Dark Souls 2: Accessibilized

Yes, I just made that word up and you can quote me.  According to a variety of recent sources, Dark Souls II is supposed to be more accessible and easier to understand.  I don’t doubt that there aren’t a variety of ways to make Dark Souls 2 more user friendly without dumbing it down down, but what exactly do the designers have in mind?

Personally I’d love to see the removal of backstab from the game and an easier way to change out my equipment on the fly.  Navigation can be a bit of a pain at times, but I think some of that may be due to how little I play it in 1 go.  I definitely wouldn’t complain about an easier to navigate/understand statistics menu.  Why not define poise/stability and different abilities?  Why do I have to Wiki the damn pyromancer glove in order to figure out that intelligence doesn’t buff the pyro spell but only the attack with the glove?  What about poise breakpoints?  Should I really have to break out my calculator to see what percentage I’m at?

That said, if making those changes means the game starts to resemble CoD, I’d rather just skip out on all of it.

20 comments

  1. How can you make a TP game into a game like CoD? Myself i hope they make it harder.

      (Quote)

  2. I don’t think having to spend an extra 5 minutes looking up something that should be defined in game is in any way a type of skill. The problems with a game like call of duty are in the core mechanics and design and not the fact that it tells you how a gun behaves. As long as the core dark soul mechanics remain the same and they don’t make the game easier than I don’t see anything wrong with vital information being a little more accessible.

      (Quote)

  3. I’m slightly worried, but if they just clear up some of the confusing things, but keep the difficult and old school stuff (like not telling you to chop bosses tails off to get special weapons and letting you figure it out) I will be happy.

      (Quote)

  4. I was worried, but then I realised I was over-reacting. Why? Because when Shibuya says he is more “direct”, I think he is making reference to the very obscure story of Dark Souls, Demon’s Souls, and even the previous Armored Core games that Miyazaki directed. Miyazaki’s strength has never been in actual storytelling, no matter how interesting the lore and background stories of his games are. Hopefully, Shibuya remedies this, while maintaining the rest of the aspects that make us all love the Souls series so much.

      (Quote)

  5. The problem is that you don’t really have to wiki…. Well, any of that stuff. How do you think that info got there on the first place? People experimented with the game, and found all of this out.

      (Quote)

  6. I think the issue he’s talking about, is the potential (and willingness) to turn Dark Souls 2 into another Skyrim. The developers talked about their desire to gain that sort of popularity, as opposed to the core/cult following the current Dark Souls has. In it’s current capacity, Dark Souls is very much a choose-your-style (excluding hardcore PvP) adventure game, but by making all aspects of the game more accessible to the novice user you oversimplify the game for the experienced, and sacrifice depth in the process.

      (Quote)

  7. Arontala:
    The problem is that you don’t really have to wiki…. Well, any of that stuff. How do you think that info got there on the first place? People experimented with the game, and found all of this out.

    That’s the dumbest thing I’ve ever heard. It doesn’t make any sense to re-invent the wheel day after day. Why pick up a textbook when I can experiment and figure out the laws of chemistry all over again! Hrr da hurrr hurr hur hurr.

    I’m not asking for in game guides on style, boss battle tips, and optimal gear selection. I’m asking for a little hash mark that breaks my weight limit up into the different categories that denote thresholds and a brief explanation of stats. I don’t think that’s asking too much

      (Quote)

  8. I believe that they should at least make the first couple areas a bit easier so the players can learn a bit more without raging. I remember my self playing the first two hours before I gave up. It took me couple months before I decided to play the game again but I loved as I was much, much better than before. However, this only happened because I watched videos of other people.

    I believe that Miyazaki should at least give an extra hour of training before the steep difficulty curve. But in the end, I loved (and still love) Dark Souls.

      (Quote)

  9. Game’s not hard enough.

      (Quote)

  10. Dima:
    Game’s not hard enough.

    This ^__^.

    I really hope it will not be more of a holding hands expierence. I kinda like the figuring out factor in these kinds of games, at least on the first playthrough. Really adds to the expierence, especially on Dark/Demons Souls since most of the difficulty level or challenge is from not knowing everything right away. On the second char/playthrough it’s wiki/guide time for ultimate power.

      (Quote)

  11. While I do agree that some of the game is very cryptic, but that is really the appeal of the game. Like how there is not much about the lore that is directly stated, but instead a lot of it is contained in item descriptions. The stats are pretty clear although having the weight capacity thresholds denoted would not be to bad. Although, for the pyromacy glove it doesn’t say that it gets a parameter bonus (stat scaling) so not entirely sure why that was an issue. That being said I can see why it might not have clicked initially because in Japanese games they refer to stats as parameters, but once you figure that out it becomes pretty clear. I would hate the game to become something like skyrim where everything is laid out for you and it really is just easy mode. I love how not everything makes sense in the beginning, but as you play more you begin to pick up on the game mechanics. It would be sad to see the next souls game fall to the point where it is no longer about RPing and just a clear straight path that is easy to follow. I understand that from a casual gamers point of view this might seem pompous or egotistical, but the DKS or DMS was never created for the causal crowd and to turn it into such would really be insulting to the goal of a souls game.

