Insatiable Chaos well then, ideally it wouldn't be a dark souls game in the first place it's like he said, it's more about the environment and understanding the world than the AI actually knowing what the hell it's doing. if the focus WAS on smarter AI, then you're not really looking at the world with the same discerning eye because you're so much more focused on trying to unravel the enemies' strategies. There's a lot that I like about Dark Souls, but I don't really feel like it can have smart AI without changing into something that's not really dark souls
18:20 The five or so Black Knights on the way to Gwyn train you for every one of Gwyn's attacks. The weapons they're carrying are not chosen at random. I kept running past them so I could have another crack at the boss as quick as possible, this was a mistake. Everything is there for a reason. If you parry every knight, Gwyn is nothing.
Woah... good for you to discover it. That's actually smart of the developers, giving players a sort of tutorial for the boss without them even realizing it.
The weapons they have aren't random, they're literally the black knight weapons... And no, parrying the black knights won't help you parry gwyn, if you need help parrying gwyn, maybe you should try another tactic, because gwyn is literally the easiest enemy in the game to parry :)))
I clocked about 3000 hours in dark souls and did almost everything there is to do and I still struggled with Gwyn as I was slowing down to the end of my hardcore playing. Just one of those things lul.
I started playing dark souls in the darkest period of my life too... I feel that effect too. I think it comes from the fact that you are constantly exposed with decay and tragedy, mostly tragedy instead of evil, evil is something you can control, tragedy is inevitable, you just have to accept it, just like the things that are in the past. It teaches you to embrace that which is so hard to embrace... and move forward.
Same here, I didn’t lost someone in that period, just myself. I find myself again in the light of a bonfire, i found the courage to throw away 15 years of study to just do what i like.
I've finished DS1 and am currently nearly done DS3. The playthroughs of both have been during a really long ongoing depression that while I'm definitely recovering from, I still haven't fully pieced myself or my life back together from. The first time I tried DS1 I got about 3 or 4 hours in, and just said fuck this I can't hack it; it's just not for me. I only went back to it months later out of guilt for having spent money on it and waiting for it to come for so long (I pre-ordered it on Switch just before it got delayed for 6 months). When I tried again, the process was slow, but I think the game eventually started to teach me that you can't fight it, you can only be patient with it. That a mindful persistence was the only way to get through. I probably died just as much, but it felt a hell of a lot easier. At the same time, it was only really as this attitude the game was trying to teach me clicked that I saw what the game seemed to be saying. There's people at firelink who are deeply caring whether they see you as a stranger or a friend, there's people who are deeply cynical and nihilistic, everyone's got their own little paths and downfalls, but the game doesn't really force to abide by any of them, good or ill. There's choices you can make, and the game just wants you to keep moving. There's no real judgement, there's not even a clearly right or wrong thing to do. This world is so grim; so many have left all future behind them, gone hollow. That's the one choice the game doesn't want you to make. To give up. You might be great, you might be terrible, you might not anticipate or fully understand where your actions or those of others might take you, but nothing else happens when your let yourself go hollow. The whole world can seem grim and oppressive and doomed to oblivion, and maybe it is, but you can only hope to see something else if you take stock and try to inch forward best you can. There's plenty of games I can play just to forget or run away from myself. I can happily bash away mindlessly at whatever game, while elsewhere I feel like I'm going hollow, like the sky is slowing creeping in. Somehow Dark Souls never quite does that; it's never quite an "escape" from anything. It makes me have to look at myself. I always feel every so often as if the game whispering to me: "Hey, you. Yeah, you. Yes, I know. But there are others. Lots of them. Lots of them have stopped. But lots of them haven't. And you can still be one of them. We're going to go just a little further. Then we'll see what's next. And then a little further."
Not only did I enjoy this video, but I absolutely loved the earnest commentary at the end. Absolutely fantastic stuff to listen to and thank you for including it.
Or if they were programmed to adapt to how you played... Fighting Ornstien and Smough when they can learn how you fight... That would be a real nightmare.
That actually reminds me of the final Valkyrie from the newest God of War (spoilers) Basically there's 8 standard Valkyries, they all have a similar moveset along with a few moves specific to them (one has shielded wings, one has an AoE attack, etc) but after you beat all of them and there's a final one and she's all of them in one. All together she has something like 20 or 30 individual attacks and she'll mix and mash them in just about every way. This was exceedingly difficult for me because I'm used to Dark Souls style bosses and I was looking for patterns in whole movesets, not individual attacks. She might rush you, follow up with an AoE and then do her fly up/crash down grab attack, or she might just spam her grab attack 5 times in a row. You never know.
My best friend and I played this game all the time. We put off killing the final boss to pvp for months. It was wierd, I literally stopped and thought "im actually really happy, im having loads of fun." Then we eventually decided to kill the final boss. He made a big jk about how all the game only tells you one piece of advice "in lordran, level up and kindle at bonfire". It was the last memory I shared with him. He committed suicide a day later. Dark souls will always remind me of my friend. I always have a hard time going through with fighting the final boss on each dark souls game.
This is both a lovely and tragic story. I'm sorry for your loss and appreciate you sharing. It sounds like you really made the game into something rather unique for the two of you. Have you read the You Died book? There are some fun as well as touching stories of how players engage with the original Dark Souls in there. It's nice to see how players interact with the game in different ways and what it means to them personally. I realised only after completing the book that my experience is another chapter of that story.
Thank you. both of you. For sharing your stories with dark souls. I love to hear other peoples experiences with the game no matter how happy or sad the stories are. And thanks for mentioning the book that I now need to get my hands on. To me too dark souls ended up being something more special than just a challenging game even tho i did buy it just to try and tackle the difficulty. I personally had very long periods of feeling lonely before I played the game. Can't say how close from depression it was but probably not far. the way DS handles it's atmosphere and world building especially during early game areas hit me hard. I felt like I was experiencing my own feelings and problems through a game. Dark souls ignited a spark of self-examination in me that both helped me to overcome my personal problems and even made me enjoy the solitude to some extent and most importantly it helped me understand myself. Also no other game, movie, book lesson have ever managed to manifest the importance of rising up and trying again better than this game has and that is also something I very much needed back then. Today even after several dozens of playthroughs dark souls never fails to give me that warm feeling of home whenever i start a new character.
Yeah, I can totally relate, I started Dark Souls my senior year of college, and I quit because I was angry and acting like a total fool and a child. My relationship fell apart a few months later, I graduated, and once back at home I hibernated and finally beat this game. It meant a lot to me. It felt like I was rekindling the flame within myself to go out and try again, take the fight to another adventure and start out on my adult life. Great game thanks for the video! Subscribed
It’s always great to hear the simple but refined theory behind making a game like dark souls! Looking behind the illusion of experience just playing the game.
So im writing this with tears still on my face. Thank you so much for sharing such a personal experience with us all. I had a similar experience with dark souls as well. I had gotten it and only played a little bit by the time my dad died on my 21st birthday. He was only in his early 40s at the time. It was a huge shock with no time to process. After that is when I started pouring myself into Dark Souls, I also ended up couch surfing and i basically spent the remainder of that year (it all happened in May) I spent drunk and/or playing Dark Souls. It brought out a lot of things in me and over time helped me from going totally hollow in real life. To this day just over 3 years later I still find myself playing and learning more of myself and my psychology as well as the psychology of others as well. It's helped me cope in some ways, and it gives me a way to fight everything that's destroying my life and my soul. I'm also disabled and unable to function alot of the time (without any healthcare and on the verge of homelessness again which could kill me in my current state of health) so that's another factor in how DS affects me. So in a way me avoiding going hollow in the game helps me keep from hollowing in real life and giving up. I get closer every day though and that is troubling, because even in Lordran, eventually, we all go hollow. Even the gods.. Anyways. Thank you for sharing your story. It was very impactful and I hope you're doing well right now. Im sorry for my novel btw.
I think this was the most intelligent and heartfelt review of Dark Souls I have ever seen. Bravo, and your loss touched me in a deep way. I related to your story of putting your pains into the game. Dark Souls affected me as well deeply, and perhaps you have just explained why.
I gotta say that my personal experience is the complete opposite of yours. I find it better to vent my frustrations at a game . It keeps my head clear and I never feel tempted to vent at another person, that's the beauty of the medium for me. The occasional yelling and cursing at my screen is cathartic honestly.
@Carl Marchiano The Assassin's Creed games are pretty easy to me. It's actually really difficult to die in the first four games because of your insanely large health bar and the enemies' weak attacks, unless you jump off a really tall building.
I really like the way you describe the complexities of this game. This is what makes this development team and this series my favorite. Thanks for sharing that story as well.
This was a magnificent watch, and I'm still buzzing with some of the design and psychology observations you've put together here. This is some important territory to paw through, in the intersection of player perception, reward schedules, feedback, semantics, the narrative effect of systems, and finally, how we as people are impacted. I'm not a coder, I'm a designer and writer, and this exploration was exactly the reason I'm subbed to your channel and am looking at what I can contribute via Patreon (I am poor atm but some stuff is worth it). So thanks for the thought and effort that went into this. I expect that the more people think about what you've put together here, the more they will get out of it... rather like the topic. And thanks for sharing the personal circumstances and impact; it's important to have a more complex and nuanced perspective on how games affect us, and the personal angle really brings home the way we read into, and are impacted by, these designed experiences. Which is something creators need to take our responsibility for seriously, but simple narratives of good/bad effects don't actually result in responsible thinking. In my big messy web of overlapping interests, there's a lot of awareness of the stories we tell ourselves, and how they impact and are impacted by the systems we interact with. Psychologically, personality is increasingly definable by 'role', which is a sort of system with a strong narrative element. The way we consider ecological and technological policies and solutions is entwined with the narrative of nature and the human place in it; are we engineers of a machine, are we in a relationship with another complex organism, etc. In business language, there is an almost frantic attempt to assign a meaning to narrative, but there is a strange hollowness to it as the center collapses into the algorithmic blunt instrument of 'shareholder value', which is itself a narrative some are beginning to critique. There is a of thinking about narrative right now, I think it's becoming clear how central it is to how we as dangerously smart apes do shit. And it all of it, the simple story is very understandable; and is missing the point. In terms of paying attention, and really looking at the nuances of our experience and ideas, we kinda all need to 'git gud'. Again, thanks! Fascinating video.
Thanks a lot for sharing that story about your dad. A friend of mine lost his dad about a year back, and maybe now I can empathize with him just a little more despite all my family being healthy, alive and well. It's great that you've become more self-aware about why you reacted the way you did to your first playthrough of Dark Souls. This should also teach me to be more empathetic towards UA-cam creators and people on the internet in general. Too often I forget that the people making these people aren't just faces on a screen, they're real individuals who've experienced pain, loss and sorrow, often out of sight of the rest of us. This is the second video on this channel I've ever seen - the first was your analysis of Alien: Isolation. And as brilliant as that analysis was, this is the video that made me subscribe. Keep creating, man.
