This. The game only seems dull on the surface but the more you dig into the text and the background the lore is just sprawling.
And yea, Elder Scrolls are as replayable as your imagination while Witcher is only as replayable as the different dialogue options you pick from. Every game you still play “a Witcher” and there is only so far that can take you
Not really. It’s less to do with hearing/perception and more how the human brain processes regular speech; neurodivergent people, like those with ADHD and/or autism like myself, process these things differently.
The brain processes singing differently than regular speech and the issue with audio processing disorder is that how we process regular speech makes it hard for us to hold conversation. Like I need people to repeat things a few times occasionally and if I’m not paying direct attention to the person speaking then voices are basically like “whomp-whomp” from Peanuts, so if someone calls for me while I’m doing something I straight up won’t know I’m being called for.
So needing to listen to an audio log takes forever cause I need to replay it a few times to fully process the words being spoken. Especially if they have audio effects like distortion added over the voice.
Games (and really any consumable media) that just don’t know when to end.
Watched a gameranx video the other day about this. It’s the lack of closure. Players need that catharsis and pay off for all their efforts or else it inevitably starts to feel pointless rather than fun.
Even MMO’s had a closure for their main story arcs and you played the end game content. The new Live Service model though doesn’t like that cause it means they can’t milk it for eternity. They’d have to keep making new stories and actual game content but that is time consuming and meticulous for creative industries. You can’t pump it out like you can cosmetics and battle passes.
It’s honestly a huge issue in the industry. The gameranx video goes much deeper into the topic.
Edit: I should have finished reading before I posted this. Now I look dumb for jumping the gun
Timed choices have their place in games as a valid storytelling mechanism but please not in my open-world, RPG, fantasy hack-n-slasher.
Like if I’m playing a role I need to think about my choice and make sure it fits the character I’m trying to play. I’m not playing myself so my knee-jerk choice might not be the same as what I’m trying to experience.
Money. Disabled unemployed. Very limited funds that are pretty much keeping me fed and the occasional $5-$10 game on sale if I treat myself.
Steam Machines are just gonna be priced like a regular computer and still needs a setup. If I’m playing PC I’m using my mouse and keyboard. I much prefer it over a controller with my fingers how they are.
Congratulations on still missing the fucking point.
None of your points fucking matter if the player doesn’t have the accessibility available in order to be able to play the game in the first fucking place.
Thus, difficulty as an accessibility feature.
God you elitist assholes are all the fucking same.
I completely understand that difficulty is subjective. I am not the one who determines what is a serious challenge. The game developers are the ones who decide that. Who are you to tell game developers how they should make their game?
Thanks for confirming that you absolutely do not understand it one iota. It is not the developer that determines it. It is the player because, again WHAT IS DIFFICULT FOR ONE IS EASY FOR ANOTHER. You’re the one playing, not the developer. Is it challenging FOR YOU, or is it not? Thus you, the player, determine what a “serious challenge” is or isn’t.
Which further proves my point that the developers should have fixed difficulty when they use difficulty to guide the player or evoke a feeling. How can they do that when they need to make it work for everyone?
No, it disproves your point because the experience is different for every individual. A fixed difficulty just ensure that some players will have a cakewalk while for others it will be impossible due to things like disability preventing them from having the physical capabilities of surpassing the arbitrarily set difficulty settings.
The point is that they SHOULDN’T DO THAT BECAUSE IT IS LAZY STORYTELLING AND ARBITRARY RESTRICTIVE FOR PLAYERS WITH DISABILITIES.
Jesus you’re a brick fucking wall. It’s pointless to attempt having a conversation with you. I understand your point. I fully disagree and think your point is elitist and arbitrarily restrictive to players with disabilities, like myself.
Fuck you, elitist shitbag.
That metaphor doesn’t make sense to me, sorry.
Gaming experience is subjective. The highs and lows are entirely dependent upon the player and their preferences/capabilities.
It’s your experience, no one else’s. The experience is either fun or frustrating. If it is frustrating, then adjust until it is fun. It’s just that simple. For some, a brick wall challenge is fun and enjoyable, for others, it is time consuming and tedious. Both players are valid and both should have the option to play a game the way they want
The “highs and lows” should come from the storytelling, not the gameplay loop. The gameplay loop should always be fun, engaging, and enjoyable for the player.
Feel like that used to be more common for games to have a “Movie/Cinematics” option in the “Extras” menus, treating cutscenes like unlockables, where you could go back and rewatch everything.
Really disappointing that more games don’t do this. It’s not like it’s a hard thing to add to a game code wise. It’s just a menu to the mp4 files with a “yes/no” check against the save file for if the scene has been unlocked or not.
Because I enjoy playing games and experiencing the story they have to tell? How is that hard to understand?
You can enjoy playing the game AND enjoy the story they have to tell, I also enjoy games that don’t have a story but have fun gameplay, but the two do not have to be tied at the hip and they shouldn’t.
You seem to fail at understanding what “difficulty is subjective” means. Who are you to determine what is a “serious challenge” for the player? Everyone is different. What is a serious challenge to overcome for one is a cakewalk for another, unless the player has the ability to adjust the difficulty to their liking and capabilities.
Who fucking cares if someone puts it down to easy? If that is the challenge they are comfortable with then let them have that option. Fuck off with that elitist bullshit.

Ain’t no action like direct action.