Solo-Wing said:
LenticularHomicide said:
I'm trying to decide if playing Dark Souls with a Rock Band controller or a steering-wheel and pedal set would be more intuitive.
Ask this guy. He might know.
bartholen said:
Using controllers? What are you, someone's fuckin' grandma? REAL Souls players only use the Kinect. With their hands tied behind their back.
I mean, if we're on the topic of dick waving contests someone pretty much did nearly exactly that.
That's using a program called "Voice Attack." He beat the entire game using it, and that comes with the inherent delay of speaking as well as the delay the program itself takes to interpret and execute the commands.
Blood Brain Barrier said:
It's really not about discovery. It's about fighting shit. There are actual games about discovery, but they are unpopular. If Dark Souls did not have "fighting cool shit" as the main activity, it too would be unpopular.
You're confusing games who's only component is discovery along the lines of gone home with something that has a very rewarding component of discovery based on the world and level design along the lines of a Super Metroid/Metroidvania, or a Zelda game in the shade of 1 and Link to the Past onward (mostly).
Yes, to say it's not about the combat is far too reductionist from an outside perspective. The combat is a core component of the game, and can be very rewarding in a variety of ways (hand eye coordination, strategy, perception, etc), however it's understandable that mentally it would take a backseat to some players. It provides a constant force to persevere against and get to those elements that those discovery games have, but alongside something that is also mechanically satisfying, or at least satisfactory.
Much like a fantasy adventure novel, the conflict is the driving force behind the progression of the main thread of the tale. Vast or striking environments pique your interest and you look to learn more about them and the ones who inhabit it. The game's director, Miyazaki, has stated a lot of his inspiration has come from reading western fantasy novels. However, English was not his first language so pieces and details were lost in his reading of the stories, leading him to find connecting lines to create a more cohesive if less explicitly solid narrative. Item descriptions in dark souls are often vague, maybe one or two sentences referencing a place, event or person. Keen observation of where the items where found, the surrounding environment of the itme, what other items they could possibly relate to, and who they were found on piques a set of intrigue in certain people and becomes their passion about the game. While there are games where a similar take on doing things is the main purpose, like Gone Home, they are often much shorter, smaller in scope, and quite different thematically. For something unique to the medium of video games, observance of your environment and mentally mapping areas lead more perceptive players to obscured or cleverly placed pathways, appealing to a group of people who enjoy being rewarded for their sharp awareness.
The combat is a draw for many players, and is thematically and conceptually important for building certain aspects of the world. For a good number of other people, it's not, and is there to serve a purpose to work towards what they want from the game. The real meat for many lies in what they want to take out of the game.