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From Software The Dark Souls Discussion Thread

Damned Registrations

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Not really, considering the drakes are fucking drakes, and don't seem to be meant to be fought period. They're stronger than the fucking black knights in the kiln, and they're trivially easy to avoid.

But whatever. Clearly anyone who hasn't gathered every item in firelink and new londo before getting into the water is just blind. Nobody could possibly have walked up a flight of steps and thought 'gee, I think I want to see what's past here more than whats down that elevator I saw earlier'. Only us crazy blind sequence breakers would do that.

Exploring is now about testing every single enemy you find and running away and then only proceeding after you know which direction has the weakest enemies and ignoring all other possible paths.
 

Akratus

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You know, Damned Registrations , exaggerating the other party's argument is something children do. Just saying.

Average Manatee doesn't even say that you should examine every inch like some sperg who only plays point and click games.

Is it really that hard to look at the different paths in a hub?
 

Damned Registrations

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No, he's just pretending only some kind of retard wouldn't find everything in exactly the order he did.

Is it really that hard to go down a path when you see it instead of backtracking for no reason at all to look at something else? Since when does entering new areas not qualify as exploration? What did you do when you got to the archer in the burg, backtrack to new londo to make sure you've explored an equal distance in all directions from your starting point? Why are the ghosts the only acceptable spot to stop exploring in new londo? Why not right when you get off the elevator? Why not before you even go down there? Fuck you. The blacksmith down there is just as arbitrary as any other place you could go. There's nothing skillful about going down an elevator before you go up a flight of stairs.
 

Cowboy Moment

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Being able to miss stuff is fine. I firmly believe Dark Souls is balanced (in terms of difficulty) for suboptimal play - investing in stats all over the place, missing items and NPCs, upgrading multiple weapons, and so forth. In fact, playing optimally makes the game fairly easy and boring.

This kind of design only becomes problematic when elements necessary for progress are easily missable, and DS does have a few instances of this indeed. I wouldn't count Griggs here, since he's pretty hard to miss, but I would count freeing Logan in Sen's Fortress; finding Quelana at the bottom of Blighttown; accessing the DLC; can't think of anything else off the top of my head at the moment. Being unable to find some areas that aren't thrown in your face, like New Londo, Catacombs, entrance to lower Undead Burg, is just a failure to play the game well, I think. One of the challenges of Dark Souls is navigating the environment, and I think this is very intentional, courtesy of there being not even a hint of a map to be found anywhere.

On a related note, I really dislike the description of the Fire Keeper Soul. It makes it sound like consuming it will actually buff your Flasks, and when you find the first one, it's very possible that you haven't even found the Firelink fire keeper. I would have preferred the item to be non-consumable if they wanted to be cryptic about it.
 

Vaarna_Aarne

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I think missing stuff permanently is NOT fine, the game just doesn't have THAT much of a replay factor to me due to the effort needed to just gather items and powerlevel to your choice of level. I'd say the presentation would be just fine if things simply wouldn't be permanently missable and wouldn't have sequence-breakers. Because I knew about this aspect beforehand, I carefully checked only one thing from the internets before visiting any new area: ANY AND ALL possible things you can miss permanently, and which can sequence-break (heck, given the nondescript YES/NO in dialogues can be I started doing that whenever I'd speak to ANYTHING because of the unpredictability of your answers; LIKE WHEN SAYING NO TO THE FUCKING CAT GETS YOU MARKED WITH FACTION BETRAYAL). Since that shit is just plain annoying and shouldn't have been put in the first place (Armored Core doesn't have this problem despite having tons of hidden shit and conditions because every stage is replayable).
 

SerratedBiz

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Ye old choices and consequences.

Then we laugh at Bethtards for whining about playthroughs where they can't experience all of the content.
 

Vaarna_Aarne

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Ye old choices and consequences.

