Dark Souls seems difficult because it's more realistic

Jayhenningsen
Monday, October 10, 2011
Really? I'm supposed to believe this?Gamers have grown accustomed to living in complete fantasy worlds. Role-playing games, in particular, allow players to commit egregious violations of the laws of nature, physics, and common sense. Where else can a scrawny teenager expertly wield a sword that is both taller and also weighs more than he does? How likely is it really that a ninja can critically hit a being made of solid stone with a simple shuriken?
 
While any fantasy game requires a certain amount of suspension of disbelief, most current titles essentially ask us to toss logic completely out the window. In interviews, developers commonly cite gameplay or “fun factor” as justification for ludicrous design decisions. Even worse, they often expect us to accept absurd mechanics for no other reason than the previous nine entries in the series handled them in exactly the same way. 
 
Thankfully, Dark Souls (the spiritual successor to Demon’s Souls) continues From Software’s attempts to break many of these existing RPG conventions and helps prove that realism and fantasy don’t have to be mutually exclusive.
 
 
Sure, you can argue that demons, dragons, and animated corpses in various states of decay don’t exist in the real world (at least not yet), but that doesn’t mean that our interactions with such creatures need to defy all sense of reason. In the Final Fantasy series, a dragon may breathe fire on your party and hit each member for a few hundred points of damage, which is just a small percentage of your multi-thousand HP totals. In Dark Souls, however, when a dragon catches you fully exposed and unleashes his fiery breath, you make an immediate transition into a smoldering, over-cooked human barbecue.
 
Prepare to die.
 
From Software doesn’t just apply this common-sense approach to mythical encounters either. Even the lowliest sword-wielding enemy can reduce you to a pile of giblets if you fail to dodge or block their strikes. While armor mitigates a small amount of this damage, it’s no substitute for not getting hit in the first place. This makes sense to me. Swords are hard and sharp. The human body is soft and bleeds. The two don’t often mix with pleasant results.
 
Similar design decisions round-out the experience. Heavy armor slows you down, and less-encumbered characters have an easier time attaining favorable tactical positions. You can block things with your shield, but it doesn’t protect your back or let you defend against an unlimited number of enemies. Heavier weapons take more strength to wield and do more damage, but they also swing slower and take longer to get back into position. Attempt to swing a two-handed sword in a narrow corridor, and you might be disappointed that it clangs against the wall instead of slicing your enemy in half.
 
That's going to leave a mark.
 
Many players have complained about the difficulty of Dark Souls. Even the publisher’s website for this release (www.preparetodie.com) suggests that we should expect a hard time while playing this game. For me, however, Dark Souls presents a welcome divergence from the nonsensical RPG design that game programmers have subjected me to for nearly 30 years. If that 20-foot-tall demon hits me on the head with his 800-pound axe, I’m going to die. And I’m ok with that because it simply makes sense to me.
 
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Comments (11)
Ragnaavatar2
October 10, 2011

Totally agreed. Even though I love jRPGs, Dark Souls is such a breath of fresh air into the genre (as well as Demon's was). You just don't go out slashing at every way and eating potions to recover health. You actually have to take into account what kind of enemy is in front of you, and plan your approach accordingly.

Jayhenningsen
October 10, 2011

I actually like the fact that when I die, it's because I did something wrong, and not just because the numbers say I'm dead. Sure Dark Souls still tracks health, but the marginal improvements you can make to give yourself a little more HP don't make up for a big creature pounding you into the ground.

Default_picture
October 10, 2011

I love the look of this game, but I'm really afraid that I'll get miserably slaughtered. It's all for the sake of really living the JRPG dream though, so I guess it's not all that bad.

Default_picture
October 10, 2011

Personally I dont really find Dark Souls or Demon Souls fun or appealing.  There is a difference between complexity/strategy and just plain artificial difficulty based on 1-shotting mechanics. Contrary to your perspective, to me the game is an exact replica of the old fashioned video games from my childhood in the 80s where you had to do everything perfectly by the pattern or die and start over.

Also, as far as realism goes, suspension of disbelieve is a good part of the reason many people enjoy video games. 

I dont really understand how you can call some things "absurd mechanics" in other games and not this one. I'm not talking about the magical or undead elements. But fantasy in general is *supposed* to be fantastic.

Beating a huge dragon or a 20-foot tall humanoid is an absurd mechanic in itself, considering a real-life gorilla can literally rip your arm off.

Default_picture
October 10, 2011

I can understand your comment, but take this into account:
A demon Knight wielding a large broadsword comes at you and swings. You either dodge, block, counter, or take the hit. All of these things have a concequence. Yes, the attacks do a lot of damage in the beginning. But like in Final Fantasy 7 when you use the Fire ring against the Two-Headed dragon to negate the fire attacks. You learn how to use different items to treat different situations. 
This game isn't absurdly difficult as in fact it is far from it. Take your time, understand your opponent and your surroundings, and also be well equipped and prepared for what you are about to run into. Just because you get killed by a dragon spewing flames at you in one hit, doesn't make the game have unfair mechanics.
I have killed said dragon after a few deaths and me reading his attacks. My 4th attempt was the kill, and I didn't get hit once because I was careful. 

Trit_warhol
October 11, 2011

Actually, when the dragon's attack is a 1 shot kill that comes from behind with little warning, I would classify that as unfair.

Jayhenningsen
October 11, 2011

I think it's far more artificial for a huge enemy to hit you 20+ times before you succumb to its attacks. If you're human and you take a full-on hit from a 10-ft axe head by something strong enough to swing it, you're probably going to die. It just makes logical sense to me.

Mindjack
October 10, 2011

Do swords get dull with time? I'm not a fan of breakable weapons, but it's realistic.

Default_picture
October 10, 2011

Yes, after a while things need to be repaired. But it isn't like in an MMO when you die your equipment takes durability. The damage done to your weapons depends on how heavy they are, how many times they have been hit / used, or (in the case or armor) what hit them. The giant Minotaur is going to do more damage to your armor than a zombie w/ a sword. Repairing items is also extremely 'cheap' so it really shouldn't hold any players back. 

Robsavillo
October 14, 2011

Hear, hear. This is one of many reasons I love this game (and love Demon's Souls).

I find this design compelling because the world makes intuitive sense just as you describe. And that means that I can make informed judgments about enemy behavior just from visual cues in the game. What I don't have to do is memorize a bunch of arbitrarily decided game rules to understand how an encounter might go down.

Mindjack
October 21, 2011

How long is this beast of a game? I've been saving my money for Mass Effect 3, but you and Rob have me so intrigued for Dark Souls.

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