I really appreciate the candor and integrity with which you approached this video. Not only did it teach me a little about a game series I adore, but it revealed something really important about games and how they interact with our psychology. Thanks so much, and I'm glad you could achieve some degree of closure while entertaining and informing me.
Thanks for sharing your story at the end there, mate! Goes to show how deeply personal our connection with games are, for better and for worse. We could all stand to be a bit more introspective about our relationship with video games, I hope it encourages more people to think about it. Keep up the great work.
I loved this video! I'm a strong fan of Dark Souls I and am particularly believing of the statement that Dark Souls isn't as hard as people say and as media advertises. I'm now off to watch your DOOM video, and have gladly subscribed.
I really appreciate what you did here, I am glad I came looking for AI and that I came back with tears. I was feeling very sht about myself by the time I started playing it, losing a job, being alone and almost broke but by the time I finished it I had been brought back to my feet. I for one felt so many things playing it and it's crazy to think "it's just a game" but my friend with depression also plays it and has been literally changed afterwards. Much respect mate.
28:10 - I was not in a great place when I started the souls games. I feel this so strongly. I do this thing with all the souls games where I play them over and over obsessively until I can save everyone. Sometimes I just restart as soon as I mess up and someone dies. The little girls in Bloodboarne broke me. In Sekiro I spent several days trying to beat Shura on my first playthrough and when my friends would ask me why I was still fighting the same guy I would say "I gotta save him". I never really thought about this until now, but suddenly it seems incredibly obvious why I spend so much time and energy trying to "save" everyone. Thanks for sharing your story
absolutely loved your video. Honestly breathtaking and heres why: I was sitting listening to every word until you mentioned your concise direrction applied to this game. I stopped for a second and realised I DID THE EXCAT SAME THING. 1. (2016) Dark souls 2: After having to come back from my new life in New Zeland due to my fathers failing health and start my professional career from scatch (worked in a phone shop as couldnt get hired anywhere else) 2. (2018) Darksouls 3: During the time i worked the hardest and longest ive ever had at any job as head of operations (12 hour shifts, 7 days a week almost) 3. (2018) Darksouls 1: Just before starting my dream job while waiting on an official start date and doubting if i would ever managed to get my contract signed I am so sorry for your loss, and understand what its like to lose a family member. Thank you so much for this amazing video and i cant wait to dive into all your content as i have just seen your channel!
Thanks for watching, it's been great to see so how many people have engage with these games in a similar manner . I do plan on doing a follow-up about Dark Souls 2 - which I started playing a couple months after this video was launched - which is more about how I learned to let go of my issues with the franchise in part due to how they differ from one another.
We all have that dark soul that comes out in troubled times. It is good to have a bonfire to fall back to when it happens - family, friends...or being able to put a game away for years before it takes over. Thank you for sharing that.
Thanks for talking about that stuff. I think the ways we react to games are an important way we can reflect on how we’re dealing with the world. I have some complicated feelings about a similar time and how that is reflected in how I was approaching the hobby.
Thanks for sharing your personal story. Your honesty and vulnerability shows how important it it to be able to open up and talk about difficult emotions instead of allowing them to control us, our behaviour and our relationships. I appreciate this comment is 15 months late!!
It's amazing just how many stories there are about Dark Souls helping people through very difficult times. Video games can change lives. I know the Souls games changed mine. Welcome to the best damn community in gaming!
I'm just at the beginning of the video but I want to say this entire format seems really, really interesting and I love your accent, sounds a lot like a scottish guy whose channel is also one of my favourites
Loved your content and your ending message. Offering others a visceral look at your emotional state and potentially showing “weakness” shows a lot of strength. I hope younger kids see this and take something away from it. Subscribed and excited to check out more of your channel!
In regards to the story at the end: First off, thank you for sharing. It takes courage to tell the world that you've suffered with feelings of frustration and anger. It is obvious that you have been pulled from that dark place and have found great motivation to continue to be productive and create. This is going to get a little preachy, but I just mean to say that I know how you've felt and your story resonates with me. I, too, have been in this dark place before under different circumstances, but I was pulled from it and brought into peace. God speaks to us in different ways, and ever since I had my "born-again" moment, I have never been the same. I'm really glad that you are offering an encouragement to others after delivering very intelligent information regarding Dark Souls' difficulty mechanics. I am on my second playthough of the game and this helps to put things in perspective. Thanks again for your AI insights. God bless you. I hope that you are still doing well.
Great video, totally not what i thought it was when I clicked it. I thought that it was Dark Souls played by a simple AI. Turns out that it taught me a lot. I'm an aspiring game developer, made me realize that I definitely need to replay this game.
I think that the difficulty of dark soul's AI is from their strength and their placement in the world relative to the player's goals. For instance, in the Undead Burg next to the first bonfire is a bridge. over top of that bridge are 3 enemies that throw firebombs at you if you go onto it. You have a choice of what to do here. You can: try to kill them from range or run across the bridge to the "safety" of the other side. As most people do not have ranged weapons at this point in the game and they want to keep moving forward, most will go across the bridge. This leads to an ambush by 3 enemies with shields that can easily overtake a new player. Each of these AI are told if the character gets in a range attack them, but due to their placement and the tools available to the player, they look like they planned an ambush. This happens throughout the game in various ways.
First things first. As a long time player and watcher of DS analysis and lore videos congratulations for your take on it. You did a great job with your video. But for the last part you gained my honest and true respect. Thank you for being so open with your feelings about, what is most likely the most difficult time in someones life. The loss of a loved one. Putting your grief in Dark Souls is at first glance an odd choice. Like you said: Its a game about repetitive death and rebirth. But this game is so much more than simple entertainment. It changes you and the way you live your life. If I remember correctly it was in one of vaatividya's videos. He said something like: In the world Dark Souls everyone hollows. With every death the process of hollowing continues. The player dies over and over again. But you only completely hollow, if you stop playing the game. With that in mind, you overcame the process of death and of your own hollowing. DS is an emotionally loaded experience. You struggle, you get lost, you're frustrated. All this pain you have to suffer through leads to nothing if you give up. If you continue and overcome those obstacles, you get rewarded with a feeling of progress, accomplishment and truly earned success. All this build up pain gets released in a positive and fulfilling way. Every DS player knows these feelings by heart but your playthrough must have been the most brutal experience this game has to offer. I don't envy you for it but I am proud of you for pushing through. You earned that victory against Gwyn. Go on and seek your own sun.
I'm sorry for your loss. I recently lost someone close to me too and I know all too well what you mean when you say you "had to direct your life into something." Keep up the good work and I looks forward to your videos!
Hey, we do give a f*ck. My condolences, even though late. I think it's great you managed to pick yourself up and learn a valuable lesson about yourself as you made this video. You're awesome, remember that ^^
Hey Tommy, I just subbed for your video on your new video about lootboxes and micrctransactions(from Jim Sterlings reddit) but what I wanted to say you pulled on my heartstrings about what you were saying in relation to your father's passing and how Dark Souls, in it's own albeit frustrating way, helped you get through that difficult time in your life. Sometimes we all need to escape from reality a bit..I started the souls games with Dark Souls 2 so I spent the first 10 -15 hours getting fucking destroyed before I got a handle on the mechanics then the gameplay loop clicked for me and I was sucked in.
Ah this was a great video. I haven’t played dark souls yet but I started bloodborne and my friends rave about dark souls 2. I found your channel when I was looking up stuff about Alien Isolation and I thought why not check this out too. I’m sorry to hear you lost your father but I’m glad the game was able to give you closure. Games are good in that aspect, even when things irl are hard you can still get a win and succeed in video games.
@@Yetipfote Nah, but once you've played a game so long you become so good that it's hard to quit, I can pump it up to the highest difficulties and still chill out while playing, can't do that in any other game :P
I can say that mostly it's just because the player character tends to be the one in front of the group so tend to take the blunt of the attacks from the common infected.
14:33 One nuance of this that is worth noting: If enemies mostly just push, or aren't great about picking low-risk cover based movement, just giving them more hp ACTUALLY makes their plan to just rush you smarter, cause they can afford to, and at that point, they might as well use that advantage to pressure you out of comfortably regenerating shields while you peak out of cover as to not expose yourself to anything but the one you're shooting etc. So yeah, you can make a complex plan, or you can make an enemy tuned so that a simple one is nearly ideal, it'd be smarter with both, but it's not stupid if it has just one to suit the other.
And just like you, when i played Dark Souls for the second time in a lapse of profound depression, ansiety, stress and other stuff, i learn the real meaning of the sentence "Don't you dare go hollow, friend!".
I tried playing DS3 about a year or so ago, kept dying to the first boss and made it as far as the walls where you fight the knight for the first time after the dragon. I kept getting angry and eventually just quit playing. It was a few days ago that i started playing again, and whilst I still get frustrated from time to time, I never think about just giving up. And this video helped me realise why. Beforehand, I never played Dark Souls bevause I knew in my heart I would struggle and didn;t want to live with that failure. So when I started the first attempt, I was playing to BEAT the game. I wanted to prove i could play it and win. and that made me fail, every death felt like a laugh at me. Now, my mindset has changed. I play because i love the aesthetic and design. I find it fun and engaing. The game feels a lot different, like I'm playing WITH the designers rather than VS them. The whole game chnages when your perspective shifts from the designers trying to fuck you over to them telling you that you can do it. Evey session I come away having enjoyed playing (even if I've died a few times, because I understand that's just part of the game now and not a punishment that 'real' players dont have to deal with)
I had thoughts of quitting as well, not at lord of cinder, but at demon prince, but I decided, on a random day, I just decided, fuck it I’m just gonna do it, and did it first try. It was such an amazing feeling.
Haven't watched this yet,but I'm sure Tommy will mention that one simple and obvious fact that most people don't actually notice,and once they do notice it,the game becomes a whole of a lot easier... The fact that that the enemies/bosses choose their attacks based on the distance between them and the player.
What you said starting at 3:45 is what I have been telling people for years. Dark souls games are not hard but they make you perceive that they are. The reasons you listed are accurate.
I'm legitimately still impressed that to this day, we as a community come back to darksouls with a new character every single year. Practically making our own holiday almost, but it just shows our passion for it
Great video, i've been intimidated by the souls games since originally trying (and failing spectacularly) to "get" what it was about, but a recent love of Bloodborne has made me curious about them again and your video has shown me that it's definatly me, not the game at fault. i think i'll have another go at it :) Also, thanks for sharing your personal story while playing, people don't realise the game is only part of the experience, people's perception and preconceptions bring a lot to the fore as well.