Then we laugh at Bethtards for whining about playthroughs where they can't experience all of the content.
Not looking at all locations is *hardly* an example of C&C. Really, there is absolutely NO real C&C in Dark Souls, which is why it doesn't have that much replay value. It's mostly just annoying and needlessly cryptic failstates.
 

SerratedBiz

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Ye old choices and consequences.

Then we laugh at Bethtards for whining about playthroughs where they can't experience all of the content.
Not looking at all locations is *hardly* an example of C&C. Really, there is absolutely NO real C&C in Dark Souls, which is why it doesn't have that much replay value. It's mostly just annoying and needlessly cryptic failstates.

We've used choosing your build as a type of C&C in the discussion of Beth games before. It's not just about story.

Granted, there's a few that are outright horrible, namely the Forest Hunter covenant one because I fucked that one up in my first playthrough, too. But gameplay "failstates" are valid. Why wouldn't they be? In most cases they make exploration, your gameplay choices and your knowledge of the game significant. DS is all about those.

The game might not have much replay value for you but it did for me. I filled all the character slots and tried out many different builds before burning out from the game, and it was partly because every previous playthrough taught me something I didn't know before and every mistake meant I could do it differently later. The game doesn't have to cater to the lowest denominator or the one just barely above it; I like the Souls games precisely because they punish and because I get better and that's replay value for me. Not some shit story with two branching paths calling itself C&C.
 

Cowboy Moment

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I think missing stuff permanently is NOT fine, the game just doesn't have THAT much of a replay factor to me due to the effort needed to just gather items and powerlevel to your choice of level. I'd say the presentation would be just fine if things simply wouldn't be permanently missable and wouldn't have sequence-breakers. Because I knew about this aspect beforehand, I carefully checked only one thing from the internets before visiting any new area: ANY AND ALL possible things you can miss permanently, and which can sequence-break (heck, given the nondescript YES/NO in dialogues can be I started doing that whenever I'd speak to ANYTHING because of the unpredictability of your answers; LIKE WHEN SAYING NO TO THE FUCKING CAT GETS YOU MARKED WITH FACTION BETRAYAL). Since that shit is just plain annoying and shouldn't have been put in the first place (Armored Core doesn't have this problem despite having tons of hidden shit and conditions because every stage is replayable).

Why isn't it fine to miss stuff permanently? Because your Asperger's can't handle it? I mean, it's fine if you want to make the game less fun for yourself by checking everything on a wiki, but don't act like it's inherently bad design.

As a matter of fact, a lot of the "permanently missable" stuff fits DS' themes perfectly, like Solaire's story for example.
 

Vaarna_Aarne

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I think missing stuff permanently is NOT fine, the game just doesn't have THAT much of a replay factor to me due to the effort needed to just gather items and powerlevel to your choice of level. I'd say the presentation would be just fine if things simply wouldn't be permanently missable and wouldn't have sequence-breakers. Because I knew about this aspect beforehand, I carefully checked only one thing from the internets before visiting any new area: ANY AND ALL possible things you can miss permanently, and which can sequence-break (heck, given the nondescript YES/NO in dialogues can be I started doing that whenever I'd speak to ANYTHING because of the unpredictability of your answers; LIKE WHEN SAYING NO TO THE FUCKING CAT GETS YOU MARKED WITH FACTION BETRAYAL). Since that shit is just plain annoying and shouldn't have been put in the first place (Armored Core doesn't have this problem despite having tons of hidden shit and conditions because every stage is replayable).

Why isn't it fine to miss stuff permanently? Because your Asperger's can't handle it? I mean, it's fine if you want to make the game less fun for yourself by checking everything on a wiki, but don't act like it's inherently bad design.

As a matter of fact, a lot of the "permanently missable" stuff fits DS' themes perfectly, like Solaire's story for example.
Damn right it drives my Asperger's insane.

Point isn't really that it can be missed. Point is that it can be missed and not found later through further exploration. That is the only proper way to do it if you insist on having the game last longer than a number of hours you can count with one hand.

