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Elden Ring World/Gameplay Info by Omnipotent
  • Deleted member 2229

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    Please post as much you possibly can in general context,since we are starving for any kind of info.

    And do it soon,if possible :-P
    Boy howdy, do I have a gift for you!


    No but for real


    The biggest single change in terms of design moving from Dark Souls to Elden Ring is the "open world". But there are a million open world games from MMO's to AAA games to BOTW, some very similar and some very different and some have even said "Well, isn't Dark Souls already Open World? [From a certain point of view]. So let's take a look at Elden Ring's Open World in terms of design.

    Remember when you first played Dark Souls and how cool it was traversing the world, especially once you got passed the early areas and human settlements like Undead Parish? Entering Sen's Fortress, The Tomb of Giants and Anor Londo? All these incredible and varying locales that made this world feel much larger than it really is and the scale at which things were designed making you feel like this world was truly not built for the likes of you? It's something I definitely missed from later titles. But after the shininess has worn off you're able to start seeing that this massive world wasn't really all that massive and was, realistically quite small. I want you to think about that while also thinking about Miyazaki's quote of "we want to do things we weren't able to do with Dark Souls". Imagine a game in which that illusion was able to be made a lot more "real". Now open your (metaphorical) eyes to Elden Ring.

    Due to the nature of the game being "open world" it's also able to more effectively capitalize on the concept of being able to see an area long before you reach it as well as looking back across the land to places you have already been, seeing how places connect and what not. This one of Dark Souls 1's most charming elements and it's been brought forward into Elden Ring in both a more natural way and on a much larger and more effective scale and I'd imagine that's a design element that most will appreciate, as I certainly do. You'll be traveling across the world and seeing places long before you're able to reach them. Imagine a scenario in which you arrive at the staircase like the one in the dungeon in DS3, looking out across a vast distance to see a castle like Archdragon peak. But instead of having to psychically transport yourself there you know that eventually you'll be able to cross that vast distance, bridge that gap and reach that castle to find what lies inside. The increased scale and scope is a hugely important pillar of this title.

    That being said, this world is quite large. Before you start freaking out and going "but From said this isn't your typical open world, is this going to be a big, largely empty world with random crap sprinkled throughout the world just to fill the space?" Short answer: Absolutely not. Long answer: one of the pillars of design in Elden Ring is to create a meaningful and fully realized world (to the best of From's ability). Which doesn't mean collectathons, random and sparse packs of copy pasted enemies and a lot of landmass simply for the sake of having a lot of landmass. What's important is creating a variety of experiences for you to encounter and face throughout your journey while also making the world feel real and alive, like a place you can truly immerse yourself in and lose hours to and to a massively greater degree than in previous titles. As well as filling the world with interesting landmarks to draw your attention and help you familiarize yourself with your surroundings but also points of interest along your journey from one goal to another.

    Areas will connect to one another like Dark Souls and I think it's worth mentioning that they are aware of the problems of the infamous Iron Keep > Earthern Peak and the increased space allows things like that to be avoided.

    In terms of the landmass itself, it's far more similar to the works of Miyazaki's idol Ueda than anything else (at least outside of Fromsoft), so it's not just about having a super large mass of open field, but also degrees of verticality (where it makes sense) as well as natural transitions between the more open sections and the less open sections like castles and ruins and whatnot. When I mentioned Scotland in the original E3 post this is what I was referring to. Not Celtic or Gaelic Mythology (and such rumors had nothing to do with me). The landscapes of Scotland served as an inspiration for Elden Ring's landscapes. That being said you'll also be sure to see plenty of cool fantasy locales

    "Alright, well, that's cool and all but after a while things might get a bit samey right? And I'm not seeing how this is really all that different aside from just being bigger" While aside from there being a number of different locales this is a great opportunity to talk about another massive change. A departure from static worlds to a more meaningfully and active one. What do I mean by this?

    Looking first at past Fromsoft games Demon's Souls, Dark Souls, Bloodborne, Sekiro. These are all, largely static worlds. Things generally, don't really happen unless you're there to make them happen. Enemies might patrol a certain, small perimeter at best and during major player activated story events, enemy layout might change and or the behaviours of a few enemies might change in tiny ways. Such as the church giants in Bloodborne no longer patrolling the area and instead sitting on their knees. But overall, once you've been through an area once even after it's changed you generally know exactly what to expect and where to expect it. The player activated changes might indicate a change in time of day across the entire world that will persist until again, the player activates an event and changes it or other things that are, fairly superficial.

    And looking at the vast majority of open world games, they have day/night cycles and weather systems and both are usually primarily if not entirely cosmetic.

