Taking one line in a dictionary and not doing a broader
study of the word to see how it is traditionally applied will likely lead to a
very limited understanding of the word. I suggest you take a couple of seconds look at businesses like
Google or Apple for instance and see why they think its important. For example, many options in video games, as well
as certain types of controller designs are meant to make games much more
accessible for people that may not be the audience that is directly targeted,
such as people with disabilities. Accessibility is the exact business term that
is used in that regard. If you don’t believe me, please take a look at this
article on game informer: http://www.gameinformer.com/b/features/archive/2012/08/03/game-accessibility-what-it-is-and-why-it-matters.aspx
None of those options are meant to change the core
experience of the product, just make it possible for those who don’t possess
the necessary abilities/faculties to “access” that experience along with
everyone else. If you design a product to be accessible, you are simply adding
features that help those outside of your core consumer base to “access” that
experience. It is not mean to effect the experience of the core consumer base,
just allow others to find a different way in, one which accommodates to their
weaknesses.
If Shibuya knows what he is talking about, and is using the
word properly, he doesn’t mean that he is going to eliminate all of the
mysteries in the game, tell you everything up front, and get rid of the difficulty
(they’ve already said more than once that this game will be difficult). What he is supposed to mean (and we will find
out if this is the case) is that he is taking a look at gamers that don’t
possess the naturally intuitive skills that most hardcore gamers like you and I
have, and giving them a courteous and helpful nudge in the correct direction.
Here’s what some of you need to understand: Most of the fans of Dark Souls have been
playing games since before we could remember. We’ve played every genre, and
have beaten most of them, inside and outside. We don’t need to be told much or
explained much, because we have developed a skill which allows us to quickly
and intuitively pick up on most game mechanics without getting frustrated and
giving up. That is not the norm. Despite the fact that instruction manuals (the
hard copies that usually come with your video game) are starting to get
smaller, and will eventually phase out, in game tutorials are getting more
detailed. Tutorials won’t go anywhere, and that is because the gaming community
is continually expanding. Be mad about it, or learn to accept it.
The goal is not to screw with our experience. If
accessibility is done right, our experience will be left alone and intact. The
goal is to lower the barrier for other people that are having trouble “getting
in”, or “accessing”, if you will. In other words, accessibility is not about
you. If you don’t like accessible features in a product, accept that they weren’t
meant for you in the first place