Episode 2 is here and we're going somewhere a little different this time.
We start with some of my core difficulties with Kingdom Hearts as a series — specifically the cognitive load of games like Chain of Memories and why certain design choices genuinely lock some players out. And from there we end up somewhere broader: a conversation about accessibility and adaptability in games, and why so many developers still haven't got it right.
I talk about the Binding of Isaac as a core example of a game that prioritises its own design philosophy over player experience — and how the console versions have been largely abandoned compared to PC, where active updates and mods keep the game alive and evolving. Meanwhile console players are stuck on base Repentance with no mod support, which ultimately reduces the lifespan of the game on those platforms.
Stardew Valley gets a mention too — because being able to run a no fishing mod on Steam Deck means I can actually complete the Community Centre. I can't do the same on PS5 or Switch. That's not a small thing. That's the difference between finishing a game and not.
And then there's Kingdom Hearts 3, which I'd argue does this better than almost anyone — its Proud and Easy menus let you make the game as infinitely hard or as infinitely easy as you personally want. That's the standard. That's what all games should be moving toward.
The question I keep coming back to is: how much do developers prioritise what they want their game to be versus whether players are actually having fun? Because those two things are not always the same.
Next episode we'll be talking about what actually appeals about Kingdom Hearts itself. See you there.
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