    So where does that leave us with Elden Ring? Starting with static/nonstatic. Elden Ring, like past games will have opportunities to effect and change things in the world. But the noteworthy element here is that the world will change on its own. I don't mean in any singular major sense but perhaps you're strolling down your typical route to get from point A to B, having a jolly time on your horse, blasting old town road and before you know it you're met with some sort of towering monstrosity. You've now got 2 choices. A try your luck and attempt to take down the beast. B: Pull a big ol nope and get your ass right out of there. Maybe you pick B, and end up taking a different route from now on…but who's to say it won't show up there too? Or even if it's the only one out there? Perhaps you've been traveling, see something cool and start traveling inside some ruins or a cave. You start making your way back out and hey, things look a lot darker outside than they did when I came in and the enemies that were here when I left aren't here any more…but some other things are. Perhaps there are ways to use this situation to my advantage, but perhaps I don't want to risk it. The game also has its weather cycles though I wouldn't expect anything particularly expansive or exciting in this department. Ultimately you're left with a world that feels a lot more alive and like I said immersive. Like this is a place where things live.

    Accompanying this are some changes and improvements to AI and design that has found new ways to trick the player into a false sense of security before being murdered. We've now leveled up from things hiding behind a corner and popping out to either slit your neck or kick you off a cliff, now we've got more involved and elaborate jebait mechanics to go with a more sophisticated world (Though I'd imagine plenty of the usual will end up in the game as well).

    With all this being added and all the work being put into making this title what it is, I wouldn't expect the likes of world tendency or insight this time around.

    And all this is pretty much open and free for you to explore.

    "But I like Fromsoft level design and hate open world games" There will, of course be plenty of your typically meticulously crafted areas for that too.

    Alright, happy new years everyone.


    Also shout out to this charity, for all the people who are going to end up looking at this post, please at least give this a look and at least consider doing your part to help out with the Australian wild fires.
     
    Omni talks about fantasy relevant to ER
  • Deleted member 2229

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    Disclaimer: So this was originally a much longer post that is still unfinished, but I figured that this finished bit was enough to be worth while, at least on the topic at hand. I'll finish and release the rest when I can but again, this bit isn't really ER heavy or specific, especially when the whole thing isn't finished. But hopefully it is of some value to some of the people here. Not sure how much value it'll have to those looking for content to make articles or videos about or for Reddit. But hopefully this helps to continue paint pictures in your mind and you can start picking up what I'm putting down.

    Let's Talk Fantasy: (Part 1)

    In this segment we're going to go over, maybe not all things fantasy, but talk about different types and elements of fantasy, mainly those relevant to Elden Ring, hopefully this will give some of you who are looking for something cool to check out while you wait for ER will find something worthwhile or learn something new. To do that we're going to talk about:
    • High Fantasy
    • Low Fantasy
    • Dark Fantasy
    • Lord of the Rings
    • A Song of Ice and Fire
    • Dungeons and Dragons
    • Berserk
    Note:

    There are no hard and fast rules as to what constitutes high fantasy, dark fantasy, etc. The terms themselves have been diluted over a number of decades for a number of reasons as the world of writing isn't exactly black and white. But what I want to do here is share some examples of what makes one distinct from the other.

    Also, I am by no means an "expert" on any of the following, just a fan and a fan of some more than others. I'm sure there are plenty of you out there who know far more than me about any or all of these and if you are one such individual, I'd love to have you chime in and share your own thoughts, opinions and recommendations.

    High/Epic Fantasy:

    The term "high fantasy" itself is typically an indicator of the percentage of "Fantasy" content more than anything else, including tone. But your archetypal High Fantasy world or story has a number of elements that generally make the whole feel distinct against other fantasy stories.

    Some of those elements being:

    • A world that is not our own.
    • The presence of fantasy creatures such as dragons
    • Magic
    • Typically inspired by Medieval Europe
    • The Hero's Journey
    • A band/Cast of characters that accompany the protagonist on their journey
    • A lighthearted tone
    • Multiple [intelligent] races [Elves, Faeries, Trolls, Giants, or whatever else your world has as native inhabitants]
    • A bright color palate
    • A number of incredibly fantastical locations that could not exist in our world
    Again, none of these elements are required. You can have a story that omits having a cast of characters that accompany the protagonist and a light hearted tone and or having multiple intelligent races and still have it be considered "High Fantasy" but it may be referred to as "Epic Fantasy" Instead and the line there is quite thin. But we'll talk about that more later

    Low Fantasy:

    A "Low Fantasy" story can have all of the elements of the above except that it would have to take place in our world. An example of this would be something like Harry Potter. It's got dragons and fantasy creatures, magic, the heroes journey, a mostly lighthearted tone and a cast of characters but because it takes place in our world it's considered "low fantasy". I would imagine that despite there being a number of fantastical elements, the ratio of real world elements to fantasy would fall in favor of the former.

    Dark Fantasy:

    The exact definition and distinctive characteristics of "Dark Fantasy" are hard to pin down due to the term being used and abused over a number of decades as well as the fact that there's a lot of crossover. The only real specific descriptor that can really apply to all things considered "Dark Fantasy" is that it's fantasy, but dark. What exactly "dark" means can change from work to work because again, the term has been overused but if there was a specific descriptor I would use that differentiates [what I would consider to be] Dark Fantasy over really any other forms of fantasy is that it often showcases and or takes to extremes the degree of hostility and malice that people are capable of or just the overall "darkness of humanity".


