It seems to me that the Souls community are afraid that all the blood, sweat and tears they put into learning the arcane mechanics and strategies of the first two games will be rendered null and void because the people who make Souls are realizing that perhaps it's a good idea to tell people what the fucking statistics means.
(You should watch the whole thing, if you can spare the time. It's fascinating stuff.)
Now, this particular video might not seem like it has anything to do with this, but at about 2:52, they mention this idea that, because something was so difficult to get through, it's that much sweeter for having gotten through. This is called effort justification and this idea is what defines Dark Souls.
There's unique mythology and lore, to be sure, there are a broad cast of memorable characters and environments, sure, but the thing that everyone knows about Dark Souls is how difficult it is.
What they're trying to do (I imagine, anyway) with DS2 is to remove the artificial aspects of the difficulty. Not knowing what the symbols next to an item mean (its weight, for instance, and how that weight affects the player when using it) doesn't make the game more challenging, at least not in a good way. It makes it harder, but only by virtue of the player's ignorance. It's frustration, not difficulty. Same thing with not knowing the best strategies for fighting bosses, or which way to go through the areas, or how covenants work, or that there are covenants at all.
I mean, hell, if you do what the game's characters and narratives tell you, and give this important item to the guy whom you should give it to, you'll miss out on one of the more powerful covenants in the game. How is that good design?
It's all too early to predict now, especially since the game might not even make it out in 2013, but it seems like the dev team behind DS2 are taking a long hard look at the Soul series and realizing that sometimes a blemish can lend charm to a game, and sometimes it is just a blemish.
(You should watch the whole thing, if you can spare the time. It's fascinating stuff.)
Now, this particular video might not seem like it has anything to do with this, but at about 2:52, they mention this idea that, because something was so difficult to get through, it's that much sweeter for having gotten through. This is called effort justification and this idea is what defines Dark Souls.
There's unique mythology and lore, to be sure, there are a broad cast of memorable characters and environments, sure, but the thing that everyone knows about Dark Souls is how difficult it is.
What they're trying to do (I imagine, anyway) with DS2 is to remove the artificial aspects of the difficulty. Not knowing what the symbols next to an item mean (its weight, for instance, and how that weight affects the player when using it) doesn't make the game more challenging, at least not in a good way. It makes it harder, but only by virtue of the player's ignorance. It's frustration, not difficulty. Same thing with not knowing the best strategies for fighting bosses, or which way to go through the areas, or how covenants work, or that there are covenants at all.
I mean, hell, if you do what the game's characters and narratives tell you, and give this important item to the guy whom you should give it to, you'll miss out on one of the more powerful covenants in the game. How is that good design?
It's all too early to predict now, especially since the game might not even make it out in 2013, but it seems like the dev team behind DS2 are taking a long hard look at the Soul series and realizing that sometimes a blemish can lend charm to a game, and sometimes it is just a blemish.