I'm just so happy we're getting dark fantasy Miyazaki again. GRRM being attached to this is just icing on the already delicious cake. Tomorrow we feast!
This is so cool. Even if GRRM's involvement isn't that big, just the fact that Miyazaki got to work with someone he greatly admires is awesome. I was also really happy for him receiving his lifetime achievement award from two of his biggest inspirations.
He's living the dream, well deserved.
I hope it's VERY challenging, but also hope it has a huge variety ways to customize the way you play and potentially decrease the difficulty through diegetic means.
I hope not, lmao.It would probably be really exciting, and he might be hoping to learn something new about storytelling from GRRM. In a recent interview, he talked about wanting to make a game with a big story like RDR2 someday, but noted that it wouldn't work so well with his current approach (the details of the story comes last after the levels and setpieces are done, which interestingly, is much like how action movies like John Wick and Mission Impossible are written).
Maybe with GRRM's involvement, Elden Ring is a step in the direction of a more involved narrative.
Why?I'm hoping they have an easy and hard difficulty level, but they're actually the same.
Difficulty for difficulty's sake is not the point or the idea of Souls games and anyone who tells you it is has no idea what they're talking about. Don't worry about those posts.If that's the case then how come nobody ever shuts up about how great the lore is? Difficulty for difficulty's sake is boring as hell. If you don't want the game to be easier than whatever, but basically all the praise of their games contradicts your argument here. There's a lot more to it.
That article is pretty misleading. Check my post in the related topic:It would probably be really exciting, and he might be hoping to learn something new about storytelling from GRRM. In a recent interview, he talked about wanting to make a game with a big story like RDR2 someday, but noted that it wouldn't work so well with his current approach (the details of the story comes last after the levels and setpieces are done, which interestingly, is much like how action movies like John Wick and Mission Impossible are written).
Maybe with GRRM's involvement, Elden Ring is a step in the direction of a more involved narrative.
I hope doors are only ever merely locked and not only openable from a single sideI know that we haven't seen the game yet but I hope there's something like the Master Key as an optional starting item. I really appreciated that because it made Dark Souls a more free-er experience than normal, even though it invited a lot of danger.
I imagine that there will need to be a few baby steps between the Souls games and RDR2/TW3, haha. Like sidequests that you can complete without needing a wiki for a start. I enjoyed the more traditional story and the cutscenes in Sekiro, but I would love to feel a bit more attached to the supporting cast.
Translated stuff is always frustrating like that. If Miyazaki does want to create a game with a bigger ensemble cast and coherent interrelated histories, teaming up with GRRM makes quite a bit of sense.That article is pretty misleading. Check my post in the related topic:
Yeah, that would be nice. Heck, I wouldn't even mind them if the shortcuts are well-designed.I hope doors are only ever merely locked and not only openable from a single side
I hope doors are only ever merely locked and not only openable from a single side
Ya know, this is one of those things that are easy to overlook but have a huge impact on the sense of discovery and exploration in a level. Psychologically, the moment you see a door that says "does not open from this side" your mind will go 'oh thats a shortcut'. Especially if you're accustomed to these games like a lot of us are. In a way it diminishes the effect of finding the shortcut because you predicted the door would be one earlier.
However, when the door simply says Locked, your mind could go 1. Shortcut, 2. I need a key, 3. Maybe I just cant open it. And so when you return to the door and it was a shortcut you weren't already primed for it being option 1 and it can still feel like a genuine discovery. Same for if the door actually needs a Key.
I hope someone at From is reading this lol.
I like this. Locked is sufficient and if there is a door that only opens from "the other side" don't have a prompt at all since it's not relevant until the other side is discovered anyway. (;Ya know, this is one of those things that are easy to overlook but have a huge impact on the sense of discovery and exploration in a level. Psychologically, the moment you see a door that says "does not open from this side" your mind will go 'oh thats a shortcut'. Especially if you're accustomed to these games like a lot of us are. In a way it diminishes the effect of finding the shortcut because you predicted the door would be one earlier.
However, when the door simply says Locked, your mind could go 1. Shortcut, 2. I need a key, 3. Maybe I just cant open it. And so when you return to the door and it was a shortcut you weren't already primed for it being option 1 and it can still feel like a genuine discovery. Same for if the door actually needs a Key.
I hope someone at From is reading this lol.
Ya know, this is one of those things that are easy to overlook but have a huge impact on the sense of discovery and exploration in a level. Psychologically, the moment you see a door that says "does not open from this side" your mind will go 'oh thats a shortcut'. Especially if you're accustomed to these games like a lot of us are. In a way it diminishes the effect of finding the shortcut because you predicted the door would be one earlier.
However, when the door simply says Locked, your mind could go 1. Shortcut, 2. I need a key, 3. Maybe I just cant open it. And so when you return to the door and it was a shortcut you weren't already primed for it being option 1 and it can still feel like a genuine discovery. Same for if the door actually needs a Key.
