ACTUALLY it's called Emergent Complexity. It's basically what a good game is made of. It's the idea of making a system that has as few variables as possible but being able to use these variables in a myriad of ways. And in fact most games that stand the test of time (like Chess or Go) are based around Emergent Complexity. And I would say that Dark Souls is quite good at this. It gives you a few very basic ways to play the game but each variation adds it's own depth and can create an entirely different experience from one play through to the next. I wouldn't say it's a prime example of Emergent Complexity and the elegance that comes from it, but it is indeed a good examplemad825 said:And that poster was stating that it was complex. What people call elegance, we call it pretentiousness.Innegativeion said:Something doesn't have to be complex to be deep, that's what we call elegance. And Dark Souls combat (at least PVE, haven't done much PVP) out the wazoo. It's simple, but players can approach it in a myriad of different, meaningful ways, and that translates to depth.
As for the story. Many people enjoy being able to pick through the flavor text and subtle conversations in order to piece together a story. In fact I hope to see MORE of stuff like this is games personally. Games excel at this type of story telling because they are not as restrictive in how you interact with them. In this case Dark Souls IS a prime example of creating a more realistic story and world for the player. I get very tired of the layers and layers of exposition that get heaped upon me by most media, Dark Souls is a great example of how to tell a story without having to grab your face and say, "LOOK! LOOK AT THIS!!! THIS IS THE STORY!!!! UNDERSTAND IT!!!!!!!!!!"