As a fan of From
Software's most recent works, from Demon's Souls to Dark Souls 3, I
was honor-bound to play Sekiro: Shadows Die Twice the moment it was
released. Going in, I felt prepared for another exciting adventure in
an environment that would do everything it could to kill me. With how
easily I breezed through the third Dark Souls game, I thought that
there was nothing From could do to surprise or intimidate me. They
must be running out of tricks, so I would be wise to whatever they
threw my way. Many of my friends thought the same way, to the game's,
the developer's, and our own collective disservice.
Showing posts with label From Software. Show all posts
Showing posts with label From Software. Show all posts
Thursday, April 11, 2019
Saturday, June 25, 2016
#107: Dark Souls 3: The Absence of Hostility and Loneliness
I have
written about my experiences playing From Software's “Soulsborne”
games a couple of times on this blog. For that reason, I can
distinctly recall my time in these games, which colored my
expectations going into Dark Souls 3. To my surprise, and somewhat to
my disappointment, the game didn't feel the way I expected it to.
Though it certainly is a shining example of what could be described
as a Souls game, Dark Souls 3 felt different than its predecessors.
As I
explored the desolate lands of Boletaria and Lordran, there was a
palpable sense of loneliness to the proceedings. It was as if I was
cold and alone against a world out to kill me, with its bands of
diverse and terrifying opponents setting their differences aside in a
concerted effort to block my path and take my life. Despite in many
ways going against those same odds, I never had that feeling of
isolation and hostility in Dark Souls 3. Rather than a world against
me, it felt as if every area was merely a stage for I and my fellow
players.
Much of
that simply stems from the fact that there are many more players in
Dark Souls 3 than there were in previous Souls games I had played. My
first runs of Demon's Souls and Dark Souls were both in the summer of
2015. By then, the games were 6 and 4 years old respectively. There
were certainly stragglers like myself who were still engaged with
them, but by and large most had already moved on to greener pastures.
And even if people were playing these games, my efforts to work with
them were minimal. In Demon's Souls, I spent almost the entire game
in Soul form, preventing me from summoning phantoms to aid me.
Likewise, I can count the number of bosses I defeated with other
players on a single hand. My experiences in both games are mostly
mine and mine alone. When push came to shove, I could only rely on
myself to get out of a hairy situation.
I can't
say the same thing when I look back on the total sum of my Dark Souls
3 experiences. Strangely, I was excited to, for once, be a part of
the community as the game comes out, exploring it together with
everyone. In a way, this ended up being counter to what I most
enjoyed in its older siblings. Talking with my Twitter friends, being
guided to secrets by random strangers, aiding other people and being
aided in turn, these were all wonderful experiences in their own
right. However, it meant that my journey was less a result of my own
effort and accomplishments, and more the gestalt of all of those who
joined me on my path. Random strangers who I will never know, and who
will never know me, were all working together to achieve a common
goal. Even when I was invaded/invading, it felt like a respectable
contest between peers and less an attempt of one person to sabotage
another. I could use many adjectives to describe my adventure, but
“lonely” is not one of them.
The NPCs
also seemed a lot more welcoming in Dark Souls 3 than they have been
in the past. My runs of Demon's Souls and Dark Souls are marked by a
sense that there weren’t many people in the world that would even
think to assist me. Outside of the Nexus, I remember that non-hostile
NPCs were scarce. It was at least 10 hours before I brought my first
new NPC back to the Nexus with me. Until then, the ones I had
encountered had either perished unceremoniously (sorry Ostrava), or
actively screwed me over (which is why, to this day, I murder Patches
every chance I get). Just finding a truly friendly face was a rare
treat. The same can be said of Dark Souls. While there are certainly
a few kind folks who inhabit the Firelink Shrine, most of them are
battered and broken when you find them. And by the time I finished my
journey, the most friendly of the lot, like Siegmeyer and Solarie,
had met with terrible fates.
