Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

From Software Elden Ring - From Software's new game with writing by GRRM

Skinwalker

*teleports on top of you*
Patron
Undisputed Queen of Faggotry Village Idiot
Joined
Aug 20, 2021
Messages
14,141
Location
Yessex
Honestly, this is sometimes infuriating but also part of the game's charm and otherworldliness.
They play up the vagueness far too much for it to be charming. When people have to rely on sources outside the game to make any sense of what's happening, it's a sign of a major fuck-up. I'm also not sure if GRRM did much apart from "Game of Thrones but the lords are literal gods/demigods", tbh.

Opposite extreme of western AAA RPGs that usually have incessant dialogue and an enormous in-game library codex with walls of text on every single fucking thing. I hate both. HATE!
 
Joined
Jan 21, 2023
Messages
4,057
That's just Souls lore for ya. I do think that ER was their first real attempt at making an actual lore for an actual world. You don't see much of that in Souls games, which are mostly face value type deals.
 

Halfling Rodeo

Educated
Joined
Dec 14, 2023
Messages
963
I assume Myazaki's and Martin's idea was to have a very ellaborate and deep-seated setting - with tolkienesque levels of detail and self-reference - but make 90% of the info non-explicit in the game and left for the player to figure out somehow.

Honestly, this is sometimes infuriating but also part of the game's charm and otherworldliness.
There's 2 schools of thought on souls story content

Miyazaki is a genius with a unique brand of story telling. He knows everything and then edits it just enough to make you as the player wonder and never know the true mystery.

From throw shit at the wall. Don't care how any of it actually connects and constantly ret con stuff in production so any design document connections are lost and no one knows WTF any of it means including From themselves.

They play up the vagueness far too much for it to be charming. When people have to rely on sources outside the game to make any sense of what's happening, it's a sign of a major fuck-up. I'm also not sure if GRRM did much apart from "Game of Thrones but the lords are literal gods/demigods", tbh.
He wrote the story outline, he didn't do any of the detail work that we know of. If you want to be a real asshole look up the version of Elden ring on disc. The version without the day 1 patch has a variety of lore changes and different enemy placement. So something happened lore wise between finishing the game and.. finishing the game.



 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,403
Honestly, this is sometimes infuriating but also part of the game's charm and otherworldliness.
They play up the vagueness far too much for it to be charming. When people have to rely on sources outside the game to make any sense of what's happening, it's a sign of a major fuck-up. I'm also not sure if GRRM did much apart from "Game of Thrones but the lords are literal gods/demigods", tbh.

Opposite extreme of western AAA RPGs that usually have incessant dialogue and an enormous in-game library codex with walls of text on every single fucking thing. I hate both. HATE!

But you admit the game is an idiosyncratic gem and you love it for it, yes?

Character design is interesting enough to make you want to figure out what is happening and has happened in the past, and the hidden lore mostly pops up because the design is (mostly) coherent around it. Like how many players figured out the "nightfolk" often referenced in the game are artificial beings descended from the silver tears because... well, because the silver tears transform into nightfolk looking people and all the scattered bits of text about it reference it.
 

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,940
Location
Rio de Janeiro, Brasil
They play up the vagueness far too much for it to be charming. When people have to rely on sources outside the game to make any sense of what's happening, it's a sign of a major fuck-up
This.

The experience feels aimless and meaningless in contrast to other From games (and the repetitive open-world adds to it). It's one thing having a plot/story with some blank spaces here and there for the player to fill on his own (or resorting to a wiki). It's another thing having a big, blank world for the player to fill almost entirely (or resorting to a wiki).
 

Silverfish

Liturgist
Joined
Dec 4, 2019
Messages
4,004
I'd say the first three Souls games are all fairly well thought out in terms of setting. Bloodborne gets a pass since being vague enhances it's horror element.
 

Barbarian

Arcane
Joined
Jun 7, 2015
Messages
8,403
They play up the vagueness far too much for it to be charming. When people have to rely on sources outside the game to make any sense of what's happening, it's a sign of a major fuck-up
This.

The experience feels aimless and meaningless in contrast to other From games (and the repetitive open-world adds to it). It's one thing having a plot/story with some blank spaces here and there for the player to fill on his own (or resorting to a wiki). It's another thing having a big, blank world for the player to fill almost entirely (or resorting to a wiki).

According to morbidly obese fedora simp, the background lore and setting is very detailed and he wrote it all years before the game was released(possibly before development even begun):



That is the impression I got from playing the game and reading the guide. That the game is based on a very cohesive and referenced setting, but the developers either didn't bother to present it or intentionally hid most of it.
 

Ezekiel

Arcane
Joined
May 3, 2017
Messages
7,143
Bored. I'm bored! When did games start abusing attack delays? Was it Bloodborne and Dark Souls III or did it simply explode with them?
 

9ted6

Educated
Joined
Mar 24, 2023
Messages
903
I have purchased the official strategy guide and have been reading it. Pretty much the best official strategy guide ever btw - it is more like an ancyclopedia than an actual guide when you put it all together - the 2 volumes add up to more than 1000 pages. Lots of setting and character information which is implied in the game but might be missed playing it as well.
Does any of it explain who the hell is Melina and why she is helping the Tarnished?
The answer to most Soulsborne lore questions is that no one knows including the writers. Almost all the lore in these games is extrapolated by the fandom while the writers throw disconnected concepts at the wall and see what seems cool enough in the moment to stick.

