A Formalist Study of the Contradiction Between Hard Fun and Accessibility

Introduction

Does accessibility compromise Hard Fun?

Table 1

Under what circumstances is said compromise justified?

Should Hard-Fun games provide accessibility settings?

Table 2
Figure 1 Description of Assist Mode in Celeste
Figure 2 The designer and the player in the MDA framework

Limitations of this article and its application to Sekiro: Shadows Die Twice

Conclusion

Bibliography

I engage in the critical, the philosophical, and above all, the playful.

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