+Gravious I totally understand that intimidation, to a point that many people I know have refrained from playing for the exact same reasons. I'm on the other side: I've only played DS1. I would really love to try Bloodborne. Gonna try and save up for a PS4 so I can also cover PS4 games in case studies. 😀
the term "git gud" was a originally sarcastic phrase, since dark souls was one of the few challenging systems in which raw button pressing prowess was just one of many possible ways to victory, and that finding that out was part of the fun. in more recent iteration of dark souls the phrase has gotten serious as the reaction times for some enemies push the limits of human ability.
It’s insane how similar our situation is. I started playing dark souls for the first time before my dad died but I didn’t have the resolve to complete it until after he passed. He was 42 and I still miss him everyday yesterday was my first Father’s Day without him and I’ve found myself beating the shit out of some demons and bosses for kicks I guess but I understand how you said it feels like nobody gives a shit and that life keeps going. Both very true.
Damn, Tommy! I came here to poke fun at the posh accent you use in these videos, and then the video takes a pretty grim turn at the end. Sounds like Dark Souls wasn't the best choice of escapism at that point in time. I'm glad to hear you did the right thing, and listened to your partner. 10 years of marriage has taught me that's generally the best thing to do. Not always, though. We're *men*, dammit! 😉
+Phil Rodgers Hah, hey Phil! In hindsight, yeah Dark Souls was not a smart choice. It's interesting that despite my contentious relationship with it, it's a game that has continued to sit in the back of my mind about it's novel design choices. Hence all these years later I finally went back to it. And yeah you're right, my UA-cam voice is kinda ridiculous.
Heh, the to-do list is pretty huge right now. Next up is a multi-video series on Total War, so it's pretty much HTN planning, genetic algorithms and MCTS.
That's a good video! I'll probably link to it in an effort to give some more 'meat' to it. Many of my videos are a lot more surface level rather than explaining everything (the case studies are typically 10-20 minutes). A lotta ground to cover in very little time. So I may well give him a nudge for people to check out. :D
This is an absolutely fantastic video! Thank you for sharing your story, it’s amazing to know others have come to Lordran during rough patches (as I have too). Have you played the others?
+Nicole Dubois Thanks for watching. Glad you enjoyed it. Given I couldn't bring myself to play the first Dark Souls again until now, I've never touched the series again. I actually own both a special edition copy of Demon Souls and Dark Souls 2: Scholar of the First Sin, but never played them. But now I think I'm finally going to give them a shot.
I hope you enjoy them both! I love all of FromSofts titles (especially lesser known ones like Echo Night and Shadow Tower Abyss!) but DKS1 will always have a special place in my heart, so I hope you find something as enjoyable in each title you play :D.
Fighting a boss only once per playthrough? Clearly you haven't had a lot of Jolly Cooperation™. Bosses are grind spots. Or atleast they were when online play was comprised of more than UA-cam Let's Plays and dedicated PVP groups.
+sammetju08 Fair point! Y'know it was pretty hard to find other players to grind the bosses during my most recent playthrough. Even during 'Return to Lordran'. Must've been invaded about 30 times though. Anor Londo seems to still be a pretty bad spot for invasions.
*AI and Games* The best time to try and find cooperative multiplayer is during steamsales nowadays. During the 'resurrection' events most people tend to gravitate towards invasions, myself included. A lot of the participants want to relive the magic of the early days, invasions are the only part of that magic that can be recaptured sadly. I always get a little sad when I think of Dark Souls, it is nothing but a husk of its former self in my eyes. The majority of the fun I experienced with Dark Souls was created by foreign elements. Getting invaded by very creative Darkwraiths, invading people myself, trying to desperately find that darn gravelord's sign, but also things that were nearly completely seperate from the game, like trying to unravel the game alongside the rest of the community. All of those beautiful things have become -nearly- impossible for new players to experience. If I were to play the game for the first time today I am not even sure if I would get enamored by it like I got in 2012 and remained enamored by until 2014. Atleast the _death_ of its online hasn't been as hurtful to the game as it has been to Demon's Souls, which has been gimped thanks to the World Tendency mechanic. A mechanic that only works with an active online community, but has a rather huge impact on the game if you want to truly experience all of it.
There's certainly a lot of what makes Dark Souls fascinating that is effectively lost now. An experience that only really existed during those formative months of the games launch, that I missed even the first time. The 'You Died' book shows a lot of that from the perspective of games journalists as well as lore scholars and it was a great read. I wasn't aware of the World Tendency in Demon's Souls (I own it, but as I intimate, playing Souls games has not been a priority for me for a long time) and am now curious whether the game even 'works' in the sense of its original intent?
@@Yzerbruh As someone who didn't play until much later, I think the relative absence of people is also quite special. I was invaded maybe twice total during my first playthrough, and rarely did I summon or was I summoned: it just adds to the sense that the world is empty, that there's no people around for you to interact with, and it makes those encounters feel even more atmospheric and precious, like you've just briefly crossed paths with one of very few other wanderers in a large, empty world.
First up I want to compliment you on this video, it's really great! :D Second up I wanted to tell you that your accent is amazing. You probably get that pretty often, but still.
Dark souls and the other games fromsoft has developed recently all have the same ulterior motive as they lead you through the story: make the player good. Simple trial and error and careful observation are sufficient to discover most of the secrets these games hold. I got good at sekiro by listening to the game and finding out what it wanted me to do.
Great video. It seems like this game is designed as a path to mastery. You could put 70h into learning some skill. You will try, you will fail and the core notion is fail fast and often to learn faster by doing. Keep learning instead of quitting to achieve success. It seems like a really good game design.
I'd rate the video a "Meh" at best. I like the pointing out of short, medium, and long-term goals, that's a neat psychological concept, as was pointing out how dark souls thwarts those with the way it handles death, but a lot of this was a disassociated rant on difficulty that didn't seem to have an overarching point. It was divided between supposed toxicity, the value of difficulty, and how dark souls isn't actually that hard and is actually guiding you in a postive way. You did cover the AI a little, which is cool, but remarking that it's not a particularly intelligent AI is kind of a no-brainer. I don't think anyone, even fans of the game would say that the series has intelligent AI, nor that it tries to or cares. The AI frequently has broken pathfinding, and generally just runs at you and does a random attack from its arsenal. Trying to say that people find it intelligent because it's so tough (because it has more health and deals more damage than you do) is kind of missing the point. The AI doesn't need to be intelligent any more than a megaman boss needs to be intelligent. It's about the AI having moves that are designed to be challenging to avoid, and difficult to find opportunities to attack against; Then the AI being placed relative to the environment so it is difficult to deal with them (such as by placing a wall on your right side so swinging attacks will bounce off the wall, requiring thrusting attacks) The classic bungie study of people finding hard AI more intelligent is always neat, but totally unnecessary here. Dark Souls AI does not need the illusion of intelligence at all, it simply accomplishes its task and that's enough. FPS AI tends to rely on behaving intelligently more, because Dark Souls combat works fine on a flat plane with no obstacles, but FPS combat implicitly requires obstacles and cover to work, because it's based on line of sight, and your only means of blocking line of sight are with cover (no dodgeroll, no shield, most games have hitscan projectiles). To that extent, FPS AI needs to move around intelligently, use cover intelligently, and flush you out of cover intelligently in combination with good level design to actually work, which is a much higher bar for AI, even if it's a pretty low bar for us (or it could just work like Doom or Quake, which let you dodge enemy projectiles). Overall issue is, you didn't talk about the actual design of the game much. You didn't talk about how any enemy was designed. You didn't talk about the level design, you didn't talk about the way the attacks were designed, the stamina system, the item system, levelup system, world progression structure, and countless other smaller details. You're all, "It's difficult to approach this game, so much has been said about it" You're right, there's a lot that has been said about the game, but there's so much more left unwritten that it's practically criminal how much Dark Souls has actually been ignored. More has been written about dark souls than probably any other game in the critical space, but maybe only 10% of what there actually is to say about Dark Souls has been said.
Eh, gonna have to disagree with you there. For one, "it's practically criminal how much Dark Souls has been actually ignored." It's been done to DEATH on the internet, it even has it's own subgenre as far as the gaming community at large is concerned. It's been analyzed to hell and back, and for good reason, but I don't feel like there's anything left to be ignored about this game. I will agree that he didn't touch on design as much as he could have, but he still noted things like the learning effect that Dark Souls' respawn system has on understanding the world. You say that he didn't cover the actual design, but he was explicitly stating that you learn about the design of the levels and enemy placement through constant death and rebirth, and having to start right back at the beginning and enticing the player to find shortcuts and to look at the level around them with a more discerning eye. Punishment should always be a learning experience, but he touches on the fact that it's exacerbated through the central design philosophy of Dark Souls. I'm also not sure where you're coming from about the "supposed toxicity", because I believe he only mentioned "toxicity" once. As for the difficulty, I feel less like he's ranting about the difficulty and more noting how it's not actually THAT hard, but challenging in an unorthodox way that takes a lot of new players off-guard. More to the point, however, he notes that it's almost a detriment to the game's image to label it as such a difficult game by focusing on the enemies and challenges in front of you. Yes, this is a game, you need to have a focus on those, but Dark Souls puts just as much focus on the world and aesthetic feel as well. The AI isn't actually all that challenging in terms of behavior, and that's GOOD for this game, because it works into the system that is put in place and that the player must learn about in order to traverse the world without unneeded roadblocks. You're not just fighting against the actual enemies in front of you, but also the world itself: bottomless pits, poison swamps, huge architecture with traps that require careful timing. It's all put in place so that a player who just tries to blast their way through without any prior knowledge will just fail again and again, yet also feels rewarding and makes the player feel like a master of the game when they do start to understand how the levels work. Does he say any of this outright in his video? Not all of it, but that's kind of reflecting the nature of Dark Souls itself: it doesn't tell you everything. You have to seek out the information you want and discover what the world has to offer for yourself. By noting things like the base rewards system and the mechanics of respawning in this game, he's touching on the fact that the game is about exploration. You explore to find new items, souls, bosses, and other story paths, and THAT is what makes the game awesome. It's not about the difficulty, the difficulty is just there to encourage the exploration.