    A Song of Ice and Fire:

    Depending on who you ask, what sort of Fantasy "A Song of Ice and Fire" is outside of being "Medieval European Fantasy" you could get a few different answers, high fantasy, epic fantasy, dark fantasy even realistic fantasy. This is why its kind of hard to draw hard lines between different types of fantasy. There are also essentially two versions of ASOIAF out there. There's "ASOIAF" the series of books and then there's "Game of Thrones" the television series. While I'm not going to make any comments regarding quality, for the purpose of what we're trying to do here, (Look at Fantasy for fun but also for the purposes of ER) I'm going to ignore the show and focus on the book series. This Is for two reasons.

    A: If you want to get a good idea of how G.R.R.M creates worlds, characters and fantasy, you're going to need to look at G.R.R.M's work rather than an adaptation.

    B: Game of Thrones neutered and removed a number of the fantastical elements of ASOIAF, due to budgetary reasons, production reasons as well as in favor of wider appeal.

    So, Game of Thrones isn't really a good example for what we want to do.

    That aside, ASOIAF features most of the above examples of High Fantasy though we can sort of remove Hero's Journey, the lighthearted tone and characters accompanying the protagonist [As there is no single set protagonist]. The color palate is debatable given that this is a book series and the color palate technically is whatever you imagine it to be, that being said, there are a number of officially commissioned works of art that we'll be looking at in another section.

    I'm sure by now that unless you've been living under a rock you've heard of the content within Game of Thrones [and by extension ASOIAF], how dark and depressing it is, that it's brutal, sex obsessed, your favorite characters will all die, etc and you might get the idea that as a result this would be a "Dark Fantasy" series. But I don't think that's a label I would really agree with.

    A lot of people have the idea that GRRM is some sort of masochistic, evil story teller but that isn't really true and is a misunderstanding that seems to primarily stem from GoT and D&D's adaptation and handling of the material.

    Based on that image, people make a lot of assumptions on what ASOIAF is, the way GRRM writes and how that will effect Elden Ring.

    GRRM for the most part has a very unique way of writing and creating casts of characters with interesting traits and weaving them together to create a very engaging story.

    The thing about ASOIAF and GRRM and High Fantasy is that in the same way that Evangelion is a bit of a reaction and deconstruction of Gundam and mech anime. ASOIAF is a bit of a reaction and deconstruction of High Fantasy and LOTR in particular, where everything isn't good vs evil and that all your words and actions have consequences. Between that and the focus on being, maybe not accurate (I don't know, I'm not a medieval historian) but more based in realism setting of a medieval political landscape and the result is a story that is often dark and brutal, but not out of any singular intention and desire to be so for the sake of being so but is more so the logical conclusion of the intersection of these elements.

    Medieval life was not great, rape, murder and mass murder happened often, as a result, these things are also present. Beyond that, characters dying or ending up in precarious situations (with some individuals just having terrible luck) is more often than not a result of their own actions and traits leading them down a bad path.

    GRRM doesn't believe in "fool me once, shame on you" it's, "well if you got fooled it's your own damn fault" as the logical conclusion of many actions are often telegraphed far away, in universe where characters can often fail to heed warnings or common sense and the ones that get ahead are the ones that don't fall into those trappings. The infamous Red Wedding is probably a perfect example of that. But this is also what makes them feel real and the story engaging. Some people can be really great and noble, some people can be really shitty, most people fall somewhere in the middle and have a number of traits both positive and negative that make them an individual. Some of those traits can be a strength or a weakness depending on the situation and how either you or someone else decides to exploit them and that's really what it's all about.

    Is it still morbid? Yes. Is it morbid to the incredibly exaggerated degree that pop culture has made it out to be? Not really. But I suppose this will also depend on your tolerance. Though if you're reading this out of interest in Elden Ring and From works in general I'd imagine you'll be fine. Acts of sex and violence aren't really gratuitous like they can be in the show, they aren't glossed over but given what feels like the appropriate tone and weight while also not dwelling on it much either and I feel are written fairly tastefully, given the subject matter.

    Despite events also more often than not being, less than positive to say the least, I feel that there is a degree of optimism and positivity to be found within his writings. Seeing characters face internal or external hardships and seeing how they pull themselves through. While I find some characters to be far more relatable than others I find that there's often something that I can connect to in each character on a personal level. So much so that I had once asked a friend which character I reminded him the most of and they listed off 6 or 7 different characters.

    Beyond that, one of GRRM's best (and most relevant) traits is his ability to world build. Westeros (Really Planetos as a whole, given that Westeros is only a single continent not the entire world of ASOIAF) feels incredibly vast, but also fully realized and lived in, with an increasingly detailed history spanning across multiple books even outside of the main releases.