By
contrast, in my first 10 hours of Dark Souls 3, I encountered a Robin
Hood-esque thief, a young woman who knows miracles and her protector,
an old pyromancer, a Darkmoon blade from the Sunless Realms, and
Siegmeyer's more capable descendant. All of these people had offered
their aid to me in some form, either as a vendor or a companion.
Where friendly faces were rare before, they were quite common place
now. I did not have to look far to find someone with a vested
interest in my success. Far from the isolation I once felt, Dark
Souls 3 provided an almost constant comfort by offering me my choice
of assistants and allies.
Even
though the abundance of other players and NPCs are large contributors
to why I have lost that adventurous, yet isolating spirit of the
previous games, there is another reason. At this point, I have played
so many Souls games, and particularly so many Dark Souls games, that
the mechanics and world are largely ingrained into my mind. When I
was a new player braving the perils of Boletaria, and later Lordran,
I often fell for the tricks and traps laid about. I would die to
ambushes than I should have seen coming in hindsight. I spent many
deaths learning each enemies attack patterns and figuring out the
weaknesses therein. I crashed through broken boards and into traps
that would be noted and avoided in the future. The designs of From
Software were alien to me. Learning them was half of the battle, and
half the fun.
Unfortunately,
there's only so far the Soulsian “fair” ambushes can go before
they reach the territory of just spawning in mooks in lieu of hiding
them in creative ways. That's not necessarily From Software's fault,
because it is infinitely easier for players to figure out their
tendencies than it is for them to think of new ways to surprise those
same players. But it does mean that I have gotten much better at
predicting when an ambush is likely to happen than I used to be.
I don't
remember ever being truly caught off guard while exploring the
shattered remains of Lothric and the lands surrounding it. At the
same time, I have a distinct memory of an archway in Irithyll of the
Boreal Valley. I had not seen nor heard any enemies in the room on
the other side, but I suspected that something was “off”. Looking
down and to my left, I saw a ledge that I could easily reach by
dropping down. Going into the hallway through the opening on this
ledge, I climbed a ladder that lead me to the other side of the room
beyond the archway, bypassing a group of enemies waiting to ambush
me. By just following a slight “off” feeling, I had anticipated
and subverted a snare that I would have easily fallen for before. At
the time, I felt smart for having trusted my instincts. In hindsight,
all I really did was just fall back on knowledge I had gained from 4
previous games' worth of experience. Not only wasn't I surprised by
the enemies’ tricks, I couldn't be, because I had already fallen
for them before.
Instead
of making me believe I was a single man out against a world which
wants nothing more than me to fail, Dark Souls 3 felt like reuniting
with an old friend I hadn't seen in awhile. There's nothing
inherently wrong with that quiet nostalgia. But the dreadful anxiety
I experienced the first time, as I explored the worlds of Demon's
Souls and Dark Souls, is a large part of why I fell in love with the
franchise. As disappointing as it is, I'm not sure that one could
ever adequately capture that atmosphere that drew me in when I first
started Soulsborne. Though I want so badly to feel that isolation,
that growing sense of isolation and excitement. I just don't believe
it's possible given how large an influence Soulsborne has become.
It's hard to feel alone and afraid when in the comfort of your home,
surrounded by the old and familiar. These games have become as much a
home to me as the house I live in, and that's exactly what I don't
want them to be.
Sunday, September 6, 2015
#97: Game Invaders: Dark Souls vs. Watch_Dogs
As many of you
know, I have been working on a Let's
Play series with my friend, Sam Callahan. Together, we have been
trudging through Watch_Dogs.
One of the more heavily advertised features in Watch_Dogs was the
ability for players to invade the game of another in order to
sabotage them. Fans of the Dark Souls games might recognize this
feature, since it also uses player invasion as a game mechanic.
