Wir müssen aufpassen, dass wir hier nicht Dinge durcheinanderschmeißen. Ich finde, in diesem Ausschnitt aus einem Artikel, den ich gestern verlinkt habe, ist ganz gut aufgedröselt, von welcher Art von Schwierigkeit wir bei Videospielen sprechen, wenn wir von Schwierigkeitsgraden sprechen. Ein Film oder ein Buch kann komplex sein und daher schwer zugänglich. Aber nichts hindert einen daran, ein Buch oder einen Film trotzdem zu lesen bzw. anzuschauen. Gibt keinen Blocker, der dir sagt: Wenn du diese Stelle nicht verstehst, dann darfst du aber nicht weitergucken! Das ist bei Spielen anders.
Let’s get back to Darkfry’s video for a moment. He brings up Patrick Jagoda’s paper “On Difficulty in Video Games: Mechanics, Interpretation, Affect,” in which video game difficulty is divided into the following three categories:
As Darkfry correctly posits, what we’re discussing in most cases when talking about difficulty in video games is the mechanical kind, not interpretive or affective.
- Interpretive. When it’s difficult to fully grasp a work of art due to abstract or complex themes, imagery and/or ideas. Video games, movies, books and poems can all be “interpretively” difficult.
- Affective. When it’s difficult to process a work of art on an emotional and/or mental level. Again, video games, movies, books and poems can all be difficult in this regard.
- Mechanical. When it’s difficult to experience a work of art due to the mechanical skill and/or knowledge level required. This mainly applies to video games.
I’m bringing these up because by saying that Seven Samurai is not for everyone because it’s long, subtitled and in black and white, Eyebrow Cinema is, in a sense, calling the film “difficult.” However, its difficulty in this scenario is affective, not mechanical, because the barriers to watching it are mostly mental and emotional. They have nothing to do with the viewer’s ability to consume films in general. On the other hand, if the same viewer were asked to watch the film without blinking, then that would be more akin to the difficulty of Dark Souls (I’m being a bit hyperbolic here, but the point still stands).
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