    Despite the story as a whole really revolving around medieval politics, houses and individuals far more than elements of fantasy. Many of the standard tropes of fantasy are present within the world. From it's most obvious element of dragons to the likes of:

    -Multiple races [Giants, Children of the Forest, The Others]

    -Many many elements of magic (Witches and Warlocks and Pyromancers [Oh My!] and really Wizards of all sorts)

    -Multiple forms of the undead

    -Gods, some of many forms and some of many faces, some in high places and some much lower[some might say deeper]

    -Literal forces of nature

    -Massive imposing castles and structures that have a lot to say about the history of the location and those who inhabit such locations

    All of these things have some significance in both the narrative and the world in some form or another, some more than others. While it's not really the sole focus of the narrative as it is in something like LOTR, these elements are still present. So it becomes pretty clear as to why despite being so different in terms of tone and intention, almost being on the opposite side of the spectrum of LOTR yet can still fit into the same category even though it may not fit the same mould. But all of these things come together to create a very cohesive and interesting world, despite succumbing to some tropes of the genre it has its own unique spin on many of them or the way in which they interact with the rest of the world makes them interesting, even if the concept isn't wholey or inherently interesting on its own.

    So what is the point of all this and how/why is this relevant to Elden Ring? The first point being to try to sell you guys on ASOIAF, introduce you to something I personally love and give you something to check out while you wait and get a real understanding on how GRRM does things. It'll obviously be an influence on Elden Ring in some places either intentionally or not simply because Miyazaki himself is a fan and GRRM is working in collaboration on the title.

    Obviously given the basis of this collaboration, with GRRM writing only writing world history and helping to create the world and From's general proclivities in terms of narrative, there won't be much in the way of sprawling multi character driven narrative. But again, given that GRRM is involved there will be some natural overlap in terms of ideas and themes that are explored and the way things are explored. That's not to say Elden Ring is ASOIAF-Lite or even ASOIAF-adjacent. Again, fantasy kind of takes a back seat for the most part in order to be more character driven by the way of medieval politics. There will still be elements of politics, this is GRRM but given the needs of this sort of game, especially a From game, it's going to be more fantasy based and focused as a whole.

    That being said, you'll get a much better idea on how GRRM creates a world by reading his works than you will by watching the show or even just reading what other people say about it and you're better off reading ASOIAF to get a better understanding of what Elden Ring is rather than going out to pick up X European Fantasy Legend collection to develop your ideas and speculation and hopefully in the weeks and months to come this is another element that we can discuss as well as post launch.

    To really help pique your interest and give you something to look at I'll drop some of my favorite ASOIAF pictures.

    main-qimg-5c08d036cb604bd7b99c9c47e15c00e4


    C2dP3nB.jpg


    philip-straub-gameofthronesfinal.jpg

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    Varamyr.webp
     
    GRRM / ASoIaF reference
  • Deleted member 2229

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    Hopefully this will also help anyone that decides to get into ASOIAF:

    The Main Series:
    Book 1: A Game of Thrones
    Book 2: A Clash of Kings
    Book 3: A Storm of Swords
    Book 4: A Feast For Crows
    Book 5: A Dance of Dragons

    Unreleased as of yet:

    Book 6: The Winds of Winter
    Book 7: A Dream of Spring

    You can of course get these all in hard cover, paperback, ebook, whatever but there are also illustrated editions for anyone who may be interested. They're pricier but worth it if you're into that sort of thing.

    Supplementary Material:

    -Fire & Blood (Detailing the history of House Targaryen up until Roberts Rebellion, I.E a few years prior to AGOT. Also the basis for the upcomming show "House of the Dragon". GRRM has also stated that he's planned (two more IIRC) sequels to F&B)

    -Dunk & Egg/A Knight of the Seven Kingdoms/The Mystery Knight/The Hedge Knight(Side stories)

    -The Princess & The Queen/The Rogue Prince/The Sons of the Dragon (Prequel novellas)

    -The World of Ice & Fire: The Untold History of Westeros and the Game of Thrones(Sort of Self Explanatory)

    -The Lands of Ice and Fire (A Game of Thrones): Maps from King's Landing to Across the Narrow Sea (Also fairly self explanatory)

    So these are really what you want to be looking at to get into the series. I think there's also an art book out there which contains some officially commissioned pieces of art (some of which I've used in my post) but I'm not sure of the name.


    Yeah, I want to show some Wes Anderson, some Scorsese and Kubrick, but the high school censorship is a strange one especially when you have parents that are more accepting than others on what the content is. I would like to show Scorsese's adaptation of Silence, but as it deals with the condemnation of Christianity in Japan during the 15th century, I would be concerned about the reaction to it from the parents. Parent slips are going to be common place.

    Sounds good, pace your releases. If you ever need another pair of eyes to look through a section, feel free to send it my way and I will use my seasoned elven English teacher eyes to give suggestions.
    will definitely take it into consideration, thank you!
     
    Last edited:
    Omni clears up some misconceptions
  • Deleted member 2229

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    Just want to pop in and make sure we're all on the same page here and clear up some misconceptions.

