Enemies are always built on random pattern design - Where the enemy will pick from a selection of attacks dependent on proximity to the player. Interesting Enemies:Ĭombat and enemy design goes hand-in-hand for Souls design, and failing one usually fails the other. There is more to talk about in terms of combat, but for that, we need to move on to enemy design. In the Souls series, there are typically two kinds of defense: A standard and safe option, and a riskier one that gives the player an advantage. Likewise, there must be adequate defensive options. Granted, certain weapon types will be easier for specific situations, but the design will never say that one weapon is always perfect or useless. Instead, the different weapons and options bring diversity due to how they all handle differently. This is why the more methodical pace of the Souls design works: If character animations and movement are too fast, it makes heavier weapons too risky to use.įrameborder="0" allow="accelerometer autoplay encrypted-media gyroscope picture-in-picture" allowfullscreen>Ĭombos similar to fighting games are not usually featured in a Souls experience, again, because of how weighted combat is. There should be different weapons that have noticeable differences in combat. The reason is that if everyone’s actions had weight to it, and you can’t just cancel out of animations at will, then the slow pace should do the job all on its own. The use of a stamina meter did slow down combat, but I would argue that it’s not required. The player should never be mashing buttons there should be an ebb and flow to combat.
“Hack and slash” is the key phrase as to what not to do. You need to design a combat system that puts both the player and the enemies somewhat on equal footing, while preventing things from becoming a hack and slash. Measured Combat:Ĭombat in a Souls experience is definitely the hardest thing to do right. Instead, the balance of the Souls design is built on several factors all designed to push the player to master them, without breaking the player at the same time.
You’re never going to be put into an arena section fighting 5+ enemies at once. As an interesting point, the Souls series, despite the challenge, never escalates things the same way as action titles. The player needs to figure out how combat works, the timing for dodging, how they want to build their character, and so on. This is often why the first hour or so starting in a Dark Souls game is often the hardest, despite fighting what are considered the easiest enemies in the game.
“Tough, but fair” is a point that can be seen in all the sections of this post, as all aspects of the Souls design stem from it.Īnyone who has played and beaten a Souls game knows that these titles tend to get easier the further you play, and the reason is obvious - The more someone masters the rules and gameplay of a Souls title, the better equipped they are to deal with the challenges. This often means extending combat, giving the enemy unfair or rule breaking advantages, or just overwhelming the player.ĭespite evidence of the contrary, the Souls formula is not about overwhelming difficulty Many games that try to emulate a Souls title go for continued escalation as part of the difficulty curve.
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For years, people have often written articles about wanting the Dark Souls series to adopt difficulty levels as a way of making them accessible, but by doing this, it would break the design of the gameplay.Ī Souls game does expect a level of competency on the player’s part, but it does not get much harder than that. The Dark Souls experience was never about overwhelming difficulty, which leads me to my first point: No game that wants to be called a Souls-like can have different difficulty levels. “Tough, but fair,” is a phrase that has gone on to describe the Souls formula, but many people still don’t understand what it really means. That meant from a design standpoint, that they already learned a lot of the lessons about this design beforehand, and what we have to discuss.
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However, so many established studios and first timers continue to fail when it comes to learning what made this franchise work.Īs we know, the Souls formula may have been popularized by Demon’s Souls, but From Software was iterating on the design of their previous series King’s Field. The only 3D game I’ve played that were the closest to capturing that magic was Nioh. Playing through Darksiders 3, it represents a continued lack of understanding that game developers have about From Software’s formula when it comes to Dark Souls and Souls-Likes.