Ye old choices and consequences.

Then we laugh at Bethtards for whining about playthroughs where they can't experience all of the content.
Not looking at all locations is *hardly* an example of C&C. Really, there is absolutely NO real C&C in Dark Souls, which is why it doesn't have that much replay value. It's mostly just annoying and needlessly cryptic failstates.

We've used choosing your build as a type of C&C in the discussion of Beth games before. It's not just about story.

Granted, there's a few that are outright horrible, namely the Forest Hunter covenant one because I fucked that one up in my first playthrough, too. But gameplay "failstates" are valid. Why wouldn't they be? In most cases they make exploration, your gameplay choices and your knowledge of the game significant. DS is all about those.

The game might not have much replay value for you but it did for me. I filled all the character slots and tried out many different builds before burning out from the game, and it was partly because every previous playthrough taught me something I didn't know before and every mistake meant I could do it differently later. The game doesn't have to cater to the lowest denominator or the one just barely above it; I like the Souls games precisely because they punish and because I get better and that's replay value for me. Not some shit story with two branching paths calling itself C&C.
Knowledge of the game often equals the same as reading up on the internet, unless you find wasting enormous amounts of time riveting for whatever inane reason. It's simply idiotic to consider it a GOOD element in any product, since it adds nothing but annoyance without doing anything to improve the game itself. Dark Souls is a far, far, far way from being a perfect game, and its needless cryptic design choices is one of those things that SHOULD be criticized instead of praised for some sense of ridiculous faux-elitism.
 
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This kind of design only becomes problematic when elements necessary for progress are easily missable, and DS does have a few instances of this indeed. I wouldn't count Griggs here, since he's pretty hard to miss, but I would count freeing Logan in Sen's Fortress; finding Quelana at the bottom of Blighttown; accessing the DLC; can't think of anything else off the top of my head at the moment.

My biggest gripe was how FROM made NPCs, that could easily be missed or inadvertently sent to their death*, the primary dispensers of spells. It led to all sorts of annoying issues like missing out on key parts of play styles and stilted, uneven spell gains. Strange that more spells weren't found loot ( like Power Within and a few others were), because that would pretty much solve all the issues; you'd be acquiring spells at a more even rate and less attentive players wouldn't be hit with a walloping punishment (often undeserved) if they miss the "spell dispenser" NPC.

*
Or murdered by another NPC, like what can easily happen to Reah if you zone out of the Undead Parish after speaking to her while Petrus is still alive.
 
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Yeah, the random NPC killoffs are certainly the biggest way to screw yourself over. It's worth noting that the magic ones stay until you buy all their spells though, while the pyromancies and miracles are arguably less essential to keep around for the late game.
 

Servo

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4ZuK0lS.jpg

Obviously anyone can see the archway. I assumed there was nothing on the other side of it. Closer inspection seemed to verify that assumption. It isn't until you get closer to the edge that you realize there is a staircase underneath you can drop down to.

When you're dropped into a world this big, especially if you aren't going off of a wiki/walkthrough, it can be a little overwhelming. That was my experience at least, so I didn't thoroughly check every corner of every plane in the game. The result was I didn't find New Londo until later, so I didn't have access to Rickert's spells, so the early game was fucking hard. Later game was equally hard since I missed Logan at Sen's Fortress.

Even if you get 60 soul arrows right away, that hardly helps you against Bell Gargoyles, Blighttown and anything after that. Like I said earlier, you can get heavy soul arrows but attempting to cast that shit within range of certain enemies spells quick death for you until you learn to time it exactly right.

Dark Souls is a far, far, far way from being a perfect game, and its needless cryptic design choices is one of those things that SHOULD be criticized instead of praised for some sense of ridiculous faux-elitism.

:bro:

Seriously, why do people defend bad design? Reminds me of Torment where you can only access Pharod if you are carrying junk in your pocket. Nobody who was careful with inventory management would save that shit.
 
