some tenets of the Reform Gamer movement:
• every player deserves a voice in their games, regardless of skill level or how much time they’ve invested
• people play games for different reasons and they are all valid as long as no player is harmed
• representation matters
• we must take steps to address the racism, classism, misogyny, antisemitism, queerphobia, and White Supremacy problems in gaming, including player base and developers
@Sapphicgiraffic I wonder how many tech bros are gonna come in from the federated timeline for this
@Breakfast no idea, snouts is pretty well insulated against the worst elements. they better be ready to catch these hoofs tho, cuz i’m not backing down
@Sapphicgiraffic efdn too, it just seems like there's a demographic of pleromans who just camp the federated tl looking to start shit
@Sapphicgiraffic some things i want to see become standard practice in game design, as a #ReformGamer:
difficulty levels in ALL games (this can be an ai thing, or a hint system, or more health- it looks different from game to game and thats alright! i'm really fond of how they did it in Yoshi's Wooly/Crafted worlds)
focus on single player and collaborative multiplayer games.
native colorblindness friendly design and, it thats not in the cards, easily manipulated settings to make it so.
@occoris big yes to all of those and:
• content warnings per individual section of games.
• subtitles either on by default or user is prompted to choose at beginning.
• skippable and repayable cutscenes.
• robust blocking, filtering, and reporting systems built into the core of online games, not tacked on as an afterthought.
• widespread support for distributed gaming and self-hosted services.
• no “always online” DRM.
• ownership, not licensing.
an minor cutscene clarificarion:
• cutscenes should be skippable and replayable *on first playthrough*
• ability to change the size and duration of all important on-screen text
• on-screen text should be accessible to screen readers and/or there should be a v/o option.
actually now that i think of it i dont think there's a reason Visual Novels shouldn't be fully screen reader accessible, i wonder if tools exist already to make that easier or if we'll have to build them.
@occoris some additional thoughts:
• principles of #ReformGaming should apply to all games, including tabletop (board, card, miniatures, role play, etc.), video games, and more athletic games like bowling.
• every player and game is unique, which calls for individual solutions. there are one “one size fits all” implementations.
@occoris @Sapphicgiraffic I like the way Wagyan Paradise did it where at the start you would get q quiz on your age, and the game would take that as a basis to define how difficult each setting of the game should be, with smaller kids getting easier puzzles, while older, less coordinated people would get easier levels and enemy AI. This kind of fine tuning should be a standard in this industry.
@occoris @Sapphicgiraffic Also, something that I really want is the reintroduction of "Easy Controls" for most games, this way, you can get less refine but better context sensitive controls to help people who have low coordination, like old MvC games, CvS EO, Battle Arena Toshinden and Dissidia Duodecim's "Command" mode.
@Sapphicgiraffic @occoris In Dissidia's case, Command Mode is a menu option that allows you to control the game just from a menu of context sensitive options. So you get Bravery (For Normal Attacks), HP Attack (For Super Attacks), Dodge, etc on a small menu and those commands would change their effects according to context. Meaning that if you where not good with the whole controls stuff, you could just use this menu, and the game would just do the context sensitive action that most fits the situation.
@Sapphicgiraffic @occoris On MvC, there are the Easy Controls, that are just a simplified control scheme where you can do combos or special and super moves by tapping the face buttons instead of the complex input motions. CvS EO has a special EO mode where all of your special moves (And with a button to change to your supers) are mapped to the right analog, and the direction+distance you pushed the analog would determine the attack you would do and it's strength. Toshinden has special commands automatically mapped to the shoulder buttons, so if you have a problem with fighting game inputs you can just use them instead.
@Sapphicgiraffic yes hi hello i’d like to nail your toot to a game company’s door
@Sapphicgiraffic Sapphicgiraffic’s 95 theses or Disputation on the Power of Gamers
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