    The way I see it is Elden Ring is sort of a new start for the Souls games. Going back to Dark Souls 1 in particular and building off of that while of course looking at what they've learned on subsequent games and implementing elements of everything that came after where they see fit. Creating a new "baseline" for future "Souls" games or From A/RPGs.

    So what that means in practice (As some of you have speculated) is moreso focusing efforts into exploration and world design elements more than other elements. I wouldn't expect any singular aspect of the game to be "revolutionary" or completely out of left field. Again its building off of prior games and It's uniqueness, at least in my opinion comes from that. I already think that these games are top tier, especially in the ARPG scene. So to have them take what they've learned over the past decade, sort of go back to the drawing board and build something out of those pieces has it result in something that is greater than the sum of its parts, at least IMO. But I would say the exploration and world and how things come together are the most impressive aspects. Which is then coupled with systems and improvements, such as improved AI and dynamic day/night & weather, dynamic enemy placement, roaming enemies and large roaming creatures, etc. Things that sort of seem small on an individual level and aren't really ground breaking game systems but become a lot more significant when you look at it in the context of:

    -Fromsoft Dark Souls 1 level design in a bigger world and again seeing things long before you're able to reach them and things being on a much greater scale than theyve ever done before.
    -More open level layout.
    -A lot more freedom and choice in direction and in some ways progression.

    As well as looking at other basic systems, looking at their best implementation of it and then doing that on a larger and or more consistent scale

    The lore and art of the world I think will also play a significant role in making it feel unique and fresh and I think that is important as well.

    Effort is being put into improving both magic and melee combat and movement and there are some cool things going on there. Some QoL things are being brought over. But you're not going to get Sekiro tier mechanics and depth or anything in this game as implementing stuff like that when you've got stat allocation, massive gear variety (the most thus far unless stuff gets culled) as well as build variety, PvP and what not, then you've gotta make it fair to magic users and whatnot. Balancing that all becomes an unmitigated mess when you have so many variables to deal with. Meanwhile Sekiro only had 1 weapon + tools and linear stat progression. So i would keep my expectations in check on that front too. Going back to the earlier thought process, I'd be thinking along the lines of Dark Souls as a baseline and developing things outward from there. But I think that in terms of moment to moment gameplay some of the QoL carryovers from Sekiro (like a dedicated small jump as one example, no not hopping on heads) will help make gameplay at least feel more meaningfully distinct over just another Dark Souls sequel and provide some more movement or tactical options where it makes sense.

    So I wouldn't put my hopes into any super complex systems or anything making it into ER. its more a matter of taking all of these puzzle pieces, making improvements, adding some new things where it makes sense or adds something of value without becoming a hassle or detriment to development and putting something together that ultimately represents something that is again, greater than the sum of its parts.

    Also:
    While I have been teasing subterranian stuff, I think some people have gotten the idea that I am teasing or promising water having an important significance in ER. I am not and I think people have gotten the wrong idea based on perhaps ineffective wording of a metaphor on my part and personal works of a From 3D artist. So, don't wanna get anyones hopes up for anything significant on that front.
     
    Omni talks about Elden Ring's world design
  • Deleted member 2229

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    Alright so lets go over this one more time.

    Starting with: Given that It's generally the same people in here and my posts are first and foremost, for the people in here, I usually imagine us to all be on the same page. So my posts are addative and are supposed to work in conjunction with one another, adding context to past things and extrapolating on other things further.

    Like Love Machine eloquently put it above. It's not about literally going back to Dark Souls in all but name. But given that this is a Fromsoft game, a medieval fantasy action role playing game at that, there are going to be similarities in terms of design and direction more so than any other game. Like siblings, they share the same DNA as they're from the same creators. But also like siblings, two siblings could look similar and have the same general values due to having the same background but have completely different interests.

    While Dark Souls 1 is not where it all started, Its kind of irrelevant to the immediate discussion given its approach to world design is so distinctly different from its successors. Elden Ring included. Dark Souls 1 is a more appropriate starting point given that not only was it the first of the bunch to implement that sort of interconnected design but it has design philosophies that were not prioritized or had been abandoned in its successors and that is mainly what I'm alluding to.

    Again, bringing back some of those design philosophies and thinking about how it can be done differently, in a different context or done better. A big one, again, being the players freedom of choice in direction and how to approach a situation.

    But that does not mean that we're returning to the essentially hallway esque design of Dark Souls 1 where clever level design makes the world seem a lot larger than it is. There will still be elements of that as there are technical constraints and it's kind of hard to put a fully playable map of a country into a game without concessions (See: Witcher 3) but instead, this time things are actually large, actually open and you're actually traveling large distances to get to far off places, rather than traveling a few blocks to end up in a different castle.