Yeah, every single games critic who has written anything after 2011 has written about dark souls, and yet despite everything everyone has written, only maybe 10% of the actual things worth talking about in dark souls have been covered by critics, who are more content to repeat everyone else's points and not bother to talk about the things passing them by every second they play the game. If you think the game has been done to death, you haven't played it. For example, find me a critic who talks about why Bed of Chaos is actually a bad boss. Find me a critic who reviews the level design of any given area in the game, or who comments on the general level design patterns across the game. Find me a critic who talks about the relationship between stamina, attacking, dodging, and shielding. Find me a critic who discusses, or better: diagrams, the interconnectedness of the early areas and all the different ways you can progress, who discusses how dark souls 1 limits your capability to warp to only specific bonfires, making pathfinding to your actual destinations still a difficult task. Find me a critic who analyzes the way secrets are hidden across dark souls, the "secret language" that is built up over the course of the game. Find me a critic that can actually explain all the different ways dark souls subtly points you towards learning how the mechanics work. Find me a critic that explains the designs of the enemy movesets and how they're used in combination to complement one another. There's stuff littered on the ground waiting to be discussed. He should have said what you said in the video. This isn't a game, this isn't prose. This is a critique. If he didn't say it, if it doesn't come across, then that's on him. In a critique it pays to be simple, direct, and to the point, which he generally did not do. I don't agree that the game is "about" exploration. A lot of people want to say, "Nah, dark souls is actually about this other thing besides difficulty, and it's only difficult in service to this other thing which is the actual thing that makes it good" almost like people are ashamed to admit that difficult things are fun. There are any number of linear NES games that are more difficult than Dark Souls, and they don't have that exploration aspect going for them. There's plenty of garbage games with new items, bosses, areas, and other story paths. Those things can add to a game, but they can't replace a good core combat system (or platforming, stealth, racing, or whatever the core mechanics are). There's a saying, "As a beginner, dark souls is hard, as an intermediate, dark souls is easy, and as an expert, dark souls is average." Beginners tend to perceive the games as being impossible, because they are intimidated by its reputation, intermediates want to flash their bravado by saying the game everyone calls difficult is easy, and people who are more mature recognize that it's actually pretty challenging, but there's harder stuff out there. I think it made sense for the marketing team to label the game as hard, because compared to most modern games, it's pretty hard. There's harder out there, certainly, but difficulty is something people enjoy about games, something that is intrinsically enjoyable for us as people. The article that the video cited misses the point that difficulty is older than video games, and also that computer games prized themselves on difficulty on a parallel evolutionary scheme to arcade games. Arcade games were just an outlet, a crucible, where difficulty was magnified by the monetization scheme, in a way that oddly bred a certain type of good game design. Arcade games needed to be difficult to force you to pay money to continue; they needed to be fair, so you'd never leave the cabinet because of something you felt wasn't your own fault; they needed to be fun, so you'd continue to play them; they needed to be easily understandable, so you could pick them up and play them quickly; and they needed to be over in 30 minutes or less, but still have a reason for someone who cleared the entire game to keep coming back to it. The human instinct towards difficulty and rewards is far more ingrained in us however, and games (even single player games) were difficult before computers existed. People went rock climbing for entertainment purposes long before we made games. Ski slopes are labeled by difficulty, with skiing down a Black Diamond slope being a mark of pride too. Consult Raph Koster's book: A Theory of Fun. There's like, a pathological denial that a big factor in the reason people like dark souls is because it's hard among some people.
Chris Wagar If that's what you're looking for in a video about Dark Souls then I'm not exactly clear why you're demanding it of AI and Games. Don't blame Tommy for your need to consume content and ideas that differ from the channel's objectives. I think your expectations are misaligned, and if you don't believe the game has been fully explored then why not explore it yourself?
It says design dive, not "AI of Dark Souls" like his other videos do. I am working on that. I write a lot. critpoints.net/ I'm also looking into a ton of other games as well, and I can't write about everything. That and I want to see other people do good games writing too, step up their game.
Not sure why it has to be a critic that talks about all those things. I've seen critics, and lets play people, and friends on forums who have all talked to death about likes and dislikes and what they've noticed and analyzed about how Dark Souls is as a game. If you're talking about things being unsaid about Dark Souls on a more mainstream platform, then yeah, I guess it hasn't been talked about as much in that sector. I do respect what you mean on the difficulty, and maybe to some degree the game is about difficulty. But I still argue that the difficulty is directly connected to exploring the game world because a lot of initial difficulty comes from not understanding the rules that the world sets since the game doesn't tell you all the rules. Take the ghosts that require you to use a transient curse to fight for example, or the ring back at the asylum that you need to get if you want to move easier at the bottom of blighttown. Hell, even factions like the Forest Guardians can be a strange and frustrating experience for new players just because they don't understand that there is essentially a "turf" faction that exists to punish players trying to get through the area to Sif. There's no shame in a game having difficulty to its main credit, yes, but personally I like it when a game isn't just about "being difficult" and nothing else. I feel like focusing on difficulty when it comes to Dark Souls is doing it a disservice given the amount of effort the developers made in designing everything else, from the world design to the subtle storytelling. Besides, the difficulty can be a detriment to it when it's an unfair difficulty, like the aforementioned Bed of Chaos or the part in Anor Londo with the silver knight archers. Does that mean the difficulty is bad? Of course not, but I don't feel like it should carry a game on its own. With all that said though, it probably was the right move for the marketing team to focus on the difficulty given the public opinion on difficulty in modern video games at the time (and even now to some degree) I personally don't have a problem with people liking Dark Souls because of the difficulty, and depending on how you look at it, it can be pretty hard. I just feel like the difficulty is way overblown compared to the rich lore and atmosphere it offers, and thus it overshadows those aspects that I like so much more. I'll admit, it probably doesn't help that I get frustrated at games a lot more easily than some other people, and I gave up a couple of times trying to play this one. But I've got three playthroughs down now, so there's definitely something that it's doing right that appeals to me
it is interesting that from at least this breakdown the gaming world's understanding of psychology hasn't progressed past the 1950s with Skinner boxes teaching good and bad behaviours and the understanding of the most basic functions of neurochemicals. It does make you wonder if the adoption of more sophisticated psychological techniques like social inclusion in Prey, cognitive dissonance in Spec Ops the Line and communication about rote instruction taking in Bioshock would lead to a richer set of experiences in the gaming industry as a whole. Currently, these more complex psychological effects are approached indirectly and half accidentally through the skill of the writer since narrative has hit upon these effects non-scientifically for hundreds to thousands of years but in gaming design, more advanced elements can be considered because the main narrative (like in a book) isn't the only point of interaction but instead world-building and ancillary interactions open up a lot of space for psychological manipulations. This could move game design from using behavioural psychology into cognitive and social psychology as we understand it today. or maybe this is only interesting to me as a psychologist.
Not Dark Souls, but I really feel like Bloodborne made me a lot more patient even in real life. I'm not getting angry as fast anymore and accepted failure as part of progress. Kinda strange getting this kind of a positive effect from a game. Probably one of the reasons why it's still my all time favorite game .
Dark Souls is not hard once you accept that dieing is part of the learning process. Let me give you one example that I think explains this best: Manus. Manus is by far the most aggressive boss in dark souls. If you try to"just fight him" constantly, it will be very hard to pick up on his patterns since some of them are quite similar. If you just block/dodge for 3-4 minutes you will learn all his attacks to the point where you can tell what he will do almost 100% of the time. The the boss becomes only a question about patience. Personally I almost never play like that because I enjoy the fervor of risk. But I did try this 2-3 times and the game is easy (really easy) once you learn those. OFC there are some cases where this does not matter, like bed of chaos.... but you can just use firebombs there.
I finished playing Dark Souls 2 a week ago. Now that I've played a Dark Souls game, I love it. There was always something to go after. Get that OP weapon to annihilate every living being in your path. Kill that one boss or enemy that's giving you trouble. It was amazing. I loved it so much, I defeated every single boss. It was hard, but fun. I failed so much, but never quit. Dark Souls definitely deserves all of its recognition
Dark souls. The kind of game that is really only difficult on the first playthrough. I found Dark Souls (all of them) to be difficult on my first playthrough, not purly because of enemy difficulty. But because I didn't know where to go, so the game kept me very tense until I reached a shortcut or a bonfire. But that element is completely gone after the first playthrough.
God... Imagine trying to beat Dark Souls while fighting enemies that could plan, adapt, and make intelligent decisions.
Insatiable Chaos well then, ideally it wouldn't be a dark souls game in the first place
it's like he said, it's more about the environment and understanding the world than the AI actually knowing what the hell it's doing. if the focus WAS on smarter AI, then you're not really looking at the world with the same discerning eye because you're so much more focused on trying to unravel the enemies' strategies.
There's a lot that I like about Dark Souls, but I don't really feel like it can have smart AI without changing into something that's not really dark souls
Kameron Schadt I’m not saying it’d be a good thing. I just imagine it would make the game terrifyingly difficult, more so than it already is.
Kameron Schadt I’m merely gawking at the insane concept rather than suggesting it’s implementation.
nah, I get what you mean. Personally, I think it'd be cool if they could strike a balance between smarter AI and good level design
You've basically described invasions mechanic :)
18:20 The five or so Black Knights on the way to Gwyn train you for every one of Gwyn's attacks. The weapons they're carrying are not chosen at random.
I kept running past them so I could have another crack at the boss as quick as possible, this was a mistake. Everything is there for a reason. If you parry every knight, Gwyn is nothing.
Woah... good for you to discover it. That's actually smart of the developers, giving players a sort of tutorial for the boss without them even realizing it.
The weapons they have aren't random, they're literally the black knight weapons... And no, parrying the black knights won't help you parry gwyn, if you need help parrying gwyn, maybe you should try another tactic, because gwyn is literally the easiest enemy in the game to parry :)))
@@meyes1098 I mean if you can parry a black knight then you can parry Gwyn. So they do help you prepare by practicing test 3 for test 2
I clocked about 3000 hours in dark souls and did almost everything there is to do and I still struggled with Gwyn as I was slowing down to the end of my hardcore playing. Just one of those things lul.
@@meyes1098 But the black knights in the other locations of the game have randomly chosen black knight weapons. That's his point.
I played Bloodborne when my [partner] died. I definitely understand what it's like, and how weirdly therapeutic it was.
I started playing dark souls in the darkest period of my life too... I feel that effect too. I think it comes from the fact that you are constantly exposed with decay and tragedy, mostly tragedy instead of evil, evil is something you can control, tragedy is inevitable, you just have to accept it, just like the things that are in the past. It teaches you to embrace that which is so hard to embrace... and move forward.
Same here, I didn’t lost someone in that period, just myself. I find myself again in the light of a bonfire, i found the courage to throw away 15 years of study to just do what i like.
I've finished DS1 and am currently nearly done DS3. The playthroughs of both have been during a really long ongoing depression that while I'm definitely recovering from, I still haven't fully pieced myself or my life back together from.
