So you're saying there's a chance?I read Oblivion was one of the Miyisaki's biggest inspirations for Dark Souls (believe it or not.)
*crosses fingers*
So you're saying there's a chance?I read Oblivion was one of the Miyisaki's biggest inspirations for Dark Souls (believe it or not.)
Before Miyazaki took over the project that became Demon's Souls I think the game was a first-person Oblivion clone that Sony wanted.I read Oblivion was one of the Miyisaki's biggest inspirations for Dark Souls (believe it or not.)
Right, I believe he clarified most "villages" in the game world were going to be decrepit ruins that would act sort of like Dungeons in an interview. I think the inspiration he took from Oblivion was it's Western Fantasy style.Bethesda game worlds are very much built around and driven by the narrative focus of their game worlds and as such are usually very wide and open but also fairly "flat" with long stretches of essentially nothing of worth between the larger points of interest. On top of that they're built to be filled with large and small towns with a number of NPC's running around either in the open world or within said towns. This isn't really a design philosophy that suits Fromsoft's game design either, and as such isn't really the direction Elden Ring is designed in.
Thank God.
Just finding a dragon in the middle of a forest, Dragon's Dogma style, and a boss battle starting, though? That would be some good shit.
Thank Satan
GRRM's involvement begins and ends at world building and lore. Like it says in the OP, From's stance on difficulty has not changed with Elden Ring and difficulty will be designed the same as usual. Beyond Elden Ring, I don't see their stance on difficulty being changed either. It's a design philosophy From and Miyazaki in particular heavily believe in.My one silly concern about Elden Ring is that I hope they don't dumb down any difficulty since GRRM is involved. I hope its as challenging (if not more so) than their previous work.
My one silly concern about Elden Ring is that I hope they don't dumb down any difficulty since GRRM is involved. I hope its as challenging (if not more so) than their previous work.
Don't worryMy one silly concern about Elden Ring is that I hope they don't dumb down any difficulty since GRRM is involved. I hope its as challenging (if not more so) than their previous work.
That's the only thing I am not concerned about.My one silly concern about Elden Ring is that I hope they don't dumb down any difficulty since GRRM is involved. I hope its as challenging (if not more so) than their previous work.
Gameplay please! And thanks a lot for doing this!Which would you guys prefer I finish/release first:
-World[Lore related]
-World[Gameplay related]
Fantasy and Inspirations is the other topic
Reminder that this isn't some sort of massive detailing of anything getting into the nitty gritty of all design aspects and elements. It's expanding on stuff I've already talked about for the most part and if there's something specific you've heard me say and want me to kind of go into a bit more detail on let me know what it was and I'll try to get around to it provided that I can get around to it. Like I'm not going to detail the story of Elden Ring or give a complete run down of combat and online mechanics.
Which would you guys prefer I finish/release first:
-World[Lore related]
-World[Gameplay related]
Fantasy and Inspirations is the other topic
Reminder that this isn't some sort of massive detailing of anything getting into the nitty gritty of all design aspects and elements. It's expanding on stuff I've already talked about for the most part and if there's something specific you've heard me say and want me to kind of go into a bit more detail on let me know what it was and I'll try to get around to it provided that I can get around to it. Like I'm not going to detail the story of Elden Ring or give a complete run down of combat and online mechanics.
I'll go with World[Gameplay related]Which would you guys prefer I finish/release first:
-World[Lore related]
-World[Gameplay related]
Fantasy and Inspirations is the other topic
Reminder that this isn't some sort of massive detailing of anything getting into the nitty gritty of all design aspects and elements. It's expanding on stuff I've already talked about for the most part and if there's something specific you've heard me say and want me to kind of go into a bit more detail on let me know what it was and I'll try to get around to it provided that I can get around to it. Like I'm not going to detail the story of Elden Ring or give a complete run down of combat and online mechanics.
I won't be spoiling anything as it's largely contextual information again expanding on things ive already said. I'm not going to point out who the people are in the trailer or something like that. it's more expanding on world design in terms of world building and setting.I'm interested in hearing more about the gameplay related info since I always like to discover the lore as I play the game.