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Kanedias

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Knowledge of the game often equals the same as reading up on the internet, unless you find wasting enormous amounts of time riveting for whatever inane reason. It's simply idiotic to consider it a GOOD element in any product, since it adds nothing but annoyance without doing anything to improve the game itself. Dark Souls is a far, far, far way from being a perfect game, and its needless cryptic design choices is one of those things that SHOULD be criticized instead of praised for some sense of ridiculous faux-elitism.


I think the problem is that player messages are too restricted. I'm sure the player message system is the reason some stuff is so cryptic, the devs probably expected people to help each other via leaving messages (which is an amazing idea), but the problem is that you can't really say much with them, so all you usually get is "Amazing chest ahead" in front of Gwynevere. Messages were much better done in Demon's Souls.

Even so, I don't think it's faux elitism. The game constantly portrays a merciless world, and it's reflected not only on the atmosphere but on the gameplay. Some stuff is hard to find and not finding it makes the game much harder, but that's fitting on my opinion. It's a journey of discovery, and supposed to be challenging. Learning about the world and getting better at it is part of the experience. The only problem with this is if you always expect to be 100% effective and to easily find everything.

Also, like Cowboy Moment mentioned in the previous page, Dark Souls is balanced around suboptimal play. It's not like the game will become unwinnable because you didn't min max your way to victory.

P.S.: Several of the hidden things -like the fact Logan is in Sen's Fortress- are actually mentioned in NPC dialogue.
 
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Akratus

Self-loathing fascist drunken misogynist asshole
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag.
Whilst I would probably be pretty miffed if a decision of mine left me with a gimped character, or without a part of the game, I would not necessarily call it bad design. I would hardly jump to that conclusion since I think those exact type of things are to be expected from a developer so wishing to step away from hand-holding, and presenting a bleak and uncaring world. Besides, isn't crypticism, coupled with rerolling, a form of replayability?
 

Vaarna_Aarne

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Whilst I would probably be pretty miffed if a decision of mine left me with a gimped character, or without a part of the game, I would not necessarily call it bad design. I would hardly jump to that conclusion since I think those exact type of things are to be expected from a developer so wishing to step away from hand-holding, and presenting a bleak and uncaring world. Besides, isn't crypticism, coupled with rerolling, a form of replayability?
It's a shitty, meritless form of replayability. The only way it is not detrimental is if Dark Souls had a total playtime of 2-5 hours, which is how Way of the Samurai series does that with vastly superior execution.

This is not about hand-holding. This is about retarded decisions that are objectively bad for the whole game. There's nothing hand-holding about not adding ill-defined failstates that contribute nothing to the game itself.

I think the problem is that player messages are too restricted. I'm sure the player message system is the reason some stuff is so cryptic, the devs probably expected people to help each other via leaving messages (which is an amazing idea), but the problem is that you can't really say much with them, so all you usually get is "Amazing chest ahead" in front of Gwynevere. Messages were much better done in Demon's Souls.

Even so, I don't think it's faux elitism. The game constantly portrays a merciless world, and it's reflected not only on the atmosphere but on the gameplay. Some stuff is hard to find and not finding it makes the game much harder, but that's fitting on my opinion. It's a journey of discovery, and supposed to be challenging. Learning about the world and getting better at it is part of the experience. The only problem with this is if you always expect to be 100% effective and to easily find everything.
Online functions are inherently of no bearing to the game's quality (in fact I find Dark Souls 100% better when I don't have to put up with the existence of other people). There's fundamentally no difference between player messages and just checking the internet. So once again is just shows that the "cryptic" approach is better called obtuse, stupid, or badly designed approach in the present form.