Having played both Watch_Dogs and Dark Souls, I realized that I was
extremely annoyed by the invasions in Watch_Dogs. On the other hand,
that same general idea worked for me in Dark Souls, adding to the
game. This is when I began to ponder why this might be the case.
One of the
fundamental reasons why player invasions irritated me in Watch_Dogs
was that they were almost divorced from the rest of the game. As a
player wanders about the city of Chicago, outside of a mission or
side-activity, another player may choose to enter their game at any
time. Until the outsider is either dealt with or succeeds in their
mission to hack the host player, the host is unable to continue the
main story or do any side-quests. Even if the host dies while being
invaded, the event continues uninterrupted and the invader is able to
continue with their objective. In other words, to someone who is
looking to complete the game's story and/or side missions, an
invasion is just a needless distraction, rather than a core part of
the game. They have to put their game on hold in order to deal with
this new problem. Sam and I encountered this ourselves a few
times
in our Let's Play. Though we eventually remember that we could turn
off player invasions, that further speaks to how separate they are
from everything else. With invasions turned off, the game is improved
because players can get to the rest of the content without wasting
time killing an invader.
This is in stark
contrast to Dark Souls, where the invasions are more nicely
integrated into the whole experience. Normally, players won't be in
danger of invasions. However, in order to invite other people to join
their game and help them take down many of the game's bosses, they
also have to spend a Humanity point and open themselves up to
invasions in exchange. Invasions aren't so much a dedicated feature
as much as they are a necessary drawback in order to balance out the
act of asking for help. Even if the player is offline, there are NPCs
in the world that can take the place of both co-op companions and
invaders. In other words, this feature is so core to the game's
fundamental design that From Software saw fit to include an NPC
equivalent for those who, for whatever reason, cannot or will not
play online. Opening oneself up to the aid of others will in turn
open up the possibility that others will attack.
The difference
between allowing oneself to be invaded in Dark Souls and the
incidental invasion in Watch_Dogs is a very important one. Whenever I
was invaded in Watch_Dogs, it was almost always at an inopportune
time. Often, I would be about to accept a story mission, when the
game informed me that someone had stepped into my play session,
locking me out of the mission. It was an irritation that I had no
interest in and gained nothing from. While an invasion in Dark Souls
can be inconvenient, players must make a deliberate choice to spend
Humanity and make them possible. This opting-in subtly prepares the
player for the potential threat, which means they aren't surprised if
and when it happens. In Watch_Dogs, player invasions are always
surprising because they can happen at anytime. As a result, they will
always mess up the player's plan and cause undue irritation.
Not only are the
invasions in Watch_Dogs separate from the other gameplay elements,
but they are also removed from the normal character progression. As
players complete missions in Watch_Dogs, they acquire skill points
which can be spent on skills in the various categories, like Hacking,
Driving, and Combat. There is also another category called
"Notoriety". Unlike the other skill trees, players can't
use skill points to advance it. Instead, they accumulate "Notoriety"
through strong performances in the various online multiplayer
activities, including the invasions. Out of the 6 available skills in
this tree, only two could be considered useful to players who don't
play with others. The other 4 skills only affect elements of the
online component, by raising the rewards or making it easier to
detect an invading player. To put it plainly, almost nothing the
player unlocks in the online mode affects them in the main story.
Dark Souls works
differently. In order to gain Humanity points, players can enter
another's game and help them defeat an area boss. Even if they fail
in the attempt, they can still keep the Souls that they earned while
in working with the host. Alternatively, the enter invade another
player's game, gaining Humanity and souls by killing the host. Since
they do not lose Souls in the attempt, they are incentivized to take
advantage of this ability to gain Humanity. In turn, this Humanity
can be spend to allow other players to join their game and hopefully
gain an advantage in fighting many of the game's bosses. Both the aid
of other players and the Souls obtained in these multiplayer events
have a direct, positive influence on one's progression in the game.
