I’ll do my utmost not to regurgitate points that have previously been made concerning the structure of Dark Souls, which has been well debated. I’ll take a wide view of the franchise as a whole and consider each element in turn. To get a better understanding of how these titles fit into the action Roleplaying style of Dark Souls, we’ll begin by looking at the game’s mechanics.
So, without wagging our tails, Let’s sink in.
In Dark Souls, it appears that every creative choice, including the creation of levels, was made with great care. Notwithstanding initial observations, it is unusual to feel lost throughout the game. Although it’s true that the road you choose may not always be plain, it’s important to remember that at least one obvious option is always available. You’ll never be stranded without a way out. There are other times when you may see your goal on the horizon, which gives you a feeling of having a place.
There has been a lot of acclaim for the use of verticality in the franchise’s design, but I believe that’s a little foolish since it reduces it to seem like a gimmick for novelty’s sake when it really does a lot more. In addition to being an enjoyable experience, this entire feeling of direction is greatly influenced by it. While it may be tough to distinguish between up and down on the sometimes-confusing maze-like landscapes, the arrows always point in the same direction no matter where you are. Last but not least, it typically performs an excellent job of letting players know whether or not you’re on the correct track.
The flexibility to include a story into a level’s design is among the most important aspects of game designing done right. In more than one instance, Fromsoftware has used this skill to its fullest advantage. Characters, settings, and timeframes are often linked together by the arrangement of props. Verticality is utilized to portray sentiments as we go throughout the universe and also to represent the power structure amongst groups. When something doesn’t feel right, it’s because it was designed that way deliberately.
“Story is greatly overvalued,” observed Tom Abernathy at GDC. You should attend his entire address if you can since this comment has been blown out of proportion in the past. Even if that’s not the case, he may have been talking about the game Dark Souls. While Dark Souls does feature a story, it doesn’t get meddle with the business of gameplay as much as it used to and that isn’t a bad thing.
In addition to letting us take our time and savor the action at our own speed, they have allowed us to take in a far greater tale than they could have otherwise told by allowing us to proactively puzzle out the storyline as we game. For them, it’s clear that no cinematic would ever equal our creativity and that those “aha” instances of revelation would then stay with us for long even after we’ve pressed Alt + F4.
Even while Dark Souls 2 appears to be less complex, it suffers from the very same issues as its predecessor, building unique tales that don’t always interact with one another. The level design is poor, the characters are one-dimensional and lack personality, and the narrative for the many realms is well-crafted, however, it all seems disconnected. Nevertheless, the original Dark Souls was a master at it.
The environment is living, the NPCs have a sense of personality, and the various threads that run across it all have a sense of interconnectedness. The only gripe I have is that the tale seemed a little bare-bones at times. I’m certain that everything was in place, but I’m inclined to assume that they just hadn’t worked out their kinks yet.
It is here that we arrive at Dark Souls 3. This piece truly excels in its ability to convey a tale. In certain cases, NPCs complete their story arcs. Taking responsibility for their own destinies. Eygon, Hawkwood, and Anri, to name just a few… Then there’s Gael! When it comes to telling his narrative, he keeps things as simple as possible. They managed to tell a dramatic, poignant, and full tale despite the fact that we only had a few exchanges with him. In part because it is a reflection of our own lives, allowing us to put our own narrative onto it.
Environmental storytelling has been refined in this installment. Every single aspect of the universe has a place in the story. Everything has a proper story and lore connected to it. Even the old books and the rusty gateways of castles where no one dares to venture past night.
As Faron and Gundyr demonstrate, stories inside stories are nothing new. For the first time since Dark Souls 2’s introduction, this game focuses on its own lore’s coherence with its predecessor’s. In such a case, you’re already a character in the story. Certainly, you’re aware of what’s going on in the universe around you. In actuality, you don’t. When compared to Dark Souls 2, which was satisfied to make its own tale, Dark Souls 3 succeeds in weaving together the events of the first game to create a whole new narrative. Even seasoned gamers are swayed by this deceit. Bear that in mind, and it will become clearer. You’ll see what I mean…
These titles’ themes are integrated into their very core. Everything else in the game is designed around them, and they act as a link between the various elements. The struggle is more than simply a gaming mechanic; it’s among the game’s main themes. The most common response from those who aren’t familiar with Dark Souls is that “it’s challenging.” However, the struggle is more than simply a theme.
