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I just wanted to share a few observations about the design of Demon's Souls. It's not a game for everyone for sure. Some people just like brutal challenge more than others - nothing right or wrong or better or worse, it's just entertainment, folks. But, if you loved it like I did, here are some characteristics of its design that I think made it successful.
NUMERO UNO: Consistency. There was very little about Demon's Souls that was random. After going through an area dozens of times, I became very well attuned to where enemies would walk, when they would attack, how they would attack, and exactly how many stabs of my spear it would take to defeat them. And almost every single time, with few exceptions, it was all extremely predictable as long as I played my part the same way as well. In computer science terms, this makes it "deterministic" as opposed to "randomized." Most games introduce randomness in their combat systems and AI code in order to make things less predictable. But, keeping things predictable can be good because it makes it something that you can learn. If things behaved differently each time, the learning process would become more frustrating and lengthy. To put it more plainly, it's a tough target to hit, but at least it's not a moving target. I think this is what a lot of people are getting at when they say that Souls is "fair." NUMERO TWO: Variety. Very rarely did I find myself going "ugh not this again" in Demon's Souls. I was usually going, "WTF IS THIS?" or "Hmm..interesting...how am I gonna tackle this?" This is in stark contrast with many modern games that basically recycle the same combat scenarios over and over one after another (Mass Effect 2, lookin' at you..). This took away a lot of the pain in backtracking, because I was at least backtracking through interesting and diverse sections of the levels. Sure, after a while, they no longer become challenging (and that progression is rewarding in itself), but you still had to employ different tactics through each section which meant that you could never just switch your brain off. At a higher level, each of the five worlds had their own mix of enemies and dangers and their own unique moods. Very rarely did they just recycle the same model with a different skin. Thematically and mechanically, Souls excelled in spicing up your experience and keeping things interesting. NUMERO TRES: Skill-based Progression. Yes, there were RPG elements and I did do some grinding for Souls in order to upgrade my weapons and stuff, but the vast majority of the progression in the game came from the improvement of my own skills and understanding of the game. Most obviously, you learn the traps in the levels and how to avoid them. You learn how to deal with the various enemies and what attack patterns they use. You learn the optimal way to go through levels so backtracking is less tedious. You learn new ways of using your weapons and items. The fantastic combat mechanics are obviously far more skill-based than what you'd find in most RPGs. Sure, there were times when grinding for souls allowed me to make some upgrades that allowed me to get past certain bosses, but compared to most RPGs, the ratio of skill to time-based progression is much larger. Again, I rarely felt like I was mindlessly grinding. Even when I was "grinding" I was able to find particularly efficient ways of getting souls. NUMERO QUATTRO: This Wiki. This is not exactly a part of the game's design, but it was absolutely vital to my enjoyment of the game. Demon's Souls is not a game that tells you much about itself, and discovering all that stuff on my own would've probably turned me off to the game. But, as with any good challenging game, a helpful community quickly grew around it, providing me with a means to short-cut all that trial and error. There was tons of information and loads of advice that got me through the experience. It really gives you a warm and fuzzy feeling and kind of restores your faith in humanity. Now, is it poor game design by From Software that I had to resort to the wiki? A year ago, I might have said "yes", but hey, most people have internet connections these days and know how to use the googles, so why not rely on it as designers? The guys who made Terraria sure as heck do, and they're doing great. Encouraging your players to do this is probably a good idea, and Demon's Souls did that with the message system (which in itself wasn't very helpful). So, as an aspiring game designer, if I were to ever design a game like Demon's Souls, those are probably the things I would keep in mind the most as lessons learned. Anything that I missed?
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Level Design: There is no wasted or redundant space, and all zones are contiguous. You can and will walk the entire breadth of this game world on foot - yet accomplishing your various goals (to reach places, to hunt creatures for materials, to visit covenant locations, all will cause you to learn the lay of the land, and the different shortcuts and paths through it. No loading between zones here to take you out of the moment. How many dungeon crawlers have you gotten turned around in or lost because a given corridor looks the same going backward or forward? That doesn't happen very much in Dark Souls. And when you look into the distance, more often than not, any terrain feature that you see is one that you can and will travel to. Compare that with games where everything outside of your path is clearly just part of the skybox - art that might be pretty but has nothing to do with your gameplay - it's not really part of the 'world' that you play in. Not every game can or should apply these techniques of course - but in DkS, the result is that you get truly immersed in your surroundings. You learn them, and how to deal with the challenges in them.
Sound Design: Some people feel that 'Sound Design' means you need some kind of high-energy background music playing at all times. DkS doesn't put up with that mess. The world is largely silent, with music used sparingly to highlight dramatic moments. As a result, the environments feel more lonely, more haunted - and a bit more real.
Sparing the details: DkS doesn't try to force-feed you a tightly scripted story in cutscenes and between-mission text. A lot of players like or even require that sort of thing to feel attached to a game - they're looking for "movie like" experiences like Uncharted. Nothing wrong with that. But DkS is about the gameplay. It accommodates the players who truly don't care about details and would button mash through them anyway - but if you DO care, there is a wealth of lore to be discovered in all of the item descriptions, some of which raises more questions than it answers. "Who is the Pygmy?" "What is the pendant for?" "How did the Dragon God get here?" It refuses to tell you who your character is or how they came to be - that's up to you. So you'll never find yourself in the middle of a cutscene wondering why your character is behaving like an idiot or doing things you wouldn't do. And it shows you all you need to know about your enemies in the briefest of cutscenes - how they look, and how they move. The other details are up to you to figure out, by hunting for clues and using your imagination when you don't have all the details. It's an excellent application of 'less is more,' and while it may not be to everyone's taste, I think it is an approach that serves the game very well.
Wall of text is wall of text. tl:dr - I'm glad people are still playing this.
Anyways great read! I love reading people's thoughts on this series.
You used the word consistency. At the risk of self-plugging too much, I'll just mention I also used that word, but a bit differently.
Good blog, dude. Though you are at a serious advantage just by writing anything about this game. Have you played Dark Souls yet? Plan to? Let us know how you liked it!
I'm still not sure myself about the opaqueness of the game's mechanics and how it pretty much forces players to hit up a wiki, guide, or FAQ. On one hand, I love the mystery of the game and how it encourages experimentation and community gossip like an old school NES adventure. So I tend to cut the game a lot of slack because that sort of thing tickles my fancy. But then again, I am aware that the slack I cut the game might just be a symptom of fanboy love, that I'm too quick to forgive faults or defend awkward elements as "artistic licence".
I think you can have the best of both world though. For my first character I looked up very little information and barely used any of the wikis. It gave me a wonderful feeling of accomplishment when I found my way to a new area or how to use a new piece of equipment effectively. Of course, I also built a seriously broken character that wasted so many resources and mismanaged my stats so bad that I was unable to beat the end boss with him and have since re-rolled many more effective characters with the use of the wiki and fan communities advice.