greyghost81 said:
So, Yahtzee, why didn't you like Dark Souls again?
Because Dark Souls is akin to compartmentalized save scumming.
See, what Yahtzee is talking about is letting failures mold how progression plays out. In the example he used, accidentally taking his health down to 20 resulted in having to be extra careful going forward. It wasn't the being extra careful he was interested in, it was the fact that it's necessity was the result of something he did.
Essentially, he's making the case for games to let you continue when you fail at something (provided you didn't fail too badly) and allowing that failure to lead to emergent gameplay.
What happens when you fail at Dark Souls? You die. And have to reload. It's a game in which there is no room for failure, and therefore, no room for failure-induced emergent gameplay.
Dark Souls is a game about getting it right. It's about understanding the mechanics and figuring out enemy tactics and attack patterns. It's about repetition of a thing until you know exactly what to do. It's about trying again, and again, and again until you just
nail it and the inherent rush that produces.
That's the exact opposite of what Yahtzee's talking about here.
Save scumming is most often used when people want to apply the Dark Souls method to other games. I do it all the time when I'm trying to do a ghost run on a stealth game, or when I'm playing a shooter and want to take everyone down in a bombastic over the top way. It's about getting it
just right.
TL;DR Dark Souls exemplifies exactly the opposite type of gameplay that Yahtzee is talking about here.