Dark Souls 2 aiming for addictive intro, 'more clear' story elements
Further comments from Dark Souls 2 director Tomohiro Shibuya have shed more light on how he intends to make the game more accessible, focusing on a better learning curve for new players.
Following the announcement of Dark Souls 2, new director Tomohiro Shibuya created some trepidation by saying he aims to make the game more approachable. In a series that has thrived on brutal difficulty and serious mettle, fans seemed afraid this would ruin its unique charm. But further comments from the interview shed more light on his intentions.
"Right in the beginning when players first pick up the game is something that I will definitely focus on," Shibuya told Edge. "To not immediately throw them into Dark Souls but provide a good introduction in terms of what the game's about and how the game should be played. Hopefully that adjustment at the very beginning of the game will help draw in players and get them addicted right away without immediately making players feel rejected [by] the game system itself."
He stopped short of sharing precise details on how to draw in players, but he did say the covenant system was "difficult to fully absorb and experience" in the prior title. "I will follow the same concept as Dark Souls, but there were a lot of hidden story elements that some players may not have caught before and I'm hoping to make some of that a little bit more clear or directly expressed to the player as well," he said.
It seems that Shibuya is talking more along the lines of clearer explanations of game systems than simplifying the challenge of the game itself. Now that Dark Souls has become a bona fide cult hit, it makes sense for From Software to attempt to expand the audience. It just had to tread lightly so it doesn't lose the fans it already has.
-
Steve Watts posted a new article, Dark Souls 2 aiming for addictive intro, 'more clear' story elements.
Further comments from Dark Souls 2 director Tomohiro Shibuya have shed more light on how he intends to make the game more accessible, focusing on a better learning curve for new players.-
-
-
What was wrong with the intro sections to both Demon's and Dark? Messages explained the controls. The enemies were fucking easy. And you got your ass stomped on by the boss. This is how the game works. You clear a bunch of enemies whilst getting better along the way, and then the boss puts you in your place :)
-
-
EpicNameBro responds with thoughts regarding the article in Edge magazine
http://www.youtube.com/watch?v=nB0LXzDfLKs -
-
-
-
-
-
I["Right in the beginning when players first pick up the game is something that I will definitely focus on," Shibuya told Edge. "To not immediately throw them into Dark Souls but provide a good introduction in terms of what the game's about and how the game should be played"]i
Tutorialization is the easiest way to make that happen, what do you think will really happen with that? Mine was just a guess.-
-
They've done that though, and the messages are optional so some new players may miss or skip them.
I wouldn't be surprised if they went as far as forcefully explain certain concepts to you going from room to room of a tutorial level, and introduce specific actions that you have to complete to move on to the next one, like any other "accessible" game.
-
-
-
-
-
-
Half the fun...for the people who like the game. Assuming From wants more people to buy Dark Souls 2 than the first game, they need to find a way to bring back the people that played a very small amount and said "This is too complex" or "This makes no sense, what the hell is covenant?", or any number of other concerns that took what *SOME* think is awesome and challenging and fun, that others find just needless obtuse and poorly explained.
-
-
-
-
On the plus side since he specifically mentions making the introduction to the game more accessible, he's also suggesting that the rest of the game is still going to be classic Souls.
I don't have a particular problem with it. I thought the start of Dark Souls was much easier difficulty wise, but in terms of accessibility they sort of countered that by making some of the core gameplay systems (bonfires, estus flasks, humanity and reverse-hollwing etc) even more obtuse.-
The start of Dark Souls is easier, but you also had the benefit of knowing how the most everything works (combat especially) coming from Demon's Souls. I'm sure those who didn't have a PS3 and played Dark Souls for the first time on 360 or PC didn't have the same experience.
I'd say Dark Souls was easier all around, the bonfires seemed a lot closer together than the bosses / archstones in Demon's, which cut the penalty of death back as well as dropped some of tension.-
I agree, my experience in Demons Souls certainly carried over to Dark Souls.
For me personally I don't mind if they make the start a little easier, but I think they'd be better off adjusting the difficulty curve all round.
I found it was all over the place in Dark Souls. In terms of levels you had stuff like blight town and the depths fairly early on which were filled with insta-death situations and things like the curse affliction which required some fairly decent knowledge of the game to overcome. Later on I found stuff like Anor-Londo and the Dukes Archives to be pretty straightforward in comparison.
The bosses were even worse offenders. The gargoyles and capra demon were pretty difficult and Ornstein and Smaugh, arguably the most difficult boss in the game appeared only half way through. Seathe the Scaleless, Bed of Chaos, Nito and Gwyn were all relatively easy.
-
-
-
-
-
Trying to expand your audience in a direct sequel defies logic to me. I don't get it. Do people really buy direct sequels without playing the prior games? It seems more sensible to either leave things well alone or at least name the game something that doesn't imply it's a direct sequel.
I won't mind if they add some clarification to gameplay elements, but they really need to be careful about how they do it. One of the things I love about the game is how easily I can jump right into it without being bombarded with mandatory tutorials or being overly restricted so I can't shoot myself in the foot. There is a balance that needs to be struck there. Information is the most acceptable mitigating factor for screwing yourself over to me. -
-
Cus "I'm perfectly happy wit it" doesn't make a conversation.
Seriously, there's no point trying to please people. A complete waste of time like borderlands 2 has broad appeal, something of the depth like dark souls gets criticized for trying to get more players in so devs can have nicer things.
you love the garbage and loath the treasure, of course you'll get time-wasters for the majority
-