Talk about the "atmosphere" in this case is definitive of faux-elitism, just mental exercise to justify BAD DESIGN. It's no different from the hipster bullshit around the very worst hipster bullshit indie games. You are designing a game, that's the start and end of game design. The limit in which you can push atmosphere through gameplay is when it starts to be detrimental to the GAME experience. In fact, the missable elements at the moment work actively against any sort of atmosphere because they enforce a need to approach everything from a gamist perspective because you're actively harming yourself by NOT double-checking everything using out-of-game means. As said, there's fundamentally zero difference between player messages and the internet. So congrats, you just worked against your attempt at creating atmosphere by only making it emphasize the sterile gamist approach.

Dark Souls is a good game, but trying to justify even its flaws (which are not few) is just BSN and Bethsoft board behaviour with an added fedora and scarf.
 

Kanedias

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Online functions are inherently of no bearing to the game's quality (in fact I find Dark Souls 100% better when I don't have to put up with the existence of other people). There's fundamentally no difference between player messages and just checking the internet. So once again is just shows that the "cryptic" approach is better called obtuse, stupid, or badly designed approach in the present form.

The fact that the online component is a core part of the series and is specifically designed to seamlessly mesh with the single player seems to have sailed over your head. This "Online functions are inherently of no bearing to the game's quality" line is baffling, it's not like the mere presence of an online component always means there's a Single Player campaign which constitutes the actual game and a tacked on Multiplayer mode on top of it. I don't know why you assume so. Bloodstains and messages are part of the game design, and it shows. Bloodstains help new players deal with traps, messages give players with more experience the ability to hint at some of the hidden stuff, or give words for warning, etc. You cannot compare a message saying something like "Try boulder" next to a breakable wall in Sens with checking a wiki or guide for all secrets and optimal builds. "Be wary of lying in ambush" is not the same as a detailed explanation of where the enemies are and how to cheese them.

P.S.: There's one important thing that I agree that is silly to locate without a guide: the damn Very Large Ember. The Very Large Ember's location is retarded, it's in a random place with no logic to it and the labyrinthine way to reach it means that messages to hint at its location are not practical. At least they should have added a line of dialogue to Andrei where he says there were legendary embers in New Londo or something of the sort.

Pictured here: bloodstains being useful and adding to the atmosphere.

obYLsws.jpg


Talk about the "atmosphere" in this case is definitive of faux-elitism, just mental exercise to justify BAD DESIGN. It's no different from the hipster bullshit around the very worst hipster bullshit indie games. You are designing a game, that's the start and end of game design. The limit in which you can push atmosphere through gameplay is when it starts to be detrimental to the GAME experience. In fact, the missable elements at the moment work actively against any sort of atmosphere because they enforce a need to approach everything from a gamist perspective because you're actively harming yourself by NOT double-checking everything using out-of-game means. As said, there's fundamentally zero difference between player messages and the internet. So congrats, you just worked against your attempt at creating atmosphere by only making it emphasize the sterile gamist approach.

Dark Souls is a good game, but trying to justify even its flaws (which are not few) is just BSN and Bethsoft board behaviour with an added fedora and scarf.

I already explained above that the online component implemented in the game is actually part of the game design (something that should be obvious) and also mentioned the difference between in-game messages and checking wikis or guides (which should also be obvious).

Anyways this line of yours is really problematic: "the missable elements at the moment work actively against any sort of atmosphere because they enforce a need to approach everything from a gamist perspective because you're actively harming yourself by NOT double-checking everything using out-of-game means". You are performing inane mental gymnastics to say that the fact that checking a wiki grants you a benefit means that the game is forcing you to constantly check said wiki. Ridiculous. It's not the game, it's you. This really shows that you cannot stand the mere thought that your character may not be properly minmaxed or that a setback may happen because you may fail to notice something. That's your closeted desire for handholding. Do you also play all other RPGs this way? Do you play Torment with an open guide alt tabbed so you can check which dialogue choice results in the best possible outcome?
 
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abija

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It's a shitty, meritless form of replayability. The only way it is not detrimental is if Dark Souls had a total playtime of 2-5 hours, which is how Way of the Samurai series does that with vastly superior execution.

