Demon's Souls: Telling Story Through Gameplay

Robsavillo
Tuesday, December 01, 2009

Editor's note: Many things make Demon's Souls special. I'm a big fan of its oppressive mood -- I feel the world's weight on my shoulders as I play. Rob points out how your actions, not a bunch of cheesy cut-scenes or hackneyed dialogue, tell the story. Do you appreciate this approach to storytelling? -Jason


Demon's Souls

The land's shrouded in blackness. Enemies are more resilient than ever, and new, more powerful foes lurk in dark corners. After much patience and caution, I'm set to meet my prize -- a primeval demon.

I've been searching for colorless demon's souls. Each playthrough has only 10 such souls. These souls are unique as they are the only upgrades available for rare items. You may apply up to five colorless souls to each item, which means that you may fully upgrade only two items per playthrough.

The game has just a few ways to obtain these elusive souls, and my journey to obtain all 10 in one playthrough has revealed another unique aspect of Demon's Souls -- it uses gameplay to tell a specific story.

 

In the beginning of the game, I talked to the Crestfallen Warrior, a blue soul trapped in the Nexus. He's trapped because he lost his will to collect more souls. His predicament is meant to impart knowledge of one key component of survival in Boletaria -- I need to travel outside of the Nexus and collect souls, least my own soul slowly fade away.

As I journey onward, the Crestfallen Warrior's dialogue foreshadows my coming accomplishments -- he begins to comment on my regained body and on the demon's souls that I've acquired. He warns that my collecting of these souls will cause me to fall into the same trap as Allant.

Demon's Souls
The Crestfallen Warrior.

The Crestfallen Warrior is, of course, referring to King Allant of Boletaria. In an effort to bring untold prosperity to his kingdom, Allant dabbled in the soul arts. His meddling awakened the Old One, an irrevocable poison strewn across the land with intentions to devour the souls of humankind.

In essence, Demon's Souls sets up a reward system that specifically encourages the player to mold his character to reflect the plot developing behind the scenes. This became most evident to me through the hunt for colorless souls.

As I said, only a few ways to find these souls exist. The first one is easy and in plain sight, provided that you can bring the world's tendency to either pure white or pure black. The next two are even easier than the first -- all the player needs to do is trade the right items for the souls.

The bulk of these souls are held by primeval demons; one is located in each of the five worlds connected to the Nexus. In order to bring the primeval demons out of hiding, I must descend each world's tendency into pure blackness.

These account for eight of the 10 -- the final two souls require the player to shift further toward blackness. They can be obtained through assassination quests, and the only way to be offered the quests is to shift your character's tendency to pure black. How does one do so? By murdering characters in the game.

The game doesn't just encourage players to shift black through colorless souls but also through world tendency events. Some pathways or characters are only ever available when a particular world is pure white or pure black. The game has a limited number of ways to shift a world pure white -- but limitless methods to shift worlds black.

Worlds shift white when the player scourges the land of demons, specifically the major and chief demons of each realm. Once these demons are slain, there are few other noticeably effective ways to shift a world white. NPC black phantoms and primeval demons are the other major ways to shift a world white, but those methods are only available once a world is pure black, and their effect can only be felt once.

Demon's Souls
Pure black world tendency.

Shifting black, on the other hand, is really easy. All the player needs to do is perish while in body form. Any death -- suicide, death from the environment, death from an invading black phantom -- is enough to shift a world toward black. This method is effectively without limit, because a player always has the option to die.

To get the most out of Demon's Souls in one run -- to get all the items, as many upgrades as possible, experience all tendency events -- players must work toward making Boletaria a harsher place. In doing so, the player has fallen into the same trap as Allant by furthering the goals of the Old One.

At the end of the game, the Old One opens an invitation to his realm. He has chosen you to become his next demon. Everything you have achieved in the game, from killing demons to murdering fellow characters, has brought you to this point. He even offers the player one final chance to join him in his quest to consume the Earth in the deep, colorless fog.

The narrative is the story of your descent into darkness. You fall for the allure of power by killing demons to increase your soul level. By the end, you're murdering friendly humans who are unlucky enough to still be alive.