    I've previously likened it to Shadows Of The Colossus, that is still true. But it doesn't really tell the whole story. Because while SOTC is open, vast and there is an important sense of scale and distance, and it cleverly weaves between large open landscapes with different vistas down into pathways and decrepit ruins and back outward again. It's incredibly empty and your freedom is limited and while there are variations in vistas through the use of different biomes, everything conforms to the same sort of visual design philosophies, which works for this game because there isn't much in it, but wouldn't work for a From game. You can technically go anywhere you want, but that doesn't mean much when the only thing you can really do is kill the Colossi and you have to kill the Colossi in a specific order.

    Which isn't really the image I want to depict of Elden Ring. Yes the vastness, the openness, the freedom, the clever funneling of player pathing. But less so the emptiness and the lack of player freedom or player choice.

    Which again, goes back into Dark Souls 1's design philosophies. These together start to form the bedrock of the world design and then you start adding things on top of that.

    Dynamic day/night cycles, lighting, weather, I'll even throw you a bone and say wildlife, enemies out in the open world that change their positioning, both big and small. Things that make the world feel like it lives and breathes and doesn't just exist as your playground and while they're relatively minor when looked at as singular elements. You start to take all of these elements and put them together and ultimately what you have is something that again, shares the same DNA as past games, but culminates into something different.

    Even just looking at weather, day/night and lighting on its own is cool to me, because while: yes they're in so many games that its not inherently interesting or special. When you look at past games, with very few, contextual exceptions. Every area and locale is going to look essentially the same from when you enter to when you leave or even when you come back. Bloodborne, Dark Souls 3 and Sekiro dabble in time of day changes, but these are all irreversible and in my opinion, especially in the case of Dark Souls 3, aren't really super effective in changing the mood and atmosphere of an area and any fan of these games, especially when it comes to world should know that mood and atmosphere are huge parts of what makes these worlds and zones special.

    You could enter a zone at dawn on a rainy day and exit with the night setting in and clouds clearing the way for the sky(which will be fantastic for the screenshot community), and even that can change more than just atmosphere with different enemies moving into the scene. Perhaps from there you've decided you're done with this area, see something in the distance and start making an effort to travel in that direction to see what it is.

    Which is sort of another element of Dark Souls, you can see Duke's Archives from Undead Burg, and so on and so forth, but due to the way that the game is constructed, you can't really meaningfully execute on the dream of "see that, go there" of your own volition because the game will funnel you there when the game decides its time. Here it's different.

    Which is why its not "Just Dark Souls 4". Yes there are elements of Dark Souls, which is to be expected given that again, this is a Fromsoftware Medieval Action Roleplaying Game but its taking the design elements of past games and taking them in a different direction and like Miyazaki said, doing things they couldn't before.

    And like Love Machine said, world and lore are huge parts of what make these places feel distinct and unique. Yes there will be some similarities, but in the same way that the actual game world has elements of Dark Souls that have been approached differently while also having its own new ones that come together to create something unique. The world and lore will be the same, there will be dragons, but that doesn't mean its just Dark Souls 4 and personally I'm super happy with the direction that's been taken with the lore and story, more so than Dark Souls, but we will save that conversation for another time.

    So while yes, you're not getting 10 million NPC's with 30 million lines of dialogue or BOTW style exploration, Sekiro combat depth or anything that is all that revolutionary (the why should be obvious for many reasons that I can't be bothered to explain right now) , that doesn't mean this game isn't as robust and worthwhile of the moniker of open world (or more specifically Open Field) or is just another Dark Souls. It's taking that baseline and seeing what else can be done with it.


    *sigh* I come to this thread to get away from Star Wars talk. You're breaking my heart Omni.
    I don't know what you mean, this is my Elden Ring lore post. Completely original, pulled straight from the GRRM book.
     
    Omnipotent Lore Post
  • Deleted member 2229

    User requested account closure
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    Oct 25, 2017
    6,740
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    The world & lore of Elden Ring are probably my favorite aspects of the game and big reasons as to why I consider it to be a potential personal all time favorite. I've always dug the lore in these games and the places we inhabit, some far more than others but it's always the connective tissue that can really make or break a game for me and at times is the deciding factor in whether or not I'll even give a game a chance. That being said, being a fan of ASOIAF & From games, a collaboration between the top minds of both is of course a dream come true for me. So let's take a bit of a look into why this collaboration is so cool.

    Before we begin I think it's worth once again reinstating that G.R.R.M did not write the narrative of this game. He wrote the back story and world history of Elden Ring as well as collaborating with Miyazaki & From on the world itself. Miyazaki handled the narrative instead and Martin's writings are used as world history, there was no hardline rules on how they had to adapt his writings and they were free to interpret them as they see fit and create based on that. This is the nature of this collaboration.

    So as we discussed prior in the context of Fantasy and ASOIAF, Martin's best qualities are his incredibly detailed world building through his ability to create believable, living, breathing worlds that have a large sense of scope and an almost encyclopedic sense of history. On top of that he has a great knack for bringing in well trodden concepts and ideas in the realm of fantasy and making them interesting either by twisting them or by their placement in a larger whole. That is what's being brought to the table here. A history that delves into the statecraft of this world, political confrontations, its major players and powers and other important presences who's influences and impact can be felt into this day. Usual Fromsoft stuff to some extent, but obviously with a bit more emphasis placed on the importance of these things rather than having it be the usual very much in the background, blink and you'll miss it stuff.

