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Deep Dungeon: Exploring the Design of Dark Souls

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Deep Dungeon: Exploring the Design of Dark Souls

Editorial - posted by VentilatorOfDoom on Fri 28 September 2012, 08:59:38

Tags: Dark Souls: Prepare to Die

Robert Boyd, designer of Cthulhu Saves the World, has put up a piece on Gamasutra exploring the design of Dark Souls.
3. It's difficult to truly mess up your stat progression

Dark Souls lets the player allocate their stats bonuses from level-ups however they wish. This gives the expert min-maxer a great deal of flexibility to create the ultimate Dark Souls destroying machine.

But what about the less experienced player who doesn't know what they're doing? No problem -- the design has taken that into account as well. There are several effective tools available to the player that have little to no reliance on stats, like elemental weapons, armor (armor increases weight but doesn't have specific stat requirements), and powerful fire magic called pyromancy, that the player can use to dig themselves out of the hole they've created with poor level-up choices.

All level-ups give a slight boost to the player's overall defense, so no matter what you choose, you're always getting slightly more resilient. And it's possible to max out all stats eventually -- so in the end, poor choices can be fixed with grinding.
So, stats don't matter much and will be maxed out anyway, how very streamlined.

There are 35 comments on Deep Dungeon: Exploring the Design of Dark Souls

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