As someone who generally isn't into most of the last decades open world (AAA especially) titles (BOTW included) I would say if you're in the same boat as me you don't really have anything to worry about in terms of how Fromsoft is designing their "open world" and it's the reason they're pivoting away from even really calling it Open World and moving more towards the distinction of "Open Field". To denote a greater openness than past games have provided while also staying away from popular and over used Open World trends. Which doesn't just mean "So we made Dark Souls, but now areas are big enough to ride a horse through too" either. But design elements and direction, especially in terms of an open world are one of the things I plan to talk about and go more in depth with in the future.
But BGS games, H:ZD, BOTW, Modern AC, etc this game is not.
Sounds good to me. A more open version of souls levels sounds fun.
I hope the world is as connected as DS1 though... Miyazaki has expressed regret about that for DS3.
Which would you guys prefer I finish/release first:
-World[Lore related]
-World[Gameplay related]
Fantasy and Inspirations is the other topic
Reminder that this isn't some sort of massive detailing of anything getting into the nitty gritty of all design aspects and elements. It's expanding on stuff I've already talked about for the most part and if there's something specific you've heard me say and want me to kind of go into a bit more detail on let me know what it was and I'll try to get around to it provided that I can get around to it. Like I'm not going to detail the story of Elden Ring or give a complete run down of combat and online mechanics.
Which would you guys prefer I finish/release first:
-World[Lore related]
-World[Gameplay related]
Fantasy and Inspirations is the other topic
Reminder that this isn't some sort of massive detailing of anything getting into the nitty gritty of all design aspects and elements. It's expanding on stuff I've already talked about for the most part and if there's something specific you've heard me say and want me to kind of go into a bit more detail on let me know what it was and I'll try to get around to it provided that I can get around to it. Like I'm not going to detail the story of Elden Ring or give a complete run down of combat and online mechanics.
I just recently replayed DS3 and thought it was perfectly interconnected. I don't need every area to reconnect with one specific place to think the level design is great. I honestly vastly prefer DS3's level design over DS1.
I still have issues with navigating Souls worlds. I managed Sekiro just fine and could visually see where each area connects but so far in DS3 I've had to google where to go next a couple times now.
"And the dragons were no more"Going to wild. I wonder how they'll expand on it now that it's open world
Which would you guys prefer I finish/release first:
-World[Lore related]
-World[Gameplay related]
Fantasy and Inspirations is the other topic
Reminder that this isn't some sort of massive detailing of anything getting into the nitty gritty of all design aspects and elements. It's expanding on stuff I've already talked about for the most part and if there's something specific you've heard me say and want me to kind of go into a bit more detail on let me know what it was and I'll try to get around to it provided that I can get around to it. Like I'm not going to detail the story of Elden Ring or give a complete run down of combat and online mechanics.
Thanks OmniBethesda game worlds are very much built around and driven by the narrative focus of their game worlds and as such are usually very wide and open but also fairly "flat" with long stretches of essentially nothing of worth between the larger points of interest. On top of that they're built to be filled with large and small towns with a number of NPC's running around either in the open world or within said towns. This isn't really a design philosophy that suits Fromsoft's game design either, and as such isn't really the direction Elden Ring is designed in.
Right, I believe he clarified most "villages" in the game world were going to be decrepit ruins that would act sort of like Dungeons in an interview. I think the inspiration he took from Oblivion was it's Western Fantasy style.
Those aren't Dragons, there Wyverns. Which have been in the series since Dark Souls 1.
Release Check Mode
Its just me or is writen Armored Core Blade something in the 2nd line?
Dark Souls for the most part is a cohesive "interconnected" world. Dark Souls 3 is a series of large intricate levels linked together by hallways and smaller transitional levels. It is most certainly not "interconnected." It is just "connected." That is what Miyazaki himself considered his greatest regret in regards to Dark Souls 3. It plays very much like a series of levels requiring the use of a hub, rather than having everything connect to everything else, helping you stay grounded in the world rather than moving around by warping all the time for the entire playthrough.
