Sorry, Dark Souls: I want more hand-holding

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Monday, November 28, 2011
EDITOR'S NOTEfrom Rob Savillo

Danny rightly argues that video ganes should provide enough clues and tools so that players can solve any problem or overcome any obstacle within. But one's obvious hint could be another's crypticly frustrating tip.

How can developers strike the correct balance? Should they even try? Should they compromise vision for accessibility?

I never thought I’d say this...but after playing Dark Souls and Minecraft, having a game hold my hand isn’t so bad after all.

After beating Dark Souls on new-game-plus-plus and obtaining all achievements, I don’t have a sense of accomplishment. Completing 100 percent of a game normally gives me a warm and fuzzy feeling inside, but not this time.*

I would probably feel that sense of accomplishment if I didn’t have to look online for tips so often. I know; I know. Dark Souls is meant to be difficult, but I don’t see how someone can attain every rare weapon and join every covenant in the game without consulting a guide.

During my first time playing through the game, I missed out on a few optional areas and boss fights mainly because I read no tips nor watched any gameplay videos whatsoever. This was expected.

However, upon looking up what to do to complete certain side quests, I didn’t respond with "aha!," but with "what?!"

 

For instance, in order to join the Blade of the Darkmoon Covenant, the player has to have the Darkmoon Seance Ring equipped while standing in front of a certain statue in Anor Londo. That isn’t difficult...except for the fact that the game doesn’t even hint at the player to do this.  The ring’s description reads:

This ring is granted to adherents of Gwyndolin, Darkmoon deity and last born of Gwyn, Lord of Sunlight.

Grants additional magic attunement slots. The Dark Sun Gwyndolin is the only remaining deity in Anor Londo. His followers are few, but their tasks are of vital importance.

Optional side quests or not, there’s no way I would’ve figured out what to do when all I’m given is some cryptic lore to work with.

Other side quests and shortcuts require the player to strike some not-so-obvious breakable walls; do some platforming (in a game clearly not meant for platforming); kill key, friendly, non-player characters; and to even quit out the game after dropping specific items.

The game’s multiplayer allows players to write messages that appear in other players’ worlds. For the most part it works well, but it still doesn’t cover some the obscure side quests, nor does it do anything for offline players.


Gee, thanks.
 

Perhaps I’m just dumb or inattentive, but From Software could have thrown me a bone.

Minecraft could divulge some more info as well. The game’s achievements do a good job of getting a newbie started with the basics, but there were still plenty of things I had to look up to understand.

Friends of mine called me foolish for refusing to look at any Minecraft wikis as I first started playing the game. This attitude puzzled me. 

Why should I have to read an external wiki to understand a game’s fundamentals?

For a long time, I had no idea you could create a portal to the Nether, the game's underworld.  I’m sure it was mentioned whenever the Halloween update hit, but how are new players supposed to know that a four-by-five obsidian structure could transport them to another world, especially when nothing else in the game behaves that way?


Hell, why wouldn't you tell players about this?
 

I enjoy discovering and playing through games on my own as much as the next guy, but every minute spent looking online is one better spent actually playing the game. Developers don’t have to -- nor should they -- give away every secret. Side quests and secrets should be hidden enough to provide satisfaction but not be so inaccessible that they require gamers to stop playing and look online.

The next time a game marks a side mission with a big blue waypoint for me, I won’t mind so much.  Sure, I’ll feel like I’m being babysat. But at least I’ll fight my way through bad guys instead of Google searches.

Should gamers be able to figure everything out from within the game itself? Do you think it's more satisfying to go through a game with help from the community or on your own? Feel free to share your thoughts and stir the pot below!


*I understand that truly achieving 100 percent in Dark Souls means beating the game 8 times.

 
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Comments (6)
Bmob
November 17, 2011

I feel much the same, in cases like Dark Souls. Proper story-based games should surely provide some kind of handholding. To expect you to go online to find out how to play is, frankly, awful. The Last Remnant, for example, actually tells you to play the game in the opposite manner to how you should actually play it. Many J-RPGs suffer from little windows of opportunity that you'll always miss without a guide, too. What for? What's the downside to providing this information, like in Resonance of Fate?