The first time I tried DS1 I got about 3 or 4 hours in, and just said fuck this I can't hack it; it's just not for me. I only went back to it months later out of guilt for having spent money on it and waiting for it to come for so long (I pre-ordered it on Switch just before it got delayed for 6 months).
When I tried again, the process was slow, but I think the game eventually started to teach me that you can't fight it, you can only be patient with it. That a mindful persistence was the only way to get through. I probably died just as much, but it felt a hell of a lot easier.
At the same time, it was only really as this attitude the game was trying to teach me clicked that I saw what the game seemed to be saying. There's people at firelink who are deeply caring whether they see you as a stranger or a friend, there's people who are deeply cynical and nihilistic, everyone's got their own little paths and downfalls, but the game doesn't really force to abide by any of them, good or ill. There's choices you can make, and the game just wants you to keep moving. There's no real judgement, there's not even a clearly right or wrong thing to do. This world is so grim; so many have left all future behind them, gone hollow. That's the one choice the game doesn't want you to make. To give up.
You might be great, you might be terrible, you might not anticipate or fully understand where your actions or those of others might take you, but nothing else happens when your let yourself go hollow. The whole world can seem grim and oppressive and doomed to oblivion, and maybe it is, but you can only hope to see something else if you take stock and try to inch forward best you can.
There's plenty of games I can play just to forget or run away from myself. I can happily bash away mindlessly at whatever game, while elsewhere I feel like I'm going hollow, like the sky is slowing creeping in. Somehow Dark Souls never quite does that; it's never quite an "escape" from anything. It makes me have to look at myself.
I always feel every so often as if the game whispering to me: "Hey, you. Yeah, you. Yes, I know. But there are others. Lots of them. Lots of them have stopped. But lots of them haven't. And you can still be one of them. We're going to go just a little further. Then we'll see what's next. And then a little further."
I was hoping someone could write this better than I could, thank you for it as this is exactly how I feel about DS as well.
maaan truest words could not be spoken about this game and how it has real life lessons
Guys!
How are you doing today?
Not only did I enjoy this video, but I absolutely loved the earnest commentary at the end. Absolutely fantastic stuff to listen to and thank you for including it.
Lets play "find the mouse on screen"
There it is!
@@EMalachi Where?
THE RISER there
@@AbThere There where?
THE RISER look under
good god, imagine if the AI was programmed to often remix their attack patterns, that'd be terribly difficult...
Or if they were programmed to adapt to how you played... Fighting Ornstien and Smough when they can learn how you fight... That would be a real nightmare.
That actually reminds me of the final Valkyrie from the newest God of War (spoilers)
Basically there's 8 standard Valkyries, they all have a similar moveset along with a few moves specific to them (one has shielded wings, one has an AoE attack, etc) but after you beat all of them and there's a final one and she's all of them in one. All together she has something like 20 or 30 individual attacks and she'll mix and mash them in just about every way. This was exceedingly difficult for me because I'm used to Dark Souls style bosses and I was looking for patterns in whole movesets, not individual attacks. She might rush you, follow up with an AoE and then do her fly up/crash down grab attack, or she might just spam her grab attack 5 times in a row. You never know.
That would be much more interesting
@@quite1enough play the newer souls bosses, then come back and talk to me.
@@MsMelia Cries in crucible knights.
My best friend and I played this game all the time. We put off killing the final boss to pvp for months. It was wierd, I literally stopped and thought "im actually really happy, im having loads of fun." Then we eventually decided to kill the final boss. He made a big jk about how all the game only tells you one piece of advice "in lordran, level up and kindle at bonfire".
It was the last memory I shared with him. He committed suicide a day later. Dark souls will always remind me of my friend. I always have a hard time going through with fighting the final boss on each dark souls game.
This is both a lovely and tragic story. I'm sorry for your loss and appreciate you sharing. It sounds like you really made the game into something rather unique for the two of you.
Have you read the You Died book? There are some fun as well as touching stories of how players engage with the original Dark Souls in there. It's nice to see how players interact with the game in different ways and what it means to them personally. I realised only after completing the book that my experience is another chapter of that story.
Thank you. both of you. For sharing your stories with dark souls. I love to hear other peoples experiences with the game no matter how happy or sad the stories are. And thanks for mentioning the book that I now need to get my hands on.
To me too dark souls ended up being something more special than just a challenging game even tho i did buy it just to try and tackle the difficulty. I personally had very long periods of feeling lonely before I played the game. Can't say how close from depression it was but probably not far. the way DS handles it's atmosphere and world building especially during early game areas hit me hard. I felt like I was experiencing my own feelings and problems through a game. Dark souls ignited a spark of self-examination in me that both helped me to overcome my personal problems and even made me enjoy the solitude to some extent and most importantly it helped me understand myself. Also no other game, movie, book lesson have ever managed to manifest the importance of rising up and trying again better than this game has and that is also something I very much needed back then. Today even after several dozens of playthroughs dark souls never fails to give me that warm feeling of home whenever i start a new character.
I get the warm home feeling when I play ds aswell
@Crawcrawc are you a special needs child?
it isn't prepare to die edition for nothing
This is exactly how old Castlevanias used to work.
+Billy Greggory Yes! Damn. I didn't think of that.
I don't remember first four (except third) Catelvanias have even resemble of something from DS1
John Smith the design theory not any specific mechanic.
From a fellow Scot, well said there at the end pal, and I'm sorry for your loss first of all, but also I'm gonna watch all your videos now! Great chat
Yeah, I can totally relate, I started Dark Souls my senior year of college, and I quit because I was angry and acting like a total fool and a child. My relationship fell apart a few months later, I graduated, and once back at home I hibernated and finally beat this game. It meant a lot to me. It felt like I was rekindling the flame within myself to go out and try again, take the fight to another adventure and start out on my adult life. Great game thanks for the video! Subscribed
It’s always great to hear the simple but refined theory behind making a game like dark souls! Looking behind the illusion of experience just playing the game.
So im writing this with tears still on my face. Thank you so much for sharing such a personal experience with us all. I had a similar experience with dark souls as well. I had gotten it and only played a little bit by the time my dad died on my 21st birthday. He was only in his early 40s at the time. It was a huge shock with no time to process. After that is when I started pouring myself into Dark Souls, I also ended up couch surfing and i basically spent the remainder of that year (it all happened in May) I spent drunk and/or playing Dark Souls. It brought out a lot of things in me and over time helped me from going totally hollow in real life. To this day just over 3 years later I still find myself playing and learning more of myself and my psychology as well as the psychology of others as well. It's helped me cope in some ways, and it gives me a way to fight everything that's destroying my life and my soul. I'm also disabled and unable to function alot of the time (without any healthcare and on the verge of homelessness again which could kill me in my current state of health) so that's another factor in how DS affects me. So in a way me avoiding going hollow in the game helps me keep from hollowing in real life and giving up. I get closer every day though and that is troubling, because even in Lordran, eventually, we all go hollow. Even the gods..
Anyways. Thank you for sharing your story. It was very impactful and I hope you're doing well right now. Im sorry for my novel btw.
I think this was the most intelligent and heartfelt review of Dark Souls I have ever seen. Bravo, and your loss touched me in a deep way. I related to your story of putting your pains into the game. Dark Souls affected me as well deeply, and perhaps you have just explained why.
I love the personal story at the end. It's real, and heartfelt, and I'm glad this experience has brought closure. Thanks for sharing.
I gotta say that my personal experience is the complete opposite of yours. I find it better to vent my frustrations at a game . It keeps my head clear and I never feel tempted to vent at another person, that's the beauty of the medium for me. The occasional yelling and cursing at my screen is cathartic honestly.
@Carl Marchiano The Assassin's Creed games are pretty easy to me. It's actually really difficult to die in the first four games because of your insanely large health bar and the enemies' weak attacks, unless you jump off a really tall building.
I really like the way you describe the complexities of this game. This is what makes this development team and this series my favorite. Thanks for sharing that story as well.
This was a magnificent watch, and I'm still buzzing with some of the design and psychology observations you've put together here. This is some important territory to paw through, in the intersection of player perception, reward schedules, feedback, semantics, the narrative effect of systems, and finally, how we as people are impacted.
I'm not a coder, I'm a designer and writer, and this exploration was exactly the reason I'm subbed to your channel and am looking at what I can contribute via Patreon (I am poor atm but some stuff is worth it). So thanks for the thought and effort that went into this. I expect that the more people think about what you've put together here, the more they will get out of it... rather like the topic.
And thanks for sharing the personal circumstances and impact; it's important to have a more complex and nuanced perspective on how games affect us, and the personal angle really brings home the way we read into, and are impacted by, these designed experiences. Which is something creators need to take our responsibility for seriously, but simple narratives of good/bad effects don't actually result in responsible thinking.
In my big messy web of overlapping interests, there's a lot of awareness of the stories we tell ourselves, and how they impact and are impacted by the systems we interact with.
Psychologically, personality is increasingly definable by 'role', which is a sort of system with a strong narrative element.
The way we consider ecological and technological policies and solutions is entwined with the narrative of nature and the human place in it; are we engineers of a machine, are we in a relationship with another complex organism, etc.
In business language, there is an almost frantic attempt to assign a meaning to narrative, but there is a strange hollowness to it as the center collapses into the algorithmic blunt instrument of 'shareholder value', which is itself a narrative some are beginning to critique.
There is a of thinking about narrative right now, I think it's becoming clear how central it is to how we as dangerously smart apes do shit.
And it all of it, the simple story is very understandable; and is missing the point. In terms of paying attention, and really looking at the nuances of our experience and ideas, we kinda all need to 'git gud'.
Again, thanks! Fascinating video.
Damn. All I can say to your final topic is... Thanks for sharing Tommy. I'm glad it's ended well for you at this point.
Thanks a lot for sharing that story about your dad. A friend of mine lost his dad about a year back, and maybe now I can empathize with him just a little more despite all my family being healthy, alive and well. It's great that you've become more self-aware about why you reacted the way you did to your first playthrough of Dark Souls.
This should also teach me to be more empathetic towards UA-cam creators and people on the internet in general. Too often I forget that the people making these people aren't just faces on a screen, they're real individuals who've experienced pain, loss and sorrow, often out of sight of the rest of us.
This is the second video on this channel I've ever seen - the first was your analysis of Alien: Isolation. And as brilliant as that analysis was, this is the video that made me subscribe. Keep creating, man.
Oh I just realized ''Land of the lords, Lordran'' it's just Lordland said with a thick japanese accent.
Lol
I really appreciate the candor and integrity with which you approached this video. Not only did it teach me a little about a game series I adore, but it revealed something really important about games and how they interact with our psychology. Thanks so much, and I'm glad you could achieve some degree of closure while entertaining and informing me.
