being full of confounders, which is why I wrote in to point them out. Hopefully we will get such a tier with 6.4.
I agree. The fights are presented to allow each raider to go at the pace that suits them personally. Delays would only ruin the fun of those who want the faster pace for themselves, without helping anyone.



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