But in games like Minecraft, or Football Manager, or Skyrim, or GTA? Throw me to the bulls! It makes it difficult, but it means that your experience is different to anyone's. Your ways are different to anyone else's. It promotes discussion, promotes sharing, promotes tips, strategies, stories... Give me your hand and I'd rather bite it off.

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November 17, 2011

I love exploring in GTA and RDR, because I feel I'm making progress with every step.  

Dark Souls sidequests had less to do with exploration and more to do with performing actions in specific windows just like you mentioned.

Robsavillo
November 17, 2011

I don't quite understand the contrast here...are you saying you would feel a sense of accomplishment if a game told you all the solutions to all puzzles inside the game?

For me personally, the fun is in the discovery, not in marking off a checklist. If I miss something, so be it. I don't feel like I "missed out" if I enjoyed the experience. That's why I don't enjoy hand-holding; the game doesn't even give me a chance to discover things on my own, and in doing so, it disrespects me as a player.

In Dark Souls, there are still things that are mysteries to me, and that sense of the unknown keeps me engaged in the game world -- it makes me want to keep coming back for more.

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November 17, 2011

I just think that some of the requirements for the side quests in Dark Souls took it too far.  It took me over 100 hours to beat the game on my first play through, and not once did it occur to me to try some of these things.  

Dark Souls could've provided a few more hints.  I'm not asking for Navi to show up and highlight text for me, I just need something to work with. They could've at least given the ring a slightly less cryptic description.  

I understand in the case of hidden areas.  I'm the kind of player who will the hug every wall just to make sure I don't miss a room.  I'm not the kind of player who will ever think to drop an item and quit out the game to see what happens, or to wear armor I would never use just to see if it alters the environment.

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November 29, 2011

Indeed I feel the same that some of the things, like the covenant you talked about, it must be hinted in the item's description or as a message written by other players, however there aren't too many options to choose regarding item usage apart from "Need ring" that could hint on something like that. The invisible walls are ok because there's the "Invisible wall ahead" or something like that. But the ring case or the wear armor case are really extreme and I didn't even knew about it.

Well, think about Diablo II when people discovered that there was a cow level. There was no mention of it in the game at all, was it? People just figured it out and spread the word - most importantly, via ingame chat (for the people who played multiplayer at least). Dark Souls doesn't have a built-in chat, Dark Souls doesn't explain much to you - hell, I had to die like 4 times to discover that the Skull Lantern weapon is really meant to be used as a lantern on your way to Nito.

I think there's indeed a hand missing, that the community would fill in, but as a developer you have to be careful with user interaction (trolls, abuse, etc.) and I think that is one of the main reasons you can't voice chat with phantoms summoned to your world. They shouls figure out a way to inclube some kind of forum or explore the message system further for the next iteration of the game so you can "spoil" yourself these tiny secrets of the game.

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January 07, 2012

I feel like part of the reason's Dark Souls sidequests, covenants, etc. can be so obtuse and inaccessible—that "little window" of opportunity—is that you're meant to feel like the world doesn't revolve around you. The reason you have to talk to so-and-so before you defeat this boss or access that area is that they need to move on to the next section of their own quests. They don't just hang around the first bonfire forever waiting for you to walk up to them so they can tell you where the next sidequest is.

The new game plus model is the perfect complement to this—you're encouraged to play again once you've reached the end, and if you play it slightly differently, do the bosses in a different order or backtrack a little before you move on, you'll always discover some new NPC interaction, a new item, a new covenant, or whatever.

Your Darkmoon Blade example—not everyone is meant to discover everything. It's as simple as that. Some people will wear that ring for the extra attunement slot and happen to go to that bonfire. That fraction of players will join that covenant and start enacting revenge on the players who are still just invading people. It's meant to be an online eco system, and when it works, it's really amazing.

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