    Important inhabitants of the world aren't just humans or 'Not' Humans (though you as the player character will be) with everything else being an enemy of vague intelligence but you'll be opened up to a much wider variety of interesting folk on your journey, different races, some of which may have similar fantasy roots as races already explored in past games but explored differently, the likes of some you may have already glimpsed in the trailer. Others will be new with their own Fromsoft tinge. Different races out in the world add a lot of personality, variety and vibrancy that wasn't really there before as the majority of who you meet are generally human or some form of human-esque.

    My reasoning for labeling Elden Ring "High Fantasy" begins there. The scope of the world, lore and narrative is more grandiose than past games in pretty much every way to match the new, greater scope of the game it's meant to inhabit, in addition to a tone that strays a bit further from convention into territory of being brighter than usual Fromsoft fare (though being a GRRM/From game it'll have its dark moments).

    From the concept of the Elden Ring down to the major players involved in this world, even down to things more 'simple' like the functions of magic and its place and purpose in this world as well as those who wield it being more fleshed out than usual, both in terms of their sub-narrative as well as organizations of their own. Its immediately clear that a lot of time and effort was put into fully realizing this world and everything in it, arguably to a degree unseen in past games.

    Schools of Magic aren't just about what sort of element you wield but which school matches the ideals you most closely adhere to and which organization you might feel more connected to. Things that will be explored through their visual design and in game narratives.

    As for the Elden Ring itself. I think its my favorite From concept yet and it's deeply tied into the world itself in a number of aspects, I personally would argue more so than the likes of the Dark Sign, Souls and the linking of the fire or Old Blood. As those prior examples were aberrations of the natural order and state of the world, the Elden Ring was the state of the world, and obviously when something like that is shattered, everything is effected.

    To draw a bit of a parallel to our world. We have things like the moon, our magnetic field, our atmosphere. All of these things have an important role in our life on earth that is so intrinsic to our existence that having one of or all of these things removed would change the planet and all life on it. The moon has an effect on animal life and is used to guide behaviors in different species, as well as the tides, it was once used to measure the passage of long periods of time. The magnetic field helps keep us safe from the likes of cosmic storms and solar flares as well as affecting the fundamental force of magnetism, which is also used by many guiding instruments. I shouldn't need to explain why our atmosphere is important, and if you need further proof, look at Mars. But why is that relevant? Because the Elden Ring is a fundamental force of this world on that scale and while it's loss hasn't literally wiped all life off the face of the planet, it's had a number of more exciting fantastical effects on the world.

    What happens to the land without it, its people, its visible and tangible effects. What happens when the barrier comes down and all the worst and unimaginable things it was keeping out start to make their way in. When someone you once knew becomes something. When existence itself and everything within and around it just stops working as intended. Its influence has seeped into everything for better or worse and you get to witness the results of that.

    How do you deal with that, how do the people around you deal with that, governing bodies, nations, the divine royalty of gods and demigods. How and where does everything intersect? What comes next?

    And its not just about reading about it through lore but going out there and seeing it for yourself, experiencing it and having it be represented in every aspect of the world around you. Expanding on environmental storytelling

    So what does that leave you with? A world in turmoil, strife and conflict amongst peoples in which the forces of existence itself have been broken, and the ensuing aftermath of which you get to wade through and experience for yourself across great distances and locales that are equally as grandiose as the world they inhabit that really bring in that high fantasy feeling to your trek, not taking place in just a single land like past titles, but multiple with their own distinct qualities, characteristics, visuals and recognizable inhabitants. This will be more of a journey than ever. Part of making that world and journey more engaging and believable though is populating the world with interesting characters for you to meet, with their own journey and stories and that's another aspect that From is making an effort to improve on. A lot more characters with stories that will span further across the game in terms of location and story progression with their own motives and personal ambitions. Like the larger and more involved NPC quests of DS3 but on a more consistent scale.

    The player themselves also gets a more interesting and involved personal narrative beyond "go here, do thing, save land because I said so".

    What you're left with is a larger world than Dark Souls with places that aren't just alluded to, but you get to explore yourself, facing a more intense and far further reaching internal as well as existential calamity when fundamental forces of this universe are broken. Leaders and nations, the divine and the fiendish, all in conflict and you finding your place throughout all of this. Resulting in a powerful narrative with more dramatic weight than preceding titles but not any more overbearing.

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    Important commentary about insiders
  • Deleted member 2229

    User requested account closure
    Member
    Oct 25, 2017
    6,740
    I was going to make a post about insiders a few weeks ago but decided not to because it felt petty, but I feel like now is an appropriate time to make such a comment.