This is not about hand-holding. This is about retarded decisions that are objectively bad for the whole game. There's nothing hand-holding about not adding ill-defined failstates that contribute nothing to the game itself.
When you can't fail anything your decisions in game are meaningless. It's one of the few games where exploration actually feels rewarding.
Game has flaws but the way information is offered and the rewards of exploring are certainly not one of them.
 

Cowboy Moment

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I think missing stuff permanently is NOT fine, the game just doesn't have THAT much of a replay factor to me due to the effort needed to just gather items and powerlevel to your choice of level. I'd say the presentation would be just fine if things simply wouldn't be permanently missable and wouldn't have sequence-breakers. Because I knew about this aspect beforehand, I carefully checked only one thing from the internets before visiting any new area: ANY AND ALL possible things you can miss permanently, and which can sequence-break (heck, given the nondescript YES/NO in dialogues can be I started doing that whenever I'd speak to ANYTHING because of the unpredictability of your answers; LIKE WHEN SAYING NO TO THE FUCKING CAT GETS YOU MARKED WITH FACTION BETRAYAL). Since that shit is just plain annoying and shouldn't have been put in the first place (Armored Core doesn't have this problem despite having tons of hidden shit and conditions because every stage is replayable).

Why isn't it fine to miss stuff permanently? Because your Asperger's can't handle it? I mean, it's fine if you want to make the game less fun for yourself by checking everything on a wiki, but don't act like it's inherently bad design.

As a matter of fact, a lot of the "permanently missable" stuff fits DS' themes perfectly, like Solaire's story for example.
Damn right it drives my Asperger's insane.

Point isn't really that it can be missed. Point is that it can be missed and not found later through further exploration. That is the only proper way to do it if you insist on having the game last longer than a number of hours you can count with one hand.

So what? Why is it bad to have this? As long as missing stuff doesn't interfere with your progression in a major way (which it doesn't in DS, save for a few exceptions which are rightfully criticized), I don't see any argument in your posts thus far, save for "it offends my OCD so it needs to go".

It's you who's making the Bethsoft fanboy argument here. Almost verbatim, as a matter of fact.

Talk about the "atmosphere" in this case is definitive of faux-elitism, just mental exercise to justify BAD DESIGN.

And this part is an especially hilarious projection. Bro, your argument basically comes down to "it bothers me, therefore it's BAD DESIGN", you write multiple paragraphs trying to make it seem more elaborate than it really is, and you proceed to accuse others of mental gymnastics to justify a preconceived notion? Nigga pls.

FYI, being able to permanently miss side content reinforces the idea that the world of Dark Souls doesn't care about the player; and this does, in fact, improve the atmosphere and immersion. It does not, in fact, promote a gamist approach to NPC interaction - since everything is so cryptic, it's difficult to foresee the exact consequences of your actions, so you mostly pick based on what you think is right or beneficial, and this works perfectly fine for the most part. It doesn't work if you personally can't deal with the uncertainty, but, again, this is not bad design. It's simply the game not being for you.
 

Damned Registrations

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Mt only gripe with missable stuff is the stupid double talk dialogues. When someone asks you two questions at once (Would you like my to teach you magic, or do you find it unsavoury?) and you can only reply with Yes/No, you have no way of knowing what you're actually doing, which is retarded. But stuff like Lautrec is great. Knowing the consequences of your actions shouldn't always be a given, only when it's something obvious, like someone asking you a straightforward question. And even then, there's always room for things like betrayals and so forth.
 

Stonewolf

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Messages
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When someone asks you two questions at once (Would you like my to teach you magic, or do you find it unsavoury?) and you can only reply with Yes/No, you have no way of knowing what you're actually doing, which is retarded.


