I truly want to understand better about these kinds of requests, as it seems to be something requested frequently in game accessibility modes now.
I did some reading that led to a better understanding of consensual exposure therapy, and how a gradient of phobia toggles can reduce "flooding" anxiety, help foster goodwill with the community, and promote the completion of games. I totally get that when someone sits down to play a video game after a long day of work, their goal is relaxation, escapism, or entertainment..not to undergo an unconsented, unguided psychiatric intervention.
But looking at a franchise like
The Witcher, which is already famous for having some of the most inventive, grotesque, and disturbing creatures in gaming, I wanted to be quick to reply with something dismissive or gatekeepy but I realized it is more nuanced than that.
If arachnophobia only affected 0.01% of people, developers wouldn't bother. But because it seems clinical arachnophobia affects
3% to 6% of the population (and causes severe discomfort in a wide gradient of people), that "niche" represents millions of paying customers:
- If a game sells 20 million copies (like The Witcher 3 or Hogwarts Legacy).
- 5% of that potential player base is 1 million people.
- That is considerable revenue at risk because of one enemy type.
How do players with arachnophobia draw the line? Is it strictly the spider anatomy/movement that triggers the response, while the rest of the game's horror elements are totally fine? How have you seen it handled in other games? I'd love to hear perspectives on how to specifically implement toggles that would change the experience for you in a dark fantasy setting like this.
I too am excited for the rumored DLC, happy gaming~