Again, observe the
difference between these two games. To the player who is only looking
to complete the main story of the game, the invasions in Watch_Dogs
are a waste of time. If they perform well, the rewards they provide
won't help them in their ultimate goal, designed only to be used in
online challenges. Dark Souls goes in a different direction. Even if
a player only wants to beat the game, there is still a strong
incentive to partake in the online invasions, or at least make
oneself open to them. The aid of cooperative partners can greatly
increase one's odds of successfully defeating a boss. Furthermore,
there is a chance to earn more Souls and Humanity, which are used to
further tip the odds in their favor. As someone who rarely
participates in a game's online component, I still found myself
making use of it in my journey through Lordran.
When Watch_Dogs was
in development, Ubisoft said that while players could disable the
option for others to invade their game, they considered leaving them
on to be the "best" way to play. Unfortunately, the facts
aren't in their favor. Without a way to prepare for them, or a strong
reason to keep them enabled in the first place, it makes more sense
for players to not even bother. As Dark Souls demonstrates, it didn't
have to be this way. As rudimentary as they are, if Ubisoft had been
a little smarter about the implementation, they could have been a
seamlessly integrated and enjoyable aspect of the final product.
Sunday, August 2, 2015
#95: Dark Souls 2: Scholar of the First Missteps
As you may be
aware, I have recently began exploring the Souls games, starting with
Demon’s Souls and Dark Souls. My opinions on both games are largely
positive. My playthrough of Dark Souls 2: Scholar of the First was
informed by these experiences, which explained why I did not like the
game as much. It was not a bad game. However, the game betrays a lack
of understanding as to why many of the choices in the original Dark
Souls were made. This manifests in design changes that cause a number
of problems throughout the game.
The first of these
changes is the resurrection of consumable healing items. As I said
before in my article about the Estus Flasks in the first Dark Souls,
removing the ability to grind for recovery items was a drastic
improvement from Demon's Souls to Dark Souls. Rather than reiterate
points than I spent an entirely separate article making, I just want
to comment on how strange it is to go back to using these items when
they already had such an elegant solution in place.To make this
worse, the imbalance caused by these items is exacerbated by the fact
that the Estus Flask also made its return. It is given to them right
after the tutorial is completed. With the reusable Estus Flask ever
present in the inventory, players are encouraged to amass large
stockpiles of items which they will rarely, if ever, use. I,
personally, only used these Lifegems myself when I was absolutely out
of Estus and in the middle of a boss fight. Otherwise, I would just
hoof it back to the bonfire and try again to maintain my stockpile.
Another alteration
to the game is in the way enemies respawn after being killed. In the
original Dark Souls, returning to a bonfire revived every enemy that
had been defeated, barring a few special exceptions. This is no
longer the case in Dark Souls 2, as each enemy will only respawn a
finite number of times before they will no longer appear (until the
next playthrough). Two major problems arise from this change. First,
like the addition of consumable items, it throws off the balance
between the urge to continue on and the need to rest and replenish
your inventory that I wrote about previously. Making a series of
suicide runs in order to eliminate opponents has now become a
perfectly valid tactic for making it through areas. Rather than
continue to encourage that agonizing decision-making its predecessor
was so famous for, Dark Souls 2 transforms every stage into a battle
of attrition, as each run slowly depletes the enemy forces. I myself
did this a number of time in stages like the Iron Keep and Shulva,
Sanctum City.
And second, because
there are only a finite number of enemies in the game, souls are also
a finite resource. Players receive souls from defeated enemies, which
they can use to purchase items/weapon upgrades and strengthen their
characters. However, should they die, any unspent souls will be lost.
In order to reclaim them, they need to return to the where they died
and touch their bloodstain. Failure to do so before the next death
will result in the permanent loss of those souls. Since enemies in
Dark Souls never stop spawning, there is always a way to acquire more
souls even in the event of heavy losses. Once an enemy stops
appearing in Dark Souls 2, it is impossible to claim their souls by
defeating them. Though I never reached a point where I couldn't
obtain the souls I needed, the knowledge that my deaths were
depleting the world's supply made each one much harder to swallow.
