Benjamin (BenStar) Kiefer
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benstar.bsky.social
Benjamin (BenStar) Kiefer
@benstar.bsky.social
Pixel non-bean-ary, get it?
He/Him, They/Them.
Made Revita, working on [???]
Buy Revita: bit.ly/revitasteam
Discord: discord.gg/revita

#gamedev #indiedev
Reposted by Benjamin (BenStar) Kiefer
Getting stuck causes players to explore the world.

Dying causes players to think about what they're doing.

An "impossible" situation causes players to learn how the game works and eventually achieve the impossible.

We need to be able to design *some* games around these fundamental ideas.
November 28, 2025 at 7:51 PM
Sorry for the big rant. Accessibility and how it can be implemented means a lot to me, and I think it's important to keep an artistic vision in tact when thinking about making things more accessible. But also, sometimes it's fine if a game just isn't for you (me with any first person shooter).
November 28, 2025 at 11:54 PM
That of course doesn't mean that you couldn't make either games more accessible. I don't think it would hurt the eldenring experience if the ui wasn't a nightmare to navigate, or the game paused when you hit pause.
November 28, 2025 at 11:52 PM
In a game like Silksong you don't want people to even consider the idea of "well if I turned down the difficulty I could get through without struggling..." when part of the vision and themes ARE about overcoming struggle and oppressive forces. Same goes for fromsoft titles as well.
November 28, 2025 at 11:50 PM
I am all for making games more accessible to a wider audience, as seen with my approach to the topic in Revita, but I think it's important for people to keep in mind that additional options are never free. Everything comes with effects and sometimes those effects can diminish an intended experience.
November 28, 2025 at 11:47 PM
finding alternative ways. Silksong has a very difficult area that is accessible early on called the Hunters March, but it's an area you can also come back to later. Yet someone might think they have to go that way, get frustrated and instead of looking elsewhere, might just turn down the difficulty.
November 28, 2025 at 11:46 PM
to anyone, in fact it breaks the vision for everyone as even just having an option for something, means you start thinking about things differently. "Oh I am struggling with this area? Maybe I should just switch to an easier difficulty", when part of the design is about overcoming challenge OR...
November 28, 2025 at 11:44 PM
heck yeah congrats!! =D
November 25, 2025 at 2:51 PM
Reposted by Benjamin (BenStar) Kiefer
to make a video game is to constantly be thinking about what elements you need to put into place to trick people into thinking this emotionally troubled computer program you built is a real video game
November 24, 2025 at 2:56 AM