Now, I really like Dark Souls 3, and I think it's levels each individually were great, but it definitely did not feel as real when each was kind of it's own "level" rather than simple area of a larger whole.
Really? I could totally understand this statement with Dark Souls 1, but for the third game this amazes me.
Its just me or is writen Armored Core Blade something in the 2nd line?
How about DS3's intricate level design meshed with DS1's interconnected world design? Best of both worlds. It's what I'm hoping they implement in Elden Ring.Alright, just connected then.
That being said, I'll take DS3's connected level design over DS1's interconnected level design any day of the week.
I would prefer Gameplay-related.Which would you guys prefer I finish/release first:
-World[Lore related]
-World[Gameplay related]
Don't make me grab pictures of every dragon boss in the series.Those aren't Dragons, there Wyverns. Which have been in the series since Dark Souls 1.
How about DS3's intricate level design meshed with DS1's interconnected world design? Best of both worlds. It's what I'm hoping they implement in Elden Ring.
The fact that it was one of the most interesting and well thought stories in gaming tied to probably a contender for worst narrative design and storytelling.
Alright, just connected then.
That being said, I'll take DS3's connected level design over DS1's interconnected level design any day of the week.
Not saying that is the case but I feel like the need to interconnect certain parts of different areas with each other automatically limits you when it comes to level design. "I can't have that area built like that since it actually needs to loop back to somewhere else" - or something like that.
...I really cannot agree. I don't see how having cathedral of the deep connect down to the swamp by adding some extra area "limits" you. That's not...really how level design works?
Being interconnected just means you need to consider how you lay things out in general. You can still have plenty compelling level design with that. Neither need by compromised by the other. I mean, The entirety of the burg is very well designed and is just as intricate as the opening castle in DS3, if not more so. Part of the excitement for me honestly in DS1 was how it kept looking like it connected to different places. It just seemed to go on and on and have all these possibilities. I wasn't even thinking in terms of "areas" in the way I'd think of "levels," but rather "areas" in the way I would in real life, just general areas of space, not bespoke, manufactured levels. I got decidedly less of that in DS3 with every level being so nuclear and self contained. It felt like I was transitioning scene to scene rather than being in a real world.
A lot of the strength in DS1's world design is based on context. When I go down to blighttown, I have the context of everything above me, so I feel this weight of the entire kingdom above me, and I feel way way far down, with the difficulty of defeating enemies carving my way down there cementing every bit of it in my memory. Context makes blighttown so much more desolate than it otherwise would be, and it already does that pretty well on it's own. The context serves everything else. The darkroot areas feel hidden, as the ways to get to them are way down underneath other areas. The firelink shrine feels small and adjascent with the aesethetic of a graveyard tied to the grand old church above. You can make a person feel that an area is one way with just aesthetics, but you can make that feeling stronger with contextual experience.
Regardless of how effective you find this to be, I think it's kind of silly to imply it just has to be limiting. Neither need be slave of the other. Levels are not tubes. And if they are tubes, well that's probably not so good design. And with how complicated the levels are, there's no reason not to add various alternate paths, if you can get the blocking of all world parts together to work. Dark Souls 1, they mostly managed that till the last bit. Dark Souls 3 barely tries. It does do it sometimes though, and that tends to work really great. But in times where it doesn't, areas aren't areas any more, they're just elaborate hallways.
Because like, the thing is, the real world isn't a series of levels. The real world...is interconnected. It just, is. I think it's rather silly to act like you can't have good level design without it being decidedly unrealistic. Plenty of Dark Souls 1's levels are really good, and don't compromise that vision. Blighttown may be annoying because of it's enemies and some of the awkward physics, but overall it's a really well designed level, that is benefited by rather than hindered by the context that surrounds it.
It's totally fair to feel Dark Souls 3's level design, level to level, is probably more interesting. This isn't always true, but you've got things like Cathedral of the Deep where like, yeah, absolutely I'll buy that. But I don't see how rotating the path to get there so many degrees, and then adding a cool hidden basement underneath to lead down to another area is some how limiting or compromising of its level design.