In the original
Dark Souls, I have a very clear memory of exploring the Tomb of the
Giants and amassing over 70000 souls. Just as I was about to return
to the bonfire, my game was invaded by another player, who killed me
in an instant with her barrage of magic and lag. As I attempted to
reach my bloodstain, I was ambushed by a horde of giant skeletons. I
had made a mistake in fighting them, and that mistake meant that
those 70000 souls were gone. My anger at the loss was assuaged by the
knowledge that it would be quite possible to replace those lost Soul
by grinding later on if I had the desire.
During my adventures
in Dark Souls 2, I had similar tales of losses, yet none exceeding
35000 souls at any one time. But even if the losses were momentarily
lower, the knowledge that my ineptitude caused a decrease in not just
the number of souls I had, but also the net total of possible souls
in the game, made those losses sting a lot more. Enemies provide far
more than enough souls for a given playthrough, yet just knowing than
there is only a finite supply makes even small losses feel wasteful.
The biggest
negative change that Dark Souls 2 made was in the way that foes
attack. When an enemy attacked the player in either Demon's Souls or
Dark Souls, they had to commit to both the attack and the direction
in which they were attacking. Since the player was also bound by
these same rules, fights were often fair. The best way to fight would
be to stay on the defensive and look for openings in enemy attack
patterns that could be exploited. Though some of the strongest
enemies did have tracking attacks, it was only up to the point where
they began to strike, and only to compensate for how slow the windup
was for those particular moves.
In the sequel, they
made a bizarre decision that I still don't entirely understand.
Almost every enemy has an uncanny ability to track the player while
they are attacking. This has an adverse effect on the combat, making
it easier for them to land blows and conversely more difficult for
the player to do the same. When I was exploring the Iron Keep in Dark
Souls 2, I encountered an enemy that best demonstrates the problem.
The Ironclad Soldiers held therein are particularly vicious foes with
powerful attacks and decent armor. One of the advantages they have
over the player is that when they wind up to unleash their overhead
smash, they can hold their club in position over their head until the
player is in range. Then, the portion of the move the inflicts damage
will kick in quickly. They are also able to turn and face a strafing
player while actively swinging the club horizontally. No opponent
from previous Souls games have these same advantages to these
degrees, and there is a very good reason for that. When the enemies
are bound to the same rules as the player is, there is a sense of
fairness born from that. The presence of that fairness means that
most failures and deaths in combat can be directly attributed to the
player. Taking it away leaves a sense that game is cheating in order
to win, like a cruel, obstinate dungeon master in a Dungeons and
Dragons campaign.
Again, I do not
want to give off the impression that Dark Souls 2 is a bad game.
Rather, it is a poor continuation of an excellent franchise. Though I
believe that the director of Dark Souls 2 was a fan of the franchise,
the changes made from one project to the next belie a lack of
understanding as to what made the first Dark Souls, and Demon's
Souls, such gems. The guidance of Hidetaka Miyazaki, who directed the
earlier Souls games, was not needed to gain this insight. Taking a
moment to see what worked with those two games, what needed
improvement, and the trade-offs of each change would have been a boon
to the production. Such analysis would have prevented many of the
mistakes made in Dark Souls 2.
Saturday, June 20, 2015
#92: Dark Souls: The Use of Estus
From Software is
very skilled at what they do. Coming off of my Demon's Souls
playthrough not too long ago, I continued on into its spiritual
sequel: Dark Souls. While Demon's Souls allowed players to gather and
grind for healing items, Dark Souls uses a new system to manage
health. The first NPC that players interact with will give them an
item called the Estus Flask. This flask has a finite number of
charges, and consuming one of these charges heals the player. When
resting at a bonfire, a safe haven where players can recover their
health and manage their inventory, this flask will be recharged.