I should mention that players do have the option to lull the Old One back to sleep, saving Boletaria from darkness. But such action immediately returns the player to the Nexus for the next playthrough.

At the end of the second run, players are again encouraged to join the Old One rather than return him to eternal slumber -- the reward for joining is more than threefold the reward for setting the world straight.

Demon's Souls does not impart this narrative through cut-scenes or dialogue choices. It doesn't have a morality or karma system. To completely experience the game, players are encouraged to become demons themselves. By taking advantage of specific game mechanics encouraged by the game itself, player actions further the story of Demon's Souls.

 
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Comments (23)
Lance_darnell
November 19, 2009
Rob, I bought Fallout 3 GOTY instead of this. Every time I read something about it - usually from you - it makes me think that perhaps I made the wrong choice. Everything about this game seems to be hardcore. On a slightly different topic, what is the difference between a Succubus and Incubus?
Jamespic4
November 19, 2009
Succubus = female. Incubus = male. Right?
Jason_wilson
November 19, 2009
@James @Lance That's what my old D&D; Monster Manual taught me.
Robsavillo
November 19, 2009
I give up -- I'm completely confused. What's happened in my comments section?
Lance_darnell
November 19, 2009
@Rob - Sorry Dude, I had demons on the brain last night. When a demon comes to rape me, I need to know if its a male or female. I'm choosey like that! @James - I know a succubus is female, but then isn't a huccubus male? @Jason - I have to pick up a D&D; manual!!! :D
Default_picture
November 19, 2009
I have read a LOT of people complaining that Demon's Souls has no story. I find myself invariably unable to respond to these accusations: they just don't get it. There is a TON of story in this game, you just have to experience it instead of read it. My personal favorite vignette is "the Old Monk's revenge and the profaning of the church"
Default_picture
December 01, 2009
Demon's Souls is a classic example of a game showing it's story, rather than just telling you. It's not the first game to successfully pull this off, because Shadow of the Colossus and Ico are both instant classics, right? I love this game, it is easily in my top 5 for game of the year, and it's tied with Dragonage for RPG of the year. For every throwback the game has a suprising innovation, and every person I have recommended it to has been helplessly grabbed by it. It is one of the most intense games you can play, and is one of the only games I have seen in years where people are actually talking to one another about in incredibly depth. You know, beyond the whole "I love that game! That part was so cool!" . I think that Demon's Souls is even worth buying a PS3 for (among many other reasons) if you appreciate how games used to be in the good 'ol days.
Default_picture
December 01, 2009
I agree. The story is there if you pay attention and just experience the game. All in all, I still love the fact that game hates you. It's a throwback to yesteryear when men were men and hard mode meant hard mode. My generation did not have save points every five seconds.
December 01, 2009
A very interesting, and disturbing, interpretation of the developers' approach to the game's narrative.
Default_picture
December 01, 2009
I bought this game, and just never got into it. I just don't see what others see in it. I just see frustration of being stuck in the same place.
Default_picture
December 01, 2009
Fantastic way of presenting stories and in Demon's Souls brilliantly executed. I want to see more stuff like this, not just coming from Japan but also from the West. I think Dragon Age had it thought out there with the continual usage of the 'trail of blood' motif (on the maps, on your armours, and constant dialogue choices for picking candidates for slaughter). No sacrifice no glory.
Default_picture
December 01, 2009
I don't know...I think a major problem with the game is what it doesn't tell the player. You are never told or only occasionally told various things. The whole "the player will figure it out or die trying" seems to be an old idea for game design that is happily abandoned by many other games.
Default_picture
December 01, 2009
@Tom-You took the words out of my mouth. I'm still roaming around after killing phalanx trying to find the next area that is easiest. I am actually thinking of writing on article on Demon's Souls and my problems with it. Hopefully to either get a response/answers from the community who has played it or to shed light on its flaws to potential buyers/players of it.
Robsavillo
December 01, 2009
I know Demon's Souls has been described as trial and error frequently in the press, but I just don't see the game that way. Trial and error means that there is only ever one way to solve a puzzle, and that the answer is usually obscure or illogically connected to the pieces. The "puzzles" in Demon's Souls