Sometimes it works, sometimes it doesn't.
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
18,044
Location
Dutchland
They play up the vagueness far too much for it to be charming. When people have to rely on sources outside the game to make any sense of what's happening, it's a sign of a major fuck-up
This.

The experience feels aimless and meaningless in contrast to other From games (and the repetitive open-world adds to it). It's one thing having a plot/story with some blank spaces here and there for the player to fill on his own (or resorting to a wiki). It's another thing having a big, blank world for the player to fill almost entirely (or resorting to a wiki).
According to morbidly obese fedora simp, the background lore and setting is very detailed and he wrote it all years before the game was released(possibly before development even begun):



That is the impression I got from playing the game and reading the guide. That the game is based on a very cohesive and referenced setting, but the developers either didn't bother to present it or intentionally hid most of it.

Only thing they used of Martin's writing was all the incest.
 

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,940
Location
Rio de Janeiro, Brasil
Bored. I'm bored! When did games start abusing attack delays? Was it Bloodborne and Dark Souls III or did it simply explode with them?
Delays can be good when used with parcimony and good sense (like in, yes, Bloodborne). Elden Ring is an example of how NOT to do it.
 
Last edited:

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,476
They play up the vagueness far too much for it to be charming. When people have to rely on sources outside the game to make any sense of what's happening, it's a sign of a major fuck-up
This.

The experience feels aimless and meaningless in contrast to other From games (and the repetitive open-world adds to it). It's one thing having a plot/story with some blank spaces here and there for the player to fill on his own (or resorting to a wiki). It's another thing having a big, blank world for the player to fill almost entirely (or resorting to a wiki).

I literally didn't use any guide or watched any lore video. You can easily come up what is going on from just playing game.
It is even easier to follow than something like DS2-3 where 2 was very random while 3 required some knowledge from 1.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,200
You can easily come up what is going on from just playing game.
You can also easily miss out on 80% of the NPC dialogue because they're all waiting around for you in random places you've already cleared out. My first playthrough I got the frenzied flame ending, had no idea why Melina was suddenly being a bitch to me (never got her warning because I didn't need to rest at the grace, missed Ranni's plotline for the same reason) and hadn't even gotten any of the questline that was supposed to lead there because I never found grape lady after that spot in Stormveil. Selena was in two places at once for no apparent reason, with no way to talk to her about it. Etc.

You might stumble into a path that reveals some nice lore (I got most of what was going on with volcano manor and the albinaurics, at least) but, especially on release before they added NPC markers, it was way too easy to miss out on massive chunks of lore. It's possible to dig for the lore yourself, but you need to autistically search the entire world a dozen times and read all the item descriptions and talk to everyone you know after talking to anyone at all or killing any boss. Earlier games required the same, but they had less of everything to check and recheck, so it was more forgivable.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,476
You can easily come up what is going on from just playing game.
You can also easily miss out on 80% of the NPC dialogue because they're all waiting around for you in random places you've already cleared out.

You don't need any side NPC to get story. Just few battlegrounds and main npcs you can't miss like two fingers.
Obviously to get other endings and different version of story you need explore and find people, items, places etc.
 

Halfling Rodeo

Educated
Joined
Dec 14, 2023
Messages
963
They play up the vagueness far too much for it to be charming. When people have to rely on sources outside the game to make any sense of what's happening, it's a sign of a major fuck-up
This.

The experience feels aimless and meaningless in contrast to other From games (and the repetitive open-world adds to it). It's one thing having a plot/story with some blank spaces here and there for the player to fill on his own (or resorting to a wiki). It's another thing having a big, blank world for the player to fill almost entirely (or resorting to a wiki).

I literally didn't use any guide or watched any lore video. You can easily come up what is going on from just playing game.
It is even easier to follow than something like DS2-3 where 2 was very random while 3 required some knowledge from 1.

You can easily come up what is going on from just playing game.
You can also easily miss out on 80% of the NPC dialogue because they're all waiting around for you in random places you've already cleared out.

You don't need any side NPC to get story. Just few battlegrounds and main npcs you can't miss like two fingers.
Obviously to get other endings and different version of story you need explore and find people, items, places etc.
The Radagon reveal is absolutely essential to understanding some of the story and you only get it through Goldmask and solving a puzzle you have no reason to know exists.

And I'm sorry but "Random item description with an insanely low drop rate/one boss soul usage per play through and multiple equipment you can make" is now an easy just playing the game thing.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,476
I think your points is:

"I want to know exactly what happened, from A to Z in detail, i can't do that because game doesn't let me read lore easily."

What i am saying:

"Main default storyline (as presented by fingers) is what developers intended for normal player to experience same way all DS games work. Additional lore and endings, mini stories etc. are there to discover for those who look and IS part of gameplay itself. Moreover the stories are presented in such a way that there is no TRUE storyline, all have vested interests and tell their side of story with their views and biases and endings themselves usually are entirely subjective to your personal journey."