An action RPG’s bait entices gamers into a philosophical discussion with its creators without them recognizing it. It’s a challenging game set in an unforgiving universe. The more you game, the more you begin to pick up on the various motifs.
Truth-seeking is shattered by findings that challenge your understanding of reality at every step. When it comes to the implementation of these concepts, Dark Souls truly stands out from the rest of the titles. They are all instruments, much like the problem. They propel the story and the discourse ahead, and the game itself, I think, is also a device employed to educate the gamer about its overall philosophy. And it does this in a really effective manner because it makes us experience it rather than simply inform us about it. Please put this concept on the back burner for the time being, as it deserves its own article and will have to be addressed some other time.
This time around, Dark Souls 2 is more direct. The fundamental premise of the game, in my personal view, was a little overlooked. For some reason, they’ve also neglected to employ the themes as instruments, instead of as clothing. All of the Dark Souls games may be compared to one other. This is where the game’s philosophy is laid forth, and this is where the game goes all-in on it. Both titles continue to urge the gamer to think about his or her own survival, even if it is just on an unconscious level.
Now that we know what makes Dark Souls unique, let’s talk about something I’ve never heard anybody mention before: the game flawlessly blends elements from a wide range of genres. In this case, “seamlessly” comes into play. Open-world RPGs, on the other hand, strive to achieve the same effect but fail. As a whole, their numerous elements seem like they were tossed haphazardly sans any care for the total, and the ultimate product is frequently a bundle of semi-developed, mismatched concepts. This game has many different games, including the following:
Dark Souls feeds on the horror of destruction and the dread of the unexpected. Even if players believe they’re protected since it’s only a game, mortality still has significance here. Sugarcoating is not an option. “You’re dead,” the game will say. Here are your foes, and here are the laws. The same laws apply to them, so you have a fighting chance against them. “You died,” the game said. In Dark Souls, players either have to put their heart and soul into the game or just surrender.
You were able to decipher his pattern, but your life was cut short. Eventually, you begin to wonder, “Maybe I can’t.” It is what you actually dread, isn’t it? Even if you know it’s only a game, the true danger lurks in every fatality, the danger of failure. The uncertainty is also a major factor in this situation. Whatever awful event has occurred here, you feel impelled to delve into it with the impending fear that it may befall you as well! It’s exhausting to keep stumbling along, clutching at thin air in an attempt to fit things together. Ring any bell? A little amount of information is provided in an attempt to give you the impression that you can pull it off, only for players to fail and perish eventually. Then, all of a sudden, you’ve completed the task at hand.
That was it. However, you’re still in the dark. A simple itch, that’s all there is to it. However, if you’ve already made a commitment to the game, it’s not over yet. Play it over and over again in your thoughts, and you’ll feel empty within.
Most role-playing games provide players the opportunity to take on the role of someone else’s character, but not in Dark Souls. There are a variety of other titles that allow you to personalize your look, your gaming style, and even a few branching narratives. It’s merely a more subtle choice among paragon and renegade. Using the game’s open-ended narrative and concepts, as well as the protagonist’s blank slate, allows you to create a personalized adventure for yourself.
Storytelling takes place within your thoughts as well as in the game. If only we could have a title where every action is a decision and every option reflects in-game, as well as every decision has endless implications… but at the moment, it seems impossible to get there.
Additionally, PVP provides you with the opportunity to showcase your personality. In many other titles, players either follow a “Team Work Makes Dream Work” philosophy or are a jerk, pushy or quiet. When you aid people in other titles, you do it for the treasure or XP. In Dark Souls, there really is no reward for helping others. Even if you’re only doing it for the sake of becoming a better member of the community or to gain experience, you’ll shortly run out of reasons to do so.
There’s no ranking system here; you battle only for the enjoyment of it. Either murder or wreck mayhem, or both, if you so choose. Even after you invade, you might lose your opinion and choose to leave them alone or even aid them.
A-One of a KInd Detective Experience
It’s spiraling out of control. Locating the shining object or tracing the light trail is a common feature in detective games. Another common feature is exhausting all possible conversation choices… You’ll have to scavenge for evidence on your own if you wish to discover the reality of Dark Souls. If you find a hint, the game didn’t reveal to you where to find it or if it’s a hint.
There will always be a lack of info, and a few of it would be just false. You must develop a web of real-life spies and sympathizers in order to succeed. A “mission complete” notification does not crop up at the conclusion of a long, exhausting quest.
Dark Souls is one of the best games ever made, and it has even spawned its own subgenre, the Soulsian.