What I found was
that this one change had a profound effect on the game's design. The
most obvious of these changes is that the ability to mend wounds
becomes limited. In Demon's Souls, there were several varieties of
healing grass, and players could hold up to 99 tufts of each type.
Personally, I recall constantly have at least 40 or 50 tufts of
whatever grasses I was able to obtain at any given point during my
playthrough. Towards the end, I had so much that I couldn’t pick up
any more. In fact, grass was so plentiful that I had 99 tufts both on
my person, and in the excess-item stash.This is definitely not the
case in Dark Souls. Resting at a bonfire will only fill the Estus
Flask up to 5 charges. It is possible to upgrade bonfires so that
this limit is raised up to a maximum of 20. Doing so requires the use
of “Humanity”, an uncommon resource that, like souls, is lost on
death. The act of “kindling” a bonfire is rare for this reason.
During my playthrough, I only upgraded most bonfires enough to hold
10 charges in the Estus Flask.
The difference in
these limits strongly manifested itself in my playstyle. If a fight
left me with even a small scratch during my adventures in Demon's
Souls, I would immediately consume a tuft of healing grass (or
several, depending on how wounded I was) before moving on. With 99
tufts in my back pocket, there was nothing stopping me from making
use of one or two.
In Dark Souls, this
same decision became a much more tactical choice. When I finished a
battle with only minor damage, it would be smarter to keep going
without using the Estus Flask to heal, because that healing will be
more useful later on. Once I figured out where a stage's boss was and
how to get to them, it was imperative to take as little damage as I
could so I could save Estus Flask charges for the boss fight, where I
would need them the most. Even without the looming threat of an
impending boss, running out of healing while exploring a stage was a
big enough threat that there is always a natural reluctance to avoid
using it when I didn’t have to.
If a single run of
a level in Dark Souls was going badly enough, me being badly injured
surprisingly early on and heavily imbibing of the Estus Flask, a
choice needed to be made. I would often seriously consider whether it
was wise to keep going, or to just return to the bonfire and try
again. While bonfires do recharge the Estus Flask and mend any
lingering wounds, resting at them also respawns every single enemy at
full strength. In other words, trekking back to the bonfire and
restoring my lost Estus is also resigning myself to starting an area
over again almost from scratch. Through the Estus Flask, Dark Souls
moved away from the war of attrition that Demon's Souls sometimes
wandered into. Instead, every area is a test of not just character
build and player skill, but also of the ability to manage resources.
The Estus Flask
also lessened Dark Souls’s need for grinding, especially in
comparison to its predecessor. Despite having large quantities of
healing grass in the original Demon's Souls, repeated attempts to
clear areas and fight bosses could and would deplete reserves. This
meant that it would eventually be necessary to revisit old areas and
grind for additional grass to replenish the player's supplies. In the
early game, I frequently found myself returning to the Boletarian
Palace in between boss attempts, once my grass count had fallen below
20, to gather more. Consequently, this meant that the time between
boss attempts would sometimes be a little too long.
The Estus Flask
fixes this problem. Since one can no longer grind for restoratives,
there exists no incentive nor need to do so. For this reason, the
downtime between boss encounters is reduced only to the time it takes
for one to get from the nearest bonfire to the boss chamber. Even
though my overall playthrough of Dark Souls was longer than that of
my Demon's Souls playthrough, this reduced time between boss attempts
gave the illusion of an accelerated pace. I could fight a boss as
many times as necessary to defeat it without having to stop and grind
for healing items, which is a boon in the Souls franchise.
Including the Estus
Flask could be seen as a minor, seemingly meaningless addition. In
truth, it is one of the biggest, most vital changes that came with
the transition from Demon’s Souls to Dark Souls. This one change
transformed the dungeoneering from a gradual and methodical war of
attrition between the enemy forces and the player’s healing
reserves to a test of how well they can management resources. When it
comes time to brave the stronger enemies and boss encounters, it also
accelerates the pace of repeated attempts. This kind of attention to
detail is why people love the Souls games more than anything else.