      (Quote)

  12. (ran out of room)
    Also here is a video (30ish mins) by a respected member of the souls community about what the increased accessibility might mean for dark souls 2

    http://www.youtube.com/feed/UCI6keWArpxmfeiuAATv7jZw

      (Quote)

  13. Yeah, DS isn’t really accessible at all to new players, but all it takes is an hour to research the game mechanics and I think that that’s accessible ‘enough’. These games are meant to be a hardcore, kick you in the nuts experience and the learning curve is part of that. It’s from that learning and sense of confusion that the feeling of accomplishment comes from. Taking away such inaccessibility would water down the game. Take Ninja Gaiden for example: it is just as hard or harder than DS but because of no self discovery, I don’t find it fun. It’s just “here is the weapon and go straight down this path and kill stuff, oh yeah and fuck you, have some death sprinkled with aids”.

      (Quote)

  14. WaldoDude: That’s the dumbest thing I’ve ever heard.It doesn’t make any sense to re-invent the wheel day after day.Why pick up a textbook when I can experiment and figure out the laws of chemistry all over again! Hrr da hurrr hurr hur hurr.

    I’m not asking for in game guides on style, boss battle tips, and optimal gear selection.I’m asking for a little hash mark that breaks my weight limit up into the different categories that denote thresholds and a brief explanation of stats.I don’t think that’s asking too much

    You’re really pushing for this weight limit thing, aren’t you? Waldo Dude, it’s okay to admit that you’re bad at maths.

      (Quote)

  15. I think Ninja Gaiden is a great example of a more accessible Dark Souls. Good point.

      (Quote)

  16. WaldoDude:
    I think Ninja Gaiden is a great example of a more accessible Dark Souls.Good point.

    I think he was saying that the accessibility of Ninja Gaiden was something that made it not fun. In that everything was laid out to you so it took away the intrigue that Dark Souls can hold on you.

      (Quote)

  17. Tpayne80:
    How can you make a TP game into a game like CoD? Myself i hope they make it harder.

    Handholding via “PRESS X TO Y” prompts everywhere. Regenerating health. Mandatory quest markers displayed on the screen at all times. Simplifying everything down to a level a kindergartner could understand. Bethesda did it with Skyrim, after all.

    As for how I hope they “accessiblilize” the game, I can’t offer much since my interest in the game went down the toilet like the economy when I found out how shit the PC porting job was going to be. (Come on, one or two guys from Headfirst Productions did a better job porting Call of Cthulhu: Dark Corners of the Earth to PC, and they did it right before the company went under!) I can say though, that the interface could use some tweaking to… actually be intuitive at all.

      (Quote)

  18. Shibuya, like many of the comments have mentioned, probably aims for an easier and more accessible DS in terms of clarifying what mechanics are and how they work. It’s apparent from what I’ve played of Dark Souls (choosing or not choosing an item at DS’s Character Creation was already confusing to me, and definitely when lvling up) and especially so when we take into account, From Software’s Armored Core. 500 Firing Stability? Arm Maneuverability? 3000 PA Rectification? WHAT DO THE NUMBERS MEAN (MASON)?! There isn’t a clear-cut manual that describes how these numbers interact, which furthers the confusion.

    Ruiner:
    I was worried, but then I realised I was over-reacting. Why? Because when Shibuya says he is more “direct”, I think he is making reference to the very obscure story of Dark Souls, Demon’s Souls, and even the previous Armored Core games that Miyazaki directed. Miyazaki’s strength has never been in actual storytelling, no matter how interesting the lore and background stories of his games are. Hopefully, Shibuya remedies this, while maintaining the rest of the aspects that make us all love the Souls series so much.

    I’m not sure who directed Shadow Tower Abyss, but it looks as if the story is bare in that game as well. Considering it is the spiritual predecessor to Demon’s Souls/Dark Souls, perhaps the story’s lack of story (so to speak) may have been more of a design choice, although I will agree on the fact that most of From Software’s releases are lacking in story (as far as this gen goes, although I can’t speak for Enchanted Arms).

    While I would agree that Miyazaki does not make interesting stories (AC4 and what I’ve heard of ACV), ACFA’s plot imo, was pretty well done, especially when we consider what they had as the foundation (AC4’s premature rushed birth of a story)…

      (Quote)

  19. G: I think he was saying that the accessibility of Ninja Gaiden was something that made it not fun. In that everything was laid out to you so it took away the intrigue that Dark Souls can hold on you.

    Yea I figured that’s why I was agreeing. Ninja Gaiden is an extremely stripped down version of Dark Souls would be without the hardcore element to it. I’d rather it not go that route.

    It’ll be tough to walk that line of balance between user friendliness and accessibility without turning it into a shitbag product.

      (Quote)

  20. luperis:

    I’m not sure who directed Shadow Tower Abyss, but it looks as if the story is bare in that game as well. Considering it is the spiritual predecessor to Demon’s Souls/Dark Souls, perhaps the story’s lack of story (so to speak) may have been more of a design choice, although I will agree on the fact that most of From Software’s releases are lacking in story (as far as this gen goes, although I can’t speak for Enchanted Arms).

    While I would agree that Miyazaki does not make interesting stories (AC4 and what I’ve heard of ACV), ACFA’s plot imo, was pretty well done, especially when we consider what they had as the foundation (AC4′s premature rushed birth of a story)…

    No idea who directed Shadow Tower Abyss, either. Miyazaki didn’t direct ACV, though, which was a huge misstep on the part of From Software. I think he makes interesting stories, it’s just that he’s bad at presenting the information in a direct manner. After all, story does not necessarily equate to storytelling.

      (Quote)

Leave a Reply

Your email address will not be published. Required fields are marked *

*

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>