i type way too much about video games and sometimes music

  • 0 Posts
  • 68 Comments
Joined 10 months ago
cake
Cake day: September 18th, 2023

help-circle




  • I am glad that others are noticing that change, too. I do believe it was a change necessitated by the Switch, but was also half ideological. In World, the Ancient Forest showed where they could go too far with the map design.

    Even today after how much I played that game, if it weren’t for the guidance bugs I would get lost in that forest because of how mazelike it is. I do actually prefer Rise’s maps that have no loading zones, but are not as gigantic and mazelike, instead more vertical. though I do wish there were more of them, but remember that Rise is made by a different team than World, so not committing to all of World’s design decisions doesn’t necessarily mean they’re gone, as we move back into a new game developed by the World team once again.

    I also feel that there is more to the transition from hunter to killer than the maps. The speeding up of gathering animations, the removal of most gathering and miscellaneous quests in World and Rise means that instead of having a lot more pacing variety in what you could be doing, it’s pretty much constant back to back large monster hunting, and if you want to change pace you have to play a different game instead of tackling some backlog gathering and transport quests.

    I do know that I’m likely in the minority as someone who wants more non-hunting quests back in the games, and who didn’t like that gathering continually gets more and more streamlined out of the game as the series goes on, but I think that the monotony of being constantly railroaded into hunting and more hunting may eventually hit a breaking point.













  • I loved the way that you had to really think about and understand the world to get around. If I grinded humanity in the Depths and then needed to go to Anor Londo or something, I would stand there and imagine the path I would need to take, and the layout of the world would sort of unfold in my mind’s eye in the path that’d I’d have to run to get there, and that was always so satisfying and amazingly grounding and immersive for me. not only the lack of fast travel, but the lack of a map.

    It just never happened like that again after that game.


  • Funnily enough, I enjoy Elden Ring’s world less due to free usage of fast travel. The cohesion and linking design of the world means less when it’s all a blur of fast travels and ignoring the shape of it all.

    I also found running around large open spaces on a horse and having many more reused dungeon assets and items to be less interesting than the very deliberate and more dense world of Dark Souls, but that’s not to say I think Elden Ring isnt great, but it’s a real ideological difference in what you’re looking for between the two


  • It’s about where gaming was at when Dark Souls came out. Ghosts n Goblins and Castlevania were old hat by then, gamers had been conditioned and became accustomed to thorough tutorials, handholding, objective markers, the whole thing by then. The way Dark Souls made a huge point of not holding your hand was as much a surprising success as it was a tribute to those games of old.

    It showed that the gaming community at large still wanted that, it wasn’t dead by choice, it was designed out of the popular by large companies catering to the lowest common denominator, and having a studio be brave enough to take that chance was not something you could take for granted at the time.