Each new design decision is carefully considered before it is
implemented and the final product is all the strong for it.
Saturday, May 23, 2015
#90: Demon's Souls: Why Do So Many Like It?
Given how many
people have asked me to try it, I find it surprising that it took me
so long to play a Souls game. With an abundance of free time, I found
myself enjoying my time with it. As I sit here, ruminating upon my
new-found experiences with Demon's Souls, a question crossed my mind:
Why exactly is Demon's Souls, and the Souls-series by extension, so
popular and successful?
That might seem like a silly question to most, yet it makes no sense for Demon’s Souls to get so popular when one thinks about it. At the time of its release, the game had fierce competition from all sides. Batman: Arkham Asylum, Uncharted 2: Among Thieves, and Assassin's Creed 2 all came out in the holiday season of 2009, right when Demon's Souls first appeared on North American shores. These games are all remembered as some of the best in the console generation, especially for the PlayStation 3. A new IP with limited marketing from a fairly unknown developer, this stiff competition would make it theoretically difficult for Demon's Souls to gain footing in the hearts and minds of gamers.
Along those lines,
Demon’s Souls’s unconventional design could have been considered
a major obstacle in its success. Even now, it can be tough to tell
non-Souls players why they work so well. Explaining this appeal when
Demon’s Souls was new and not quite as popular would still have
been even more so. This can be best demonstrated by the various
claims that Demon's Souls is great because it is "hard".
The punishing nature of its combat can make it seem “hard”, yet
that is not truly the case. I will go into more detail later, but the
game is only as punishing as it needs to be, and no more. Given the
fact that so many people were introduced to the franchise on other
such inaccurate explanations, it is logical to assume that they would
avoid the franchise for fear of difficulty, as I did for a long time.
But Demon's Souls
did not fall into the shadows of obscurity as one might expect. On
the contrary, it grew as From Software continued iterating and
reiterating on the core mechanics, transforming the ideas behind it
into the very successful franchise we know today. That raises the
question of why exactly this series became so popular and successful
when so many other, more readily accessible games did not?
The most obvious
reason is that its metric for success was significantly lower than
that of most other games. There are many classic stories of
publishers whose sales predictions for their games were "optimistic"
at best. From the expected 7 million copies sold of Resident Evil 6
to the 5-6 million units projected for the Tomb Raider reboot, gamers
have become familiar with excessively high hopes from laughably naive
publishers. Though both examples come years after Demon's Souls's
release, they represent the mentality of the modern AAA gaming space.
By all accounts,
Demon's Souls was subject to much more realistic and manageable sales
goals. Almost one year after the game came out, in September 2010, it
was announced that the first entry in the Souls series soul-ed over 500,000 units. In the eyes of the various publishers responsible for
each territory, this figure “nearly quadrupled sales expectations”.
For From Software, who developed the product, it was enough to keep
working on similar games. Under a different development house these
numbers could have easily been interpreted as a failure, so part of
the success and popularity of Demon's Souls could be partially
attributed to From Software’s more conservative measurement of
“success”.
That said, a
lowered bar for success is not enough to achieve it. Like any game,
Demon's Souls lives and dies by its design. Even now, years after the
initial release, the game represents a genuine effort to cater to an
underserved niche. The same design elements that would intuitively
lead to its demise could actually be credited for Demon’s Soul’s
popularity. There exist many people who dislike various aspects of
modern game design. These people may not necessarily enjoy having an
objective marker telling them exactly how far away they are from
where they are supposed to go. Linearity of both game and level
design might not satisfy their urge to explore and discover. Combat
in many games may require too much of a focus on reflex and speed. It
is for these people from whom Demon's Souls was designed. That, in
turn, is the largest contributor to its success.
