Tuesday, May 21, 2013

Dark Souls: In Depth (NOT A REVIEW)

Hey Everybody, this is Nev with IIWYM, posting something I hope you folks will enjoy. I wrote a piece on Dark souls for my final project in a Game Design class, and I thought you folks would like to read it. So, here's me, on Dark Souls


            Dark Souls is an Action-RPG, renowned for its challenging difficulty but good balance and design. The target audience is definitely longtime, experienced hardcore gamers. I have played the game for about twelve hours, and I have barely scratched the surface of all the game’s mechanics. In this game, death is frequent, and not knowing where you need to go next is a common occurance, but all the tools you need to succeed are there in the game. It’s got heavy RPG elements, with a robust character creation system and detailed amounts of stat building and weapon upgrading and so on. It’s also heavy on action elements with a bend towards realism in combat, with armor weight, character agility, and other elements weighing heavily into success in  combat, with powerful backstabs. There’s a nice tutorial level to start the game, and you kill a very large boss early on. Also notable about the game is the complete lack of cutscenes, other than the opening cutscene. All the story is told through NPC conversations, or what you make of it yourself, though it does have a deep story and a lot of mythos to the world. I started playing the game as the knight class, a rather tanky build that gets heavy armor and can both dish out the hits with good starting strength, high balance to take a hit and keep swinging, and high HP. However, I got lost shortly after getting to the meat of the game after the tutorial level, butting my head against a challenge that was way above both my skill level and character and equipment level. And it wasn’t some boss that was ruining my day, it was simple skeletons. However, eventually I learned an efficient strategy to beating them… And shortly after that I found the route through a place that was appropriately challenging without being overbearing. I then proceeded to scythe through the game… Until beating the second area boss at which point I became hopelessly lost again, as the straightforward path dead ends until


The dynamic I’m going to cover is the death system, which creates a very complicated abstract dynamic with the game. The game heavily rewards and is weighted towards trial and error, but the game is balanced in such a way that every time you die it FEELS like it’s your fault. Every time you die, you respawn back at the nearest bonfire, which acts as a sort of checkpoint and home base all in one, and you can do more things at a bonfire as you acquire more key items and so on. However, you drop all your souls, which serve not only as your experience bar but also your currency to buy everything in the game and are often needed to solve puzzles or get hints, and all your Humanity, when you die, also leaving Human form, an essential component for online play and well… Looking nice…, and leaving all these things where you died. Not only that, every respawnable enemy (See: ALL OF THEM) respawns back into the world. HOWEVER, you can only have one bloodstain waiting in the world at any given time, and if you die again before recovering your things, they’re gone. This mechanic means that death can leave you not only set back but penniless, and encourages the cautious nature of the game. Death is also designed to be a common occurrence, but each one is set to be a learning experience, as instead of being a bad design point, it uses this in a clever way, as all the encounters are SURVIVABLE if you act cautiously and be prepared, and being skilled at the combat system. Enemies have specific, memorizable attack patterns that are usually well telegraphed, and, with proper timing, can be blocked, or parried, which will leave your opponent open for devastating critical attacks, most of which will either kill in one hit or take a significant chunk of the enemy’s life away. The entirety of the game works in one fluid system, expertly tested and well balanced to make the rather punishing deaths seem, once again, like it’s an obstacle to overcome rather than bad design. For instance, compare the system in this game to something similar, like Skyrim. In Skyrim, if you die, you have to load a save and lose ALL your progress. But in Dark Souls, you just head back to a checkpoint with a lesson learned. The difference is that death is Punishing, but Recoverable. Every mistake that you make can be fixed in another go.

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