The design of: Dark souls

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In this video I'll be talking about the game and level design of Dark Souls.
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Your game design analysis are really inspiring.
Keep them coming ! :)

Naraxxi
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I'm looking forward to both!
However as far as i am concerned i really enjoy when you photoshop your thoughts into the game you are analyzing. It encourage to be more aware about the gameplay aspects (beside the aesthetics) at certain points when designing a level.

Naraxxi
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Old Witches Ring lets you converse with Queelan

Nunreal
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you can roll in narrow passages. You can roll backwards, you can roll THROUGH attacks.

Crowbar
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Also the clad selection exists at the beginning to give a new player a sense of expression. They put a lot of their own thoughts into Thay choice and it makes the character more their own. It has little to do with gameplay and much more to do with choice and expression which becomes huge later and keeps us playing. The games Mason flaw is that it takes too long to get to that point.

HyMyNameIsMatt
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You can pick up the bombs at the character start and kill the demon on the first run getting his tail axe, but most of u already know that. 
The first fight with this boss is indicative and thematic; prepare to die. It teaches you the game's main principle: learn by dying.
The game's mechanics all harmonize with its theme and story. That's what makes this game so brilliant.

Dinysys
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I figured out Four Kings by myself the first time I was there. Because I had this ring of artorias in my inventory all the time but didn't know what do to, I was keeping a lookout for a place where it might be useful and there I found it. And I think it is great that it is the only place where falling doesn`t kill you, because that is what makes that level special, that is what makes the ring of artorias special, that is what makes the character of Artorias special.
But don`t get me wrong, even if I disagree with most of your points, I can see where you are coming from and some of them are legimate I think (but depends on your perspective).
Funny thing is I discovered this video in the "recommended" tab of a video I just uploaded today. If you want you can check it out, it adresses some points you mention, but not directly of course. "Design Analysis: Dark Souls" is the name.

Crowbar
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I'm glad, both that you like them and that you tell me so. With as few viewers as I have, it's hard to say what people want to see more of. Another level design video the I'll be doing Dishonored. :)

JonasTykesson
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There IS a tutorial, it happens to be subtle. Also the reward for killing the first boss without obtaining your weapon is you get its weapon This is following a philosophy most games forget to follow with something meaningfully. If the player is willing to put in more effort they should be rewarded for it. Since for instance you can fight 4 kings, an end game boss, as your second boss, if you do so you get access to a covenant you wouldn't have otherwise.

HyMyNameIsMatt
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If you're talking about the Darkwraiths, you don't have to do Four kings early at all, you only need to keep the Lordvessel and not put it on the altar. I think you can do all the fights (including the dlc) that doesn't require you to open the gates. I agree that they have done a great job of rewarding exploration and challenge, even though I'd want to see something with the Calamity ring.

Choosing classes or or stats before you know what they do is still bad design IMO.

JonasTykesson