Like i said i never used any gamefaq or lore videos and yet i understand mostly history and story. Obviously i don't know it 100% but that is not the point of game.

This kind of issue reminds me a lot old Sapkowski essey about fantasy in general and how european fantasy and american fantasy are divided by concept of "knowing". Same way David Lynch wrote a lot about mystery and how solving mystery essentially destroys whole journey because you can then safely put story in a box with name "there is nothing more to it" and be done with it.
 

Halfling Rodeo

Educated
Joined
Dec 14, 2023
Messages
963
I think your points is:

"I want to know exactly what happened, from A to Z in detail, i can't do that because game doesn't let me read lore easily."

What i am saying:

"Main default storyline (as presented by fingers) is what developers intended for normal player to experience same way all DS games work. Additional lore and endings, mini stories etc. are there to discover for those who look and IS part of gameplay itself. Moreover the stories are presented in such a way that there is no TRUE storyline, all have vested interests and tell their side of story with their views and biases and endings themselves usually are entirely subjective to your personal journey."

Like i said i never used any gamefaq or lore videos and yet i understand mostly history and story. Obviously i don't know it 100% but that is not the point of game.

This kind of issue reminds me a lot old Sapkowski essey about fantasy in general and how european fantasy and american fantasy are divided by concept of "knowing". Same way David Lynch wrote a lot about mystery and how solving mystery essentially destroys whole journey because you can then safely put story in a box with name "there is nothing more to it" and be done with it.
didn't you say you missed Ranni's quest? She's clearly the intended path through the game and the one most people take first time through.
 

goregasm

Scholar
Joined
Aug 19, 2016
Messages
212
Man, picked this back up after launch, haven't really played it, but put in about 16 hours over the past 4 days.

Loving it, and I don't play fromsoft games, I LIKE them. The tone, design philosophy is awesome, but I don't need that level of frustration in my life.

At least I thought so. Elden Ring has definitely got me invested. Almost have limgrave cleard out, got the 2 jails, the dragon, and mergit left.

Thought I was the big swinging dick on the block and those 4 just smash me, but I understand that's my fault, not the games.

Grinding out those 5 giants to get some souls.
 

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,940
Location
Rio de Janeiro, Brasil
Ok, I'm giving this shit a genuine attempt this time. Two questions:

1 - What builds are iconic to the setting in a way that would make me feel linked to it/more immersed just by playing and developing it? Eg: I like the lore on the "Confessor", being a "inquisitor spy" of sorts for the Two Fingers faith, etc. I don't like the "Samurai" cause it feels generic as shit. This kind of thing. Suggestions?

2 - What path should I follow, assuming I will manage to finish the game for the first (and only) time this time? Ranni the bitch? Go straight to Leindel and see what happens? Follow the other tarnished dudes?


Thanks in advance, faggots.
 

Halfling Rodeo

Educated
Joined
Dec 14, 2023
Messages
963
Ok, I'm giving this shit a genuine attempt this time. Two questions:

1 - What builds are iconic to the setting in a way that would make me feel linked to it/more immersed just by playing and developing it? Eg: I like the lore on the "Confessor", being a "inquisitor spy" of sorts for the Two Fingers faith, etc. I don't like the "Samurai" cause it feels generic as shit. This kind of thing. Suggestions?

2 - What path should I follow? Ranni the bitch? Go straight to Leindel and see what happens? Follow the other tarnished dudes?


Thanks in advance, faggots.
If you want to do a priest build you can but be warned end game bosses are very very resistant to holy damage. It's hard mode once you hit end game. There's loads of factions within the game and you can usually farm their stuff and get their unique magic.

Ranni has a lot of content locked behind her quest line. Even if you don't want her ending you probably want to follow it to it's conclusion for the extra content.
 

Ravielsk

Magister
Joined
Feb 20, 2021
Messages
1,818
You don't need any side NPC to get story. Just few battlegrounds and main npcs you can't miss like two fingers.
Obviously to get other endings and different version of story you need explore and find people, items, places etc.
That is like saying that to read a book you only need to read the first, middle and final chapter to get the story. Sure, you can do that and you will get something out of it but at best its going to be a abridged version of the actual story.

Elden Ring or any souls game is not really different in that manner. Sure you can skip all the optional quests in Elden Ring but then you are effectively cutting out good 3/5 of the story and context out. If you just mainline the whole game you essentially get nothing more than what the intro told you at which point I would seriously question if you even experienced a story at all.

Not that Elden Ring makes for a particularly good story but that is something for another post.
 

Halfling Rodeo

Educated
Joined
Dec 14, 2023
Messages
963
Elden Ring or any souls game is not really different in that manner. Sure you can skip all the optional quests in Elden Ring but then you are effectively cutting out good 3/5 of the story and context out. If you just mainline the whole game you essentially get nothing more than what the intro told you at which point I would seriously question if you even experienced a story at all.
Part of the problem is also that From cut out a lot of story too. All the merchants story line that didn't make it in. It really helps explain a few things but it's not in the final game. So is it part of the story or is it not?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom