I do agree that it's a question of taste ... I suppose that I think any attempt at realism in art - or "simulation" in games - is nonsensical.
This right here would be a huge difference of opinion and taste in games. I go back and forth on it depending on the overall game experience, but in general, I like at least some simulationist aspects in games. It doesn't have to be hardcore, but an example of this that drew me in to the original Demon's Souls immediately is when your weapon bounces off walls instead of clipping through it, so you had to pay attention to what you're using, your positioning, as well as what you're fighting (e.g. slash damage sucks against heavily armoured enemies). Another example is that you can't just see everything in dark areas and need to consider whether to try and wing it or what sources of light you have.
The point about space is more important, but it really is a break off from level design, which is about controlled space. Open space by definition destroys level design.
I fairly fundamentally and completely disagree. Consider that even in the open world of Elden Ring, you still have inaccessible mountain ranges that you may have to maneuver around or find a spirit spring or a pass up to. There are areas that you might spot from a vantage point and then have to figure out between looking around and possibly using the map how to plot your way there. Furthermore, if that were true, people would easily find everything, but even with the ridiculous amount of time I spent in Limgrave, I found a new dungeon there yesterday and an entrance to another that I didn't know existed, but figured was probable based on the geography of the area.
It's just a different sort of design that's not to your preference, apparently. It's not like some sort of TES: Daggerfall procedurally generated crapshoot.
There were already "in between" spaces in FS games, there were just shorter.
Yes, and I tended to view them in more or less the same way that people look at modern corridor shooter maps. Go from point A to B and fight the enemies. Yay, some vertical trick to loop around or shortcut the level. (To be fair, many of these were pretty ingenious.)
My point is that I find it hard to conceive that any of this was more than a concession to the open world trend. It is paying off, apparently, from a monetary perspective. Did you see how many people are playing this on Steam? Utterly ridiculous. People just lap up this shit, it baffles me. I mean the game is good, sure, but what the hell is going on here? The open world makes it incredible? Why?
Re: the design, it could be, I'm not entirely sure either way. Re: the people buying it, I'm not sure that that has anything to do with the open world, honestly, but then, I had no hype for this game at all prior to starting to play it. I wasn't even sure I was going to play it at launch, but I was curious. I think it may be more about the general word of mouth reputation of From's games spreading with each title + not much to play from the next gen + many titles delayed due to COVID + many people staying in and playing games instead of whatever else they might do due to COVID. It's hard to say without the benefit of hindsight or figures about the demographics of who is picking it up and what they think of it. I'd be really surprised if it was due to the open world thing though.
At any rate, I think FS do their own thing, but in a way this game feels tired. They spent a lot of time developing this open world shit, one can only hope that their next games won't do the same. Although, I'm somewhat pessimistic, I feel like their creative life cycle as developers is coming to an end (these life cycles are damn short). To be fair I would have said the same after DS2, but they did release Bloodborne after that which is the holy grail to me. Maybe they'll find a way to make open worlds interesting one day.
I feel that way due to the similarities of the Souls mechanics and if it was another super linear Souls game, I'd probably have bounced off of it already. The open world is one of the main things that's breathed some fresh air into their games, imo. Similarly, using a new world with new concepts (even the ones that are retreads/mashups of their prior titles), new weapon types, spells, etc. at least leaves things feeling like they were to be discovered and explored. Even changes like varying old weapons' move sets and viability is a welcome change. At least now, people aren't thinking that they can beeline the claymore and be set for life, for example - the "truths" of the Souls games are at least a little bit askew and need to be re-examined.
Interesting how subjective these things are, because the last thing this game open-world evokes for me is realism/simulation. On the contrary, to me it feels like a big playground of combat encounters with little rhyme or reason. The environmental storytelling of previous titles lost in the transition. This is the more mundane, gamey experience I had with a From game. Even Sekiro, a spinoff of the series, had me enthralled for most of my playtime. But here I'm honestly making an effort to keep playing just to see the end. This is not even in my top 3 experiences of the last year (probably topped by Subnautica) which feels a disappointment for a Souls game.
I agree that it's pretty subjective since I bounced off Sekiro
hard and considered that to be the second worst From game experience I had (after Eternal Ring). I completely disagree that the environmental storytelling is lost though. As soon as you enter Caelid, you can tell that something
bad has gone down, whether you appreciate exactly what it is or not. You can tell that it's a land that's been in conflict with the half ruined forts, etc. There are areas with illusionists and, go figure, illusions that can be dispelled. It may not deliver what you were hoping, but that doesn't mean that the storytelling is missing. That being said, it doesn't really surprise me that my preferences are different than many. My personal Soulsborne game rankings are very different than what I normally see people post about here and elsewhere, so what appeals to me about the games is probably different than what others are getting from them.