Personally I'm surprised they made Dark Souls in the first place, considering Demons' Souls only sold 280 thousand. Then again can't say I'm complaining, Dark Souls was much better imo than Demons'. Can't wait for #2.
EDIT: I have been informed by someone cool that this isnt the best conversation to be had, so im editing it and not discussing it with this individual.mad825 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.
Items descriptions and npc dialogues are vague as hell to the point it has no meaning. Yeah, the surroundings are any better;look! that's a nest, expect to attack insects!...Yeah...The story too, is extremely deep and interesting if you research all the items descriptions, npc dialogues, and your surroundings. It's unconventional in that sense, since the story isn't really told to the player, more like woven into the world.
thethird0611 said:Serisouly? Your first reply to my post is a picture?
nice comeback, learn memes.
Fighting sword, fight at close range. uses bow, fights at distance...There isn't really much, magic is the only complex mechanic in the game.Yes, the combat is deep. I have 5 characters who I play with, and it changes the game each time.
No, instead it throws a pile of books on the floor and expects you to form a thesis. I'm not asking to tell me story but to give me hints, a reason, reminder. anything and I mean anything but not nothing.Now the story? Hold on... let me show you just how in depth it is... The story doesnt lay itself out for you on a red carpet and tells you everything upfront.
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.
To be honest, the game probably would be more popular if they ever took a moment past the bare-bones tutorial to teach you about how upgrading works, or how casting works (even something as simple as a little text screen when you first equip a talisman/pyromancer's flame/catalyst, or one when you first hit the reinforce weapon button on any of the screens). Since those 2 things are really fucking important and without them the game is absolutely BRUTAL, having nothing but bare bones armor or weapons.viranimus said:And yet some would defend to the death that the game needs to be made "more accessible" Go figure.
Demon's Souls did not sell only 280,000 copies. It sold more than that. It sold 280,000 copies after two quarters on the market. And if i'm not mistaken, that was before they released it in Europe. Actually I think the game has sold between 1 - 1,5 million units in it's lifetime, got no source to verify that of course, but you can probably find the proper numbers somewhere.Aeonknight said:Personally I'm surprised they made Dark Souls in the first place, considering Demons' Souls only sold 280 thousand. Then again can't say I'm complaining, Dark Souls was much better imo than Demons'. Can't wait for #2.
I dont know. Truth be told I was never much of a magic/miracle user in Demons so for what ever reason by the time I went to use magic I had already learned about catalysts. I will grant you however some tutorial stuff does in fact come in handy. I confess I was halfway through Demons before I figured out what the "Run" button was, and I was all the way to Tower Knight before figuring out how to lock on. I can see it being beneficial, but I really doubt it would make that much of a difference having a more extensive tutorial.Quazimofo said:To be honest, the game probably would be more popular if they ever took a moment past the bare-bones tutorial to teach you about how upgrading works, or how casting works (even something as simple as a little text screen when you first equip a talisman/pyromancer's flame/catalyst, or one when you first hit the reinforce weapon button on any of the screens). Since those 2 things are really fucking important and without them the game is absolutely BRUTAL, having nothing but bare bones armor or weapons.viranimus said:And yet some would defend to the death that the game needs to be made "more accessible" Go figure.
Or do they do that? I never noticed one but I already knew how it worked going in because I did a tad of research.
From Software's accountant is every bit as hardcore as the notoriously hard difficulty setting of Dark Souls. If any department goes over budget he shows up at the house of the head of that department, pistol whips them with a deagle and then sets them on fire in front of their wife and children.DVS BSTrD said:But how did they manage to break even with such slow market penetration? How many studios did they have to shut down?
I don't really feel like I need to defend myself against this one. That exchange kind of speaks for itself.mad825 said:And WoW? CoD? right? popularity does not equal quality. Regardless, it shows on which side of the fence you're on. Fanboyism.Innegativeion said:the same principle that makes pokemon and the mario RPGs so popular.
If they are AAA then 2.3 million copies means its time to layoff the team.RatherDull said:Congratulations, From Software. You're officially mainstream AAA.
How does it feel?
Please report back in if you dare to take it for a spin.TizzytheTormentor said:I remember seeing the Prepare To Die edition in my gameshop recently, might pick it up, this game has eluded me for a while though, I just might try it!
After all, getting your nuts kicked out through your teeth can be fun too...
Actually the game does exactly what you ask. It gives you lots of hints and reasons and never just throws you a pile of books.mad825 said:No, instead it throws a pile of books on the floor and expects you to form a thesis. I'm not asking to tell me story but to give me hints, a reason, reminder. anything and I mean anything but not nothing.Now the story? Hold on... let me show you just how in depth it is... The story doesnt lay itself out for you on a red carpet and tells you everything upfront.
It certainly would. Running off a new character, you progress at a much faster rate than you did your first time. Part of it is you know the environment, part of it is you have experience with the enemies and the most efficient ways to deal with them.viranimus said:I dont know. Truth be told I was never much of a magic/miracle user in Demons so for what ever reason by the time I went to use magic I had already learned about catalysts. I will grant you however some tutorial stuff does in fact come in handy. I confess I was halfway through Demons before I figured out what the "Run" button was, and I was all the way to Tower Knight before figuring out how to lock on. I can see it being beneficial, but I really doubt it would make that much of a difference having a more extensive tutorial.Quazimofo said:To be honest, the game probably would be more popular if they ever took a moment past the bare-bones tutorial to teach you about how upgrading works, or how casting works (even something as simple as a little text screen when you first equip a talisman/pyromancer's flame/catalyst, or one when you first hit the reinforce weapon button on any of the screens). Since those 2 things are really fucking important and without them the game is absolutely BRUTAL, having nothing but bare bones armor or weapons.viranimus said:And yet some would defend to the death that the game needs to be made "more accessible" Go figure.
Or do they do that? I never noticed one but I already knew how it worked going in because I did a tad of research.