Thanks for sharing your story at the end there, mate! Goes to show how deeply personal our connection with games are, for better and for worse. We could all stand to be a bit more introspective about our relationship with video games, I hope it encourages more people to think about it.
Keep up the great work.
Thanks for watching dude. Glad you enjoyed the video.
I loved this video! I'm a strong fan of Dark Souls I and am particularly believing of the statement that Dark Souls isn't as hard as people say and as media advertises. I'm now off to watch your DOOM video, and have gladly subscribed.
+RetrO Thanks for the feedback and welcome aboard.
You have a heart of gold don't let them take it from you.
Just watched this on Father's Day here in the US. I'm tearing up and had to go hug my dad. Beautiful video!
I really appreciate what you did here, I am glad I came looking for AI and that I came back with tears. I was feeling very sht about myself by the time I started playing it, losing a job, being alone and almost broke but by the time I finished it I had been brought back to my feet. I for one felt so many things playing it and it's crazy to think "it's just a game" but my friend with depression also plays it and has been literally changed afterwards. Much respect mate.
28:10 - I was not in a great place when I started the souls games. I feel this so strongly. I do this thing with all the souls games where I play them over and over obsessively until I can save everyone. Sometimes I just restart as soon as I mess up and someone dies. The little girls in Bloodboarne broke me. In Sekiro I spent several days trying to beat Shura on my first playthrough and when my friends would ask me why I was still fighting the same guy I would say "I gotta save him". I never really thought about this until now, but suddenly it seems incredibly obvious why I spend so much time and energy trying to "save" everyone. Thanks for sharing your story
absolutely loved your video. Honestly breathtaking and heres why: I was sitting listening to every word until you mentioned your concise direrction applied to this game. I stopped for a second and realised I DID THE EXCAT SAME THING.
1. (2016) Dark souls 2: After having to come back from my new life in New Zeland due to my fathers failing health and start my professional career from scatch (worked in a phone shop as couldnt get hired anywhere else)
2. (2018) Darksouls 3: During the time i worked the hardest and longest ive ever had at any job as head of operations (12 hour shifts, 7 days a week almost)
3. (2018) Darksouls 1: Just before starting my dream job while waiting on an official start date and doubting if i would ever managed to get my contract signed
I am so sorry for your loss, and understand what its like to lose a family member. Thank you so much for this amazing video and i cant wait to dive into all your content as i have just seen your channel!
Thanks for watching, it's been great to see so how many people have engage with these games in a similar manner . I do plan on doing a follow-up about Dark Souls 2 - which I started playing a couple months after this video was launched - which is more about how I learned to let go of my issues with the franchise in part due to how they differ from one another.
We all have that dark soul that comes out in troubled times. It is good to have a bonfire to fall back to when it happens - family, friends...or being able to put a game away for years before it takes over. Thank you for sharing that.
thanks for sharing your personal story. sorry for your loss. hope you're looking forward to sekiro
Thanks for talking about that stuff. I think the ways we react to games are an important way we can reflect on how we’re dealing with the world. I have some complicated feelings about a similar time and how that is reflected in how I was approaching the hobby.
Thanks for sharing your personal story. Your honesty and vulnerability shows how important it it to be able to open up and talk about difficult emotions instead of allowing them to control us, our behaviour and our relationships.
I appreciate this comment is 15 months late!!
The most succinct video essay on dark souls I’ve ever seen. Thank you for sharing ❤
It's amazing just how many stories there are about Dark Souls helping people through very difficult times. Video games can change lives. I know the Souls games changed mine. Welcome to the best damn community in gaming!
I'm just at the beginning of the video but I want to say this entire format seems really, really interesting and I love your accent, sounds a lot like a scottish guy whose channel is also one of my favourites
Loved your content and your ending message. Offering others a visceral look at your emotional state and potentially showing “weakness” shows a lot of strength. I hope younger kids see this and take something away from it. Subscribed and excited to check out more of your channel!
In regards to the story at the end:
First off, thank you for sharing. It takes courage to tell the world that you've suffered with feelings of frustration and anger. It is obvious that you have been pulled from that dark place and have found great motivation to continue to be productive and create. This is going to get a little preachy, but I just mean to say that I know how you've felt and your story resonates with me. I, too, have been in this dark place before under different circumstances, but I was pulled from it and brought into peace. God speaks to us in different ways, and ever since I had my "born-again" moment, I have never been the same.
I'm really glad that you are offering an encouragement to others after delivering very intelligent information regarding Dark Souls' difficulty mechanics. I am on my second playthough of the game and this helps to put things in perspective. Thanks again for your AI insights.
God bless you. I hope that you are still doing well.
Great video, totally not what i thought it was when I clicked it. I thought that it was Dark Souls played by a simple AI. Turns out that it taught me a lot. I'm an aspiring game developer, made me realize that I definitely need to replay this game.
Fantastic ending. Very beautifully worded. I'm happy to hear you were able to overcome it all, praise the sun 🌞
I think that the difficulty of dark soul's AI is from their strength and their placement in the world relative to the player's goals. For instance, in the Undead Burg next to the first bonfire is a bridge. over top of that bridge are 3 enemies that throw firebombs at you if you go onto it. You have a choice of what to do here. You can: try to kill them from range or run across the bridge to the "safety" of the other side. As most people do not have ranged weapons at this point in the game and they want to keep moving forward, most will go across the bridge. This leads to an ambush by 3 enemies with shields that can easily overtake a new player. Each of these AI are told if the character gets in a range attack them, but due to their placement and the tools available to the player, they look like they planned an ambush. This happens throughout the game in various ways.
First things first. As a long time player and watcher of DS analysis and lore videos congratulations for your take on it. You did a great job with your video. But for the last part you gained my honest and true respect. Thank you for being so open with your feelings about, what is most likely the most difficult time in someones life. The loss of a loved one. Putting your grief in Dark Souls is at first glance an odd choice. Like you said: Its a game about repetitive death and rebirth. But this game is so much more than simple entertainment. It changes you and the way you live your life. If I remember correctly it was in one of vaatividya's videos. He said something like: In the world Dark Souls everyone hollows. With every death the process of hollowing continues. The player dies over and over again. But you only completely hollow, if you stop playing the game. With that in mind, you overcame the process of death and of your own hollowing. DS is an emotionally loaded experience. You struggle, you get lost, you're frustrated. All this pain you have to suffer through leads to nothing if you give up. If you continue and overcome those obstacles, you get rewarded with a feeling of progress, accomplishment and truly earned success. All this build up pain gets released in a positive and fulfilling way. Every DS player knows these feelings by heart but your playthrough must have been the most brutal experience this game has to offer. I don't envy you for it but I am proud of you for pushing through. You earned that victory against Gwyn. Go on and seek your own sun.
I'm sorry for your loss. I recently lost someone close to me too and I know all too well what you mean when you say you "had to direct your life into something." Keep up the good work and I looks forward to your videos!
All the best to you, and I hope you get through as best you can.
From 24:24 on dude. Same grief & all. All of it, felt a real connection about that. Thank you 🙏
Hey, we do give a f*ck. My condolences, even though late. I think it's great you managed to pick yourself up and learn a valuable lesson about yourself as you made this video. You're awesome, remember that ^^
No... YOU'RE awesome! :D
Hey man, thanks for this video. You really touched something in me in me with the epilogue, and I think I needed that. Cheers
Hey Tommy, I just subbed for your video on your new video about lootboxes and micrctransactions(from Jim Sterlings reddit) but what I wanted to say you pulled on my heartstrings about what you were saying in relation to your father's passing and how Dark Souls, in it's own albeit frustrating way, helped you get through that difficult time in your life. Sometimes we all need to escape from reality a bit..I started the souls games with Dark Souls 2 so I spent the first 10 -15 hours getting fucking destroyed before I got a handle on the mechanics then the gameplay loop clicked for me and I was sucked in.
This was quite interesting. I was expecting a more technical evaluation, and not so much a philosophical one. But great video none the less. :)
I love Dark Souls, and I love videos analyzing game design, so this video is everything I want
Great video!
Love how you analyze it around the core of design!
Ah this was a great video. I haven’t played dark souls yet but I started bloodborne and my friends rave about dark souls 2. I found your channel when I was looking up stuff about Alien Isolation and I thought why not check this out too. I’m sorry to hear you lost your father but I’m glad the game was able to give you closure. Games are good in that aspect, even when things irl are hard you can still get a win and succeed in video games.
Left 4 dead AI does not target solo players, this is a myth. I'm 5000 hours in.
u want scholarship, bruh?
@@Yetipfote Nah, but once you've played a game so long you become so good that it's hard to quit, I can pump it up to the highest difficulties and still chill out while playing, can't do that in any other game :P
I can say that mostly it's just because the player character tends to be the one in front of the group so tend to take the blunt of the attacks from the common infected.
Quite insightful. The last few minutes was the best part of the video.
A quick little annoyance with your video; be sure to remember to hide your mouse cursor when you hit 'record.'
Recording softwares will do it for you
I was soo focused with what he's saying , didn't even realize there was a mouse cursor flying around.
That's exactly what happened. :)
@Brotmeister lol
Thanks for sharing - all of it.
Surprised something this well put together and well delivered doesn't mention Demon soul's.
Now THAT.... was some excellent turtling my friend.
14:33 One nuance of this that is worth noting: If enemies mostly just push, or aren't great about picking low-risk cover based movement, just giving them more hp ACTUALLY makes their plan to just rush you smarter, cause they can afford to, and at that point, they might as well use that advantage to pressure you out of comfortably regenerating shields while you peak out of cover as to not expose yourself to anything but the one you're shooting etc. So yeah, you can make a complex plan, or you can make an enemy tuned so that a simple one is nearly ideal, it'd be smarter with both, but it's not stupid if it has just one to suit the other.
And just like you, when i played Dark Souls for the second time in a lapse of profound depression, ansiety, stress and other stuff, i learn the real meaning of the sentence "Don't you dare go hollow, friend!".
Don't forget the saying of "Praise the sun"
I’m late to the party, but I’m glad I showed up anyway. Thanks for the vid. Don’t you dare go hollow!
I tried playing DS3 about a year or so ago, kept dying to the first boss and made it as far as the walls where you fight the knight for the first time after the dragon. I kept getting angry and eventually just quit playing. It was a few days ago that i started playing again, and whilst I still get frustrated from time to time, I never think about just giving up. And this video helped me realise why. Beforehand, I never played Dark Souls bevause I knew in my heart I would struggle and didn;t want to live with that failure. So when I started the first attempt, I was playing to BEAT the game. I wanted to prove i could play it and win. and that made me fail, every death felt like a laugh at me. Now, my mindset has changed. I play because i love the aesthetic and design. I find it fun and engaing. The game feels a lot different, like I'm playing WITH the designers rather than VS them. The whole game chnages when your perspective shifts from the designers trying to fuck you over to them telling you that you can do it. Evey session I come away having enjoyed playing (even if I've died a few times, because I understand that's just part of the game now and not a punishment that 'real' players dont have to deal with)
I had thoughts of quitting as well, not at lord of cinder, but at demon prince, but I decided, on a random day, I just decided, fuck it I’m just gonna do it, and did it first try. It was such an amazing feeling.