  • Speak to him
    Well, I see you made it out!
    Yeah, I made it out safely, too.
    I have my Pyromancy of the Great Swamp, so I can usually manage, with a bit of care.
    Oh, yeah, by the way, er, I can share my spell with you.
    I think you have a knack for it. All you need are the materials.
    I'd be please to help you.
    … Ah, unless you find the magics unsavoury?
    • Answer "no" (accept)
      • If you're a Pyromancer
        Yeah, wonderful!
        I'm sure they'll be of some use, some assistance.
        Why, let's get started right now.
      • Any other class
        Yeah, wonderful!
        I'm sure they'll be of some use, some assistance.
        Here, first, take this. A flame from the Great Swamp.
        Now you're a fully-fledged pyromancer.
        Why, let's get started right now.
    • Answer "yes" (decline)
      Oh, really… Well, that's a shame. But it is your choice.
      I'm on the fringe; yeah, I know. Undead or not, that's who I am.
      I only wish that I could have repaid you somehow.
I dont get how can you misinterpret the question.
 

Coyote

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Messages
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I managed to turn my first playthrough into a bit of a clusterfuck by accidentally attacking Oswald of Carim (the guy you can go to for forgiveness whenever you attack anyone - except for himself, it turns out) and a couple of other NPCs, telling Dusk "no" when I met her, and so on. I also tend to play games in an obsessive-compulsive completionist fashion and hate to miss anything.

Yet I still find Vaarna_Aarne's complaint rather off-base, particularly the implications that permanently missable items are bad design unless a game is short and/or built around replayability:

I think missing stuff permanently is NOT fine, the game just doesn't have THAT much of a replay factor to me due to the effort needed to just gather items and powerlevel to your choice of level. I'd say the presentation would be just fine if things simply wouldn't be permanently missable and wouldn't have sequence-breakers.

Point is that it can be missed and not found later through further exploration. That is the only proper way to do it if you insist on having the game last longer than a number of hours you can count with one hand.

...and that C&C is the only thing that makes a game replayable:

Really, there is absolutely NO real C&C in Dark Souls, which is why it doesn't have that much replay value.

I mean, I can understand raging at, say, the tendency of old adventure games to screw you over much later on for missing/using some item from the first 10 minutes or games that are blatantly designed to sell guides by requiring you to engage in some arbitrary set of actions to obtain a cool item. And I can definitely empathize with the position that Dark Souls itself is a bit too unforgiving for certain classes when it comes to missing items - mainly, screwing yourself out of most of your early-game spells as a sorcerer. (I think Edward_R_Murrow is right on the money here about the problem being that spells are so closely linked to NPCs compared to other equipment.) But acting like permanently missable items are always poor design, checking a walkthrough before making any decision in a game because you're worried that you might miss something? It's been said already, but that's exactly the sort of reasoning Bethesda uses to justify allowing every character to do everything in its post-Morrowind games.

Short on time ATM, but there was a decent thread about this topic earlier this year that hashed out the relevant arguments.

Regarding the second point, I'd say Dark Souls itself is a great example of how C&C is not the only thing that gives a game replay value. If a game has compelling enough gameplay people will want to replay it, regardless of whether that comes from C&C, a good combat system with well-designed encounters, a large open world to explore with hand-placed items/encounters, or any number of other things. The Thief series has no C&C to speak of (at most you've got the barebones faction system in Deadly Shadows), but they're still some of my most-replayed games because every element comes together in such an elegant manner.

Seriously, why do people defend bad design? Reminds me of Torment where you can only access Pharod if you are carrying junk in your pocket. Nobody who was careful with inventory management would save that shit.

It's been a while since I played it, but I'm pretty sure that there are at least two or three different ways to find out in-game that you need to do this, and there's junk all over the Hive for you to grab at a moment's notice (twenty or so pieces scattered about, IIRC). It's kind of an important part of the "find Pharod" quest; otherwise it would be as simple as talking to that zombie-sign as soon as you're outside the Mortuary and running left until you hit the trash warrens.
 

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