    Every lets say, 6 or so months, like clockwork we've got a new insider in here or elsewhere claiming to have information on Fromsoft titles. I usually don't say anything because I don't want to get into game of useless "He said, She said". It's not worth my time, so I step out and let things happen on their own and every time we go through the same cycle of: "Alright, lets trust this person because they claim to have info, let's then draw conclusions based on said info and then let's get mad about it either because we don't like it and or because it eventually doesn't come true." In the last page alone I've now been accused of misconstruing the truth based off of what two other people have claimed, rather than the fact that you know maybe that or those persons are wrong or the conclusions you're drawing are wrong and shit like that is incredibly irritating.

    I care about you guys and the community, that's why this thread exists and why I'm here constantly and have stuck around not just for the past year of Elden Ring drought, but since TGA 2017. Sometimes I take a break for my own good, but regardless, I've been at this for nearly 3 years straight now, for you guys. I don't get paid to do this, my name or identity aren't attached to this so I gain no real fame or notoriety out of this. I do it and keep doing it because I'm a fan too and I want to be able to give back to other fans.

    But it becomes frustrating to me for all the air to be sucked out of good conversation and for us to lose positivity because someone came along and claimed X thing. I don't want to toot my own horn but I feel like it's warranted. Do you ever wonder why there's no Fromsoft insiders outside of me and why nobody else sticks around? Because Fromsoft info is hard to come by, almost nobody has it but everybody wants it or to be attached to it because of how hard it is to get and From's pedigree. Especially with Elden Ring being their biggest name with GRRM being involved, everybody wants to hop on the bandwagon and be attached.

    I can count on 2 hands all the people (outside of myself of course) over the past 3 years that have claimed to have accurate Fromsoft info, and I can count on one finger the number of people who have been entirely accurate, and that single person had very little to say.

    But you guys and others don't know any better (which isn't your fault) and take what people say at face value and then get upset over it. Websites report on it, and it spreads to more people and rinse and repeat until the original insider ends up hanging themselves with their own rope and in 6 months another one walks through the door with the same promise.

    Ideally, I'd like to keep you guys on track with whats going on, but for the safety of how I procure my information as well as other reasons previously mentioned, there's precautions I need to take, which includes not blabbing about anything and everything. Which also makes it hard to debunk everyone that walks through the door. I'm not going to go "Well ACTUALLY, here's where things really are" with everything, especially not when it comes to the specifics of development because I don't want to get myself or others in trouble.

    But I can say that not only should my track record speak for me at this point, but I'm 100% sure about the things I say here, whether or not you chose to accept my word against someone else's is up to you. I can't give you a detailed update on the current state of development, but I can say that things have been progressing at a reasonable pace all things considered and at no point have I had any reason to worry about the game or it's development, and as for marketing, like I've said, they're working on it, they've been working on it, shit happens. I think everyone needs to settle down and chill the fuck out. That's all I have to say on the matter, take it or leave it.

    But once again: If you don't know what you're talking about or aren't entirely sure of what you're talking about, just shut up. That's it. Just don't say anything. You don't need to be attached to everything or put your name in front of everything. Just learn to be quiet. Obviously there are bad actors like the 4 million buffoons that post bullshit on 4chan constantly, but they're not even worth bringing up or honestly having discussions over. But for everyone else, just learn to shut up sometimes.

    I am quite frankly, very tired of us going through the same motions constantly and having to play insider wars with other people. It sucks and it's not why I'm here but it's hard to avoid when any and all conversation becomes focused around what others say and I'm called in to fact check only to have people disagree with what I have to say. If you don't believe me 3 years in, then well I can't help you.

    Same goes for the Bloodborne 2 people, at this point they just have no concept of reality and I don't really care to fight that anymore. I don't care as long as its not brought in here to suck up air too.

    But at this point I doubt the individuals in question care to listen to me anyway so I'm just yelling at a cloud here. But this is why I'm irritated.
     
    Link to Spoiler Thread
  • OP
    OP
    Mifec

    Mifec

    Member
    Oct 25, 2017
    17,742
    For people who want to discuss spoilers

    www.resetera.com

    Elden Ring - Spoiler Thread Spoiler

    So the Network Test has been datamine and over 3k voice files and a lot of story is out. There is A LOT of endgame and big reveal stuff here so don't complain after you've already clicked. I don't plan on using spoiler tags outside the OP because spoiler tags in a spoiler thread are just weird...
     
    Future Armored Core Info
  • Red Liquorice

    Member
    Oct 27, 2017
    9,070
    UK
    I've just finished doing a consumer survey about a new Armoured Core game with description, screenshots and two 30 second-ish videos of gameplay - the first a boss fight and the second more in-world gameplay, a snow area. The screenshots are unique ID watermarked, so probably not a good idea to post but I did screenshot the text description.

    If this isn't ok to post, mods please edit this - I don't want to get anyone (including myself) in to trouble, but I was pretty amazed to be watching footage of an upcoming From Soft game randomly this morning, quite unexpected!!

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