I hope someone at From is reading this lol.
I like this. Locked is sufficient and if there is a door that only opens from "the other side" don't have a prompt at all since it's not relevant until the other side is discovered anyway. (;
How is it possible that From just released Sekiro and is already about to announce a brand new game? Do they have multiple teams working on multiple projects? Did their B team or their A team work on Sekiro?
How is it possible that From just released Sekiro and is already about to announce a brand new game? Do they have multiple teams working on multiple projects? Did their B team or their A team work on Sekiro?
How is it possible that From just released Sekiro and is already about to announce a brand new game? Do they have multiple teams working on multiple projects? Did their B team or their A team work on Sekiro?
This is basically what I've thought about it. Though, I don't *really* have a huge problem with it, but once you've played a modern FROM game (technically you don't even have to have played one! but it probably goes mostly unnoticed by new players.), you just know that "does not open from this side" == you will be returning here later, and this is the shortcut back.Ya know, this is one of those things that are easy to overlook but have a huge impact on the sense of discovery and exploration in a level. Psychologically, the moment you see a door that says "does not open from this side" your mind will go 'oh thats a shortcut'. Especially if you're accustomed to these games like a lot of us are. In a way it diminishes the effect of finding the shortcut because you predicted the door would be one earlier.
However, when the door simply says Locked, your mind could go 1. Shortcut, 2. I need a key, 3. Maybe I just cant open it. And so when you return to the door and it was a shortcut you weren't already primed for it being option 1 and it can still feel like a genuine discovery. Same for if the door actually needs a Key.
I hope someone at From is reading this lol.
Try this thread https://www.resetera.com/threads/games-you-remember-names-you-dont.1239/Can someone help me find this game I know GRRM had a hand in writing. This game easily came out over 10 maybe 15 years ago. It was a 3D PC RPG. IIRC, the box had a skeleton or a skull, now that I think of it maybe a wizard on the cover. I was shit. It played like shit, the story was shit. But I remember it had his name on it obviously to get people lie me to buy it.
Possibly.Try this thread https://www.resetera.com/threads/games-you-remember-names-you-dont.1239/
That said, I'm pretty sure you are mistaken, and that GRRM had no involvement (beyond being tangentially linked to copyrights stuff for various Game of Thrones games) in video games ever before this one. You might be thinking of a different author.
I agree completely!This is basically what I've thought about it. Though, I don't *really* have a huge problem with it, but once you've played a modern FROM game (technically you don't even have to have played one! but it probably goes mostly unnoticed by new players.), you just know that "does not open from this side" == you will be returning here later, and this is the shortcut back.
Not that that's a terrible thing, but I would appreciate it if they kept it vague and mysterious!
I agree but I also feel that Dark Souls 1's overall world design made this an easier thing to pull off. We had to trade near complete interconnection for larger individual levels. IDK if they could pull it off again without making the connections feel nonsensical. Take a look at the Palace to Shrine shortcut in Sekiro for an example.I think getting rid of the "does not open from this side" prompt is an artificial solution to this. More inventive level design is the real answer.
Instead of just hiding what the purpose of that door is, if it'll come back here or if you'll explore that side later when you find a key, they need more creative shortcuts like the elevator connecting Undead Parish to Firelink Shrine. The way it's not even there but instead leads you to a hidden stash at first, but then becomes that shortcut that blows everyone's mind is so good.
And the "does not open from this side" gates can even be used to great effect when you don't see the shortcut coming, even though you were looking for it. Knowing that gate back in Iosefka's Clinic would eventually open did not prepare anyone for the way we reach it later on.
I wouldn't mind that message being changed to "Locked", but I think it'd be a very cheap solution that doesn't address the real issue, which is is the lack of Firelink Elevator tier shortcuts since Dark Souls 1.
Man, if what's keeping us from Dark Souls 1 world design is the size of the levels, I'll make that trade any time.I agree but I also feel that Dark Souls 1's overall world design made this an easier thing to pull off. We had to trade near complete interconnection for larger individual levels. IDK if they could pull it off again without making the connections feel nonsensical. Take a look at the Palace to Shrine shortcut in Sekiro for an example.
I agree but I also feel that Dark Souls 1's overall world design made this an easier thing to pull off. We had to trade near complete interconnection for larger individual levels. IDK if they could pull it off again without making the connections feel nonsensical. Take a look at the Palace to Shrine shortcut in Sekiro for an example.
Don't count on it. We also just got a CGI teaser for DkS 3 at E3 2015 no?I hope we see more than just a bullshit teaser like we did for Sekiro for the first time that had people guessing wtf is going on for a year.
What's the over-under on this being a horrorish take on western fantasy?
What's the over-under on this being a horrorish take on western fantasy?
So if the Souls games were spiritual successors to King's Field, is this a spiritual successor to Eternal Ring (for some reason)??
It obviously won't be (ER was itself basically a King's Field successor) but I just wanted an excuse for posting this