Haven't watched this yet,but I'm sure Tommy will mention that one simple and obvious fact that most people don't actually notice,and once they do notice it,the game becomes a whole of a lot easier...
The fact that that the enemies/bosses choose their attacks based on the distance between them and the player.
What you said starting at 3:45 is what I have been telling people for years. Dark souls games are not hard but they make you perceive that they are. The reasons you listed are accurate.
I'm legitimately still impressed that to this day, we as a community come back to darksouls with a new character every single year. Practically making our own holiday almost, but it just shows our passion for it
Very well thought out and eloquent video, excellent job.
Great video, i've been intimidated by the souls games since originally trying (and failing spectacularly) to "get" what it was about, but a recent love of Bloodborne has made me curious about them again and your video has shown me that it's definatly me, not the game at fault. i think i'll have another go at it :)
Also, thanks for sharing your personal story while playing, people don't realise the game is only part of the experience, people's perception and preconceptions bring a lot to the fore as well.
+Gravious I totally understand that intimidation, to a point that many people I know have refrained from playing for the exact same reasons.
I'm on the other side: I've only played DS1. I would really love to try Bloodborne. Gonna try and save up for a PS4 so I can also cover PS4 games in case studies. 😀
Sorry for your loss, man. Take care.
the term "git gud" was a originally sarcastic phrase, since dark souls was one of the few challenging systems in which raw button pressing prowess was just one of many possible ways to victory, and that finding that out was part of the fun.
in more recent iteration of dark souls the phrase has gotten serious as the reaction times for some enemies push the limits of human ability.
It’s insane how similar our situation is. I started playing dark souls for the first time before my dad died but I didn’t have the resolve to complete it until after he passed. He was 42 and I still miss him everyday yesterday was my first Father’s Day without him and I’ve found myself beating the shit out of some demons and bosses for kicks I guess but I understand how you said it feels like nobody gives a shit and that life keeps going. Both very true.
One of the best videos on UA-cam
Good afternoon from Singapore! Wishing you'd have a amazing day =)
Awesome video, I loved it! Thank you for making it
The closing of the video killed it.
I playing ds1 for the first time and getting out of sen's fortress was one of the most rewarding moments in gaming for me.
Love your design dives!
Damn, Tommy! I came here to poke fun at the posh accent you use in these videos, and then the video takes a pretty grim turn at the end. Sounds like Dark Souls wasn't the best choice of escapism at that point in time. I'm glad to hear you did the right thing, and listened to your partner. 10 years of marriage has taught me that's generally the best thing to do.
Not always, though. We're *men*, dammit! 😉
+Phil Rodgers Hah, hey Phil!
In hindsight, yeah Dark Souls was not a smart choice. It's interesting that despite my contentious relationship with it, it's a game that has continued to sit in the back of my mind about it's novel design choices. Hence all these years later I finally went back to it.
And yeah you're right, my UA-cam voice is kinda ridiculous.
AI and Games - I had no idea you did these videos until UA-cam popped one up as a suggestion. Great stuff! Moar AI plz!
Heh, the to-do list is pretty huge right now. Next up is a multi-video series on Total War, so it's pretty much HTN planning, genetic algorithms and MCTS.
AI and Games - MCTS? Are you going to go head to head with "The Doc"?
ua-cam.com/video/UXW2yZndl7U/v-deo.html 😃
That's a good video! I'll probably link to it in an effort to give some more 'meat' to it. Many of my videos are a lot more surface level rather than explaining everything (the case studies are typically 10-20 minutes). A lotta ground to cover in very little time. So I may well give him a nudge for people to check out. :D
Dark Souls is the modern Zelda II on the NES. It's one of those piece of art in gaming that you need to experience, just like the Half-Life series.
Thank you for sharing your story. Beautiful video.
The ending was touching. Specially because Gwyn is most definitely designed as a paternal figure.
This is an absolutely fantastic video! Thank you for sharing your story, it’s amazing to know others have come to Lordran during rough patches (as I have too). Have you played the others?
+Nicole Dubois Thanks for watching. Glad you enjoyed it.
Given I couldn't bring myself to play the first Dark Souls again until now, I've never touched the series again. I actually own both a special edition copy of Demon Souls and Dark Souls 2: Scholar of the First Sin, but never played them.
But now I think I'm finally going to give them a shot.
I hope you enjoy them both! I love all of FromSofts titles (especially lesser known ones like Echo Night and Shadow Tower Abyss!) but DKS1 will always have a special place in my heart, so I hope you find something as enjoyable in each title you play :D.
19:16
breadcums
great vid btw
What a great video and quite a story. Sort of video I love UA-cam for. Subbed.
Fighting a boss only once per playthrough? Clearly you haven't had a lot of Jolly Cooperation™. Bosses are grind spots. Or atleast they were when online play was comprised of more than UA-cam Let's Plays and dedicated PVP groups.
+sammetju08 Fair point! Y'know it was pretty hard to find other players to grind the bosses during my most recent playthrough.
Even during 'Return to Lordran'. Must've been invaded about 30 times though. Anor Londo seems to still be a pretty bad spot for invasions.
*AI and Games* The best time to try and find cooperative multiplayer is during steamsales nowadays. During the 'resurrection' events most people tend to gravitate towards invasions, myself included.
A lot of the participants want to relive the magic of the early days, invasions are the only part of that magic that can be recaptured sadly.
I always get a little sad when I think of Dark Souls, it is nothing but a husk of its former self in my eyes.
The majority of the fun I experienced with Dark Souls was created by foreign elements. Getting invaded by very creative Darkwraiths, invading people myself, trying to desperately find that darn gravelord's sign, but also things that were nearly completely seperate from the game, like trying to unravel the game alongside the rest of the community. All of those beautiful things have become -nearly- impossible for new players to experience.
If I were to play the game for the first time today I am not even sure if I would get enamored by it like I got in 2012 and remained enamored by until 2014.
Atleast the _death_ of its online hasn't been as hurtful to the game as it has been to Demon's Souls, which has been gimped thanks to the World Tendency mechanic. A mechanic that only works with an active online community, but has a rather huge impact on the game if you want to truly experience all of it.
There's certainly a lot of what makes Dark Souls fascinating that is effectively lost now. An experience that only really existed during those formative months of the games launch, that I missed even the first time. The 'You Died' book shows a lot of that from the perspective of games journalists as well as lore scholars and it was a great read.
I wasn't aware of the World Tendency in Demon's Souls (I own it, but as I intimate, playing Souls games has not been a priority for me for a long time) and am now curious whether the game even 'works' in the sense of its original intent?
@@Yzerbruh As someone who didn't play until much later, I think the relative absence of people is also quite special. I was invaded maybe twice total during my first playthrough, and rarely did I summon or was I summoned: it just adds to the sense that the world is empty, that there's no people around for you to interact with, and it makes those encounters feel even more atmospheric and precious, like you've just briefly crossed paths with one of very few other wanderers in a large, empty world.
Amazing videos. Thanks for everything you do!
You're a smart and accomplished dude!
wheno and s theme came on my heart dropped and my ptsd kicked in
First up I want to compliment you on this video, it's really great! :D
Second up I wanted to tell you that your accent is amazing. You probably get that pretty often, but still.
Dark souls and the other games fromsoft has developed recently all have the same ulterior motive as they lead you through the story: make the player good. Simple trial and error and careful observation are sufficient to discover most of the secrets these games hold. I got good at sekiro by listening to the game and finding out what it wanted me to do.
amazing video perfect for my game reserch
what a godly voice. i love it
Great video. It seems like this game is designed as a path to mastery. You could put 70h into learning some skill. You will try, you will fail and the core notion is fail fast and often to learn faster by doing. Keep learning instead of quitting to achieve success. It seems like a really good game design.
I'd rate the video a "Meh" at best. I like the pointing out of short, medium, and long-term goals, that's a neat psychological concept, as was pointing out how dark souls thwarts those with the way it handles death, but a lot of this was a disassociated rant on difficulty that didn't seem to have an overarching point. It was divided between supposed toxicity, the value of difficulty, and how dark souls isn't actually that hard and is actually guiding you in a postive way.
You did cover the AI a little, which is cool, but remarking that it's not a particularly intelligent AI is kind of a no-brainer. I don't think anyone, even fans of the game would say that the series has intelligent AI, nor that it tries to or cares. The AI frequently has broken pathfinding, and generally just runs at you and does a random attack from its arsenal. Trying to say that people find it intelligent because it's so tough (because it has more health and deals more damage than you do) is kind of missing the point. The AI doesn't need to be intelligent any more than a megaman boss needs to be intelligent. It's about the AI having moves that are designed to be challenging to avoid, and difficult to find opportunities to attack against; Then the AI being placed relative to the environment so it is difficult to deal with them (such as by placing a wall on your right side so swinging attacks will bounce off the wall, requiring thrusting attacks) The classic bungie study of people finding hard AI more intelligent is always neat, but totally unnecessary here. Dark Souls AI does not need the illusion of intelligence at all, it simply accomplishes its task and that's enough. FPS AI tends to rely on behaving intelligently more, because Dark Souls combat works fine on a flat plane with no obstacles, but FPS combat implicitly requires obstacles and cover to work, because it's based on line of sight, and your only means of blocking line of sight are with cover (no dodgeroll, no shield, most games have hitscan projectiles). To that extent, FPS AI needs to move around intelligently, use cover intelligently, and flush you out of cover intelligently in combination with good level design to actually work, which is a much higher bar for AI, even if it's a pretty low bar for us (or it could just work like Doom or Quake, which let you dodge enemy projectiles).
Overall issue is, you didn't talk about the actual design of the game much. You didn't talk about how any enemy was designed. You didn't talk about the level design, you didn't talk about the way the attacks were designed, the stamina system, the item system, levelup system, world progression structure, and countless other smaller details. You're all, "It's difficult to approach this game, so much has been said about it" You're right, there's a lot that has been said about the game, but there's so much more left unwritten that it's practically criminal how much Dark Souls has actually been ignored. More has been written about dark souls than probably any other game in the critical space, but maybe only 10% of what there actually is to say about Dark Souls has been said.