The world of
Demon's Souls is deliberately designed to counter many of the
expectations in more modern game design. No objective marker is
present. In order to figure out where to go and what to do next,
players must pay attention to both the visual and audio cues
throughout the environment. Guidance does exist, but it is not as
readily apparent as it may be in other games. One has to use their
own logic and intuition in order to not only figure out what they
need to do, but how to do it.
All of the various
hidden weapons, armor and trinkets also serve to encourage
exploration. Entire essays could be written exclusively on the
placement of items in Demon’s Souls. Not only are they just far
enough off the beaten path that players will naturally want to wander
around areas to look for them, but they are placed in areas where one
could logically be expected to find them. For example, players can
find the Graverobber’s Ring, which shields its bearer from the
vision of evil spirits, on the body of a corpse in an old jail cell.
Though the game never draws attention to it, this one item tells the
story of a man who used the ring to protect himself from the vengeful
spirits of the graves he defiled. Yet, he ultimately could not outrun
the law, and died once the chaos that started the game broke out.
Almost all of the items in the game tell such stories. Attentive
players looking to explore will find themselves enjoying the act of
piecing together Boletaria’s history in this manner.
As I mentioned
earlier, while combat in Demon's Souls is routinely described as
"hard," the truth is not quite as simple. It is a learning
process, where players have to figure out how to defeat the foes
standing in their way, and even the ones charging at them with
reckless abandon. It is less about placing an arbitrary challenge
before the player and more about rewarding them for properly
analyzing the enemy and capitalizing on moments in their animations
where they are made vulnerable. The damage players take is only as
high as it is to draw attention to their own mistakes, that they
might correct them. Because these windows of opportunity tend to be
fairly large, precision timing is not as important. The emphasis is
on recognizing both the chances enemies give to attack and those the
player gives for foes to do the same. Tactics are at the forefront.
By using these
principles in its game design, among others, Demon's Souls caters to
audiences that many other games simply don't or won't. I posit that
these oft-forgotten gamers are very loyal to both Demon's Souls and
the Souls games because it is one of the few franchises that satisfy
their specific needs. Of course no one would argue that modern game
design conventions are bad. But the same design philosophies that
appeal to the largest subset of all gamers are not the ones that
scratch the same proverbial itches that Demon's Souls will. So while
Demon's Souls is meant for a specific niche, my guess is that this
niche is both wide enough and so generally unappeased by other
franchises that they took what they could get and ran with it.
Even if it were the
case that the target audience was better served, the mechanics and
design of Demon's Souls strongly encourage the creation of a
community. The lack of hand-holding in the game almost forces players
to collaborate and share their accumulated knowledge with others.
Even without the aid of dedicated websites, the note system, where
players can leave messages for others to take advice from, and the
bloodstains that show where and how others died, both make it easy
for people to aid one another indirectly. With these in-game tools,
players are more likely to offer their knowledge to others that they
have never, and will never, meet.
Even outside of the
game’s systems, this spirit of cooperation exists in fans of
Demon’s Souls. The moniker of a "wiki game," that expects
one to look online for item information, character builds, and
strategy, is often criticized. While I can definitely acknowledge
that it is not a design that everyone will like, those that do will
form healthy communities around them. As someone who invested 250+
hours into The Binding of Isaac, I know all too well how fun it can
be to just talk and share advice with others. During my playthrough
of Demon's Souls, the friends I knew who had played it previously
were all too happy to offer tips whenever I asked. The community, and
the loyalty born from it, are not accidents. They are logical
consequences of the way the game was designed.
Seen in this light,
what initially seemed like a freak accident could also be interpreted
as an inevitable result of many interlocking circumstances. Given
that Demon's Souls had such low expectations, served an undervalued
niche, and encouraged this niche to work together and build a
community, of course it would catch on with such fervor. It is
counter-intuitive, yet the logic is there. As for me, now that I have
acquired a taste for Souls, I plan to delve deeper into the Dark.
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