Eh, gonna have to disagree with you there.
For one, "it's practically criminal how much Dark Souls has been actually ignored." It's been done to DEATH on the internet, it even has it's own subgenre as far as the gaming community at large is concerned. It's been analyzed to hell and back, and for good reason, but I don't feel like there's anything left to be ignored about this game.
I will agree that he didn't touch on design as much as he could have, but he still noted things like the learning effect that Dark Souls' respawn system has on understanding the world. You say that he didn't cover the actual design, but he was explicitly stating that you learn about the design of the levels and enemy placement through constant death and rebirth, and having to start right back at the beginning and enticing the player to find shortcuts and to look at the level around them with a more discerning eye. Punishment should always be a learning experience, but he touches on the fact that it's exacerbated through the central design philosophy of Dark Souls.
I'm also not sure where you're coming from about the "supposed toxicity", because I believe he only mentioned "toxicity" once. As for the difficulty, I feel less like he's ranting about the difficulty and more noting how it's not actually THAT hard, but challenging in an unorthodox way that takes a lot of new players off-guard. More to the point, however, he notes that it's almost a detriment to the game's image to label it as such a difficult game by focusing on the enemies and challenges in front of you. Yes, this is a game, you need to have a focus on those, but Dark Souls puts just as much focus on the world and aesthetic feel as well. The AI isn't actually all that challenging in terms of behavior, and that's GOOD for this game, because it works into the system that is put in place and that the player must learn about in order to traverse the world without unneeded roadblocks. You're not just fighting against the actual enemies in front of you, but also the world itself: bottomless pits, poison swamps, huge architecture with traps that require careful timing. It's all put in place so that a player who just tries to blast their way through without any prior knowledge will just fail again and again, yet also feels rewarding and makes the player feel like a master of the game when they do start to understand how the levels work.
Does he say any of this outright in his video? Not all of it, but that's kind of reflecting the nature of Dark Souls itself: it doesn't tell you everything. You have to seek out the information you want and discover what the world has to offer for yourself. By noting things like the base rewards system and the mechanics of respawning in this game, he's touching on the fact that the game is about exploration. You explore to find new items, souls, bosses, and other story paths, and THAT is what makes the game awesome. It's not about the difficulty, the difficulty is just there to encourage the exploration.
Yeah, every single games critic who has written anything after 2011 has written about dark souls, and yet despite everything everyone has written, only maybe 10% of the actual things worth talking about in dark souls have been covered by critics, who are more content to repeat everyone else's points and not bother to talk about the things passing them by every second they play the game. If you think the game has been done to death, you haven't played it.
For example, find me a critic who talks about why Bed of Chaos is actually a bad boss. Find me a critic who reviews the level design of any given area in the game, or who comments on the general level design patterns across the game. Find me a critic who talks about the relationship between stamina, attacking, dodging, and shielding. Find me a critic who discusses, or better: diagrams, the interconnectedness of the early areas and all the different ways you can progress, who discusses how dark souls 1 limits your capability to warp to only specific bonfires, making pathfinding to your actual destinations still a difficult task. Find me a critic who analyzes the way secrets are hidden across dark souls, the "secret language" that is built up over the course of the game. Find me a critic that can actually explain all the different ways dark souls subtly points you towards learning how the mechanics work. Find me a critic that explains the designs of the enemy movesets and how they're used in combination to complement one another.
There's stuff littered on the ground waiting to be discussed.
He should have said what you said in the video. This isn't a game, this isn't prose. This is a critique. If he didn't say it, if it doesn't come across, then that's on him. In a critique it pays to be simple, direct, and to the point, which he generally did not do.
I don't agree that the game is "about" exploration. A lot of people want to say, "Nah, dark souls is actually about this other thing besides difficulty, and it's only difficult in service to this other thing which is the actual thing that makes it good" almost like people are ashamed to admit that difficult things are fun. There are any number of linear NES games that are more difficult than Dark Souls, and they don't have that exploration aspect going for them. There's plenty of garbage games with new items, bosses, areas, and other story paths. Those things can add to a game, but they can't replace a good core combat system (or platforming, stealth, racing, or whatever the core mechanics are).
There's a saying, "As a beginner, dark souls is hard, as an intermediate, dark souls is easy, and as an expert, dark souls is average." Beginners tend to perceive the games as being impossible, because they are intimidated by its reputation, intermediates want to flash their bravado by saying the game everyone calls difficult is easy, and people who are more mature recognize that it's actually pretty challenging, but there's harder stuff out there.
I think it made sense for the marketing team to label the game as hard, because compared to most modern games, it's pretty hard. There's harder out there, certainly, but difficulty is something people enjoy about games, something that is intrinsically enjoyable for us as people. The article that the video cited misses the point that difficulty is older than video games, and also that computer games prized themselves on difficulty on a parallel evolutionary scheme to arcade games. Arcade games were just an outlet, a crucible, where difficulty was magnified by the monetization scheme, in a way that oddly bred a certain type of good game design. Arcade games needed to be difficult to force you to pay money to continue; they needed to be fair, so you'd never leave the cabinet because of something you felt wasn't your own fault; they needed to be fun, so you'd continue to play them; they needed to be easily understandable, so you could pick them up and play them quickly; and they needed to be over in 30 minutes or less, but still have a reason for someone who cleared the entire game to keep coming back to it. The human instinct towards difficulty and rewards is far more ingrained in us however, and games (even single player games) were difficult before computers existed. People went rock climbing for entertainment purposes long before we made games. Ski slopes are labeled by difficulty, with skiing down a Black Diamond slope being a mark of pride too. Consult Raph Koster's book: A Theory of Fun.
There's like, a pathological denial that a big factor in the reason people like dark souls is because it's hard among some people.
Chris Wagar If that's what you're looking for in a video about Dark Souls then I'm not exactly clear why you're demanding it of AI and Games.
Don't blame Tommy for your need to consume content and ideas that differ from the channel's objectives. I think your expectations are misaligned, and if you don't believe the game has been fully explored then why not explore it yourself?
It says design dive, not "AI of Dark Souls" like his other videos do.
I am working on that. I write a lot. critpoints.net/ I'm also looking into a ton of other games as well, and I can't write about everything. That and I want to see other people do good games writing too, step up their game.
Not sure why it has to be a critic that talks about all those things. I've seen critics, and lets play people, and friends on forums who have all talked to death about likes and dislikes and what they've noticed and analyzed about how Dark Souls is as a game. If you're talking about things being unsaid about Dark Souls on a more mainstream platform, then yeah, I guess it hasn't been talked about as much in that sector.
I do respect what you mean on the difficulty, and maybe to some degree the game is about difficulty. But I still argue that the difficulty is directly connected to exploring the game world because a lot of initial difficulty comes from not understanding the rules that the world sets since the game doesn't tell you all the rules. Take the ghosts that require you to use a transient curse to fight for example, or the ring back at the asylum that you need to get if you want to move easier at the bottom of blighttown. Hell, even factions like the Forest Guardians can be a strange and frustrating experience for new players just because they don't understand that there is essentially a "turf" faction that exists to punish players trying to get through the area to Sif.
There's no shame in a game having difficulty to its main credit, yes, but personally I like it when a game isn't just about "being difficult" and nothing else. I feel like focusing on difficulty when it comes to Dark Souls is doing it a disservice given the amount of effort the developers made in designing everything else, from the world design to the subtle storytelling. Besides, the difficulty can be a detriment to it when it's an unfair difficulty, like the aforementioned Bed of Chaos or the part in Anor Londo with the silver knight archers. Does that mean the difficulty is bad? Of course not, but I don't feel like it should carry a game on its own. With all that said though, it probably was the right move for the marketing team to focus on the difficulty given the public opinion on difficulty in modern video games at the time (and even now to some degree)
I personally don't have a problem with people liking Dark Souls because of the difficulty, and depending on how you look at it, it can be pretty hard. I just feel like the difficulty is way overblown compared to the rich lore and atmosphere it offers, and thus it overshadows those aspects that I like so much more. I'll admit, it probably doesn't help that I get frustrated at games a lot more easily than some other people, and I gave up a couple of times trying to play this one. But I've got three playthroughs down now, so there's definitely something that it's doing right that appeals to me
it is interesting that from at least this breakdown the gaming world's understanding of psychology hasn't progressed past the 1950s with Skinner boxes teaching good and bad behaviours and the understanding of the most basic functions of neurochemicals. It does make you wonder if the adoption of more sophisticated psychological techniques like social inclusion in Prey, cognitive dissonance in Spec Ops the Line and communication about rote instruction taking in Bioshock would lead to a richer set of experiences in the gaming industry as a whole. Currently, these more complex psychological effects are approached indirectly and half accidentally through the skill of the writer since narrative has hit upon these effects non-scientifically for hundreds to thousands of years but in gaming design, more advanced elements can be considered because the main narrative (like in a book) isn't the only point of interaction but instead world-building and ancillary interactions open up a lot of space for psychological manipulations. This could move game design from using behavioural psychology into cognitive and social psychology as we understand it today.
or maybe this is only interesting to me as a psychologist.
Not Dark Souls, but I really feel like Bloodborne made me a lot more patient even in real life. I'm not getting angry as fast anymore and accepted failure as part of progress. Kinda strange getting this kind of a positive effect from a game. Probably one of the reasons why it's still my all time favorite game .
Amazing video. Loved it
Dark Souls is not hard once you accept that dieing is part of the learning process.
Let me give you one example that I think explains this best: Manus.
Manus is by far the most aggressive boss in dark souls.
If you try to"just fight him" constantly, it will be very hard to pick up on his patterns since some of them are quite similar.
If you just block/dodge for 3-4 minutes you will learn all his attacks to the point where you can tell what he will do almost 100% of the time.
The the boss becomes only a question about patience.
Personally I almost never play like that because I enjoy the fervor of risk. But I did try this 2-3 times and the game is easy (really easy) once you learn those.
OFC there are some cases where this does not matter, like bed of chaos.... but you can just use firebombs there.
you've earned your cheeky subscription
I finished playing Dark Souls 2 a week ago. Now that I've played a Dark Souls game, I love it. There was always something to go after. Get that OP weapon to annihilate every living being in your path. Kill that one boss or enemy that's giving you trouble. It was amazing. I loved it so much, I defeated every single boss. It was hard, but fun. I failed so much, but never quit. Dark Souls definitely deserves all of its recognition
Excellent analysis, thank you.
Dark souls. The kind of game that is really only difficult on the first playthrough.
I found Dark Souls (all of them) to be difficult on my first playthrough, not purly because of enemy difficulty. But because I didn't know where to go, so the game kept me very tense until I reached a shortcut or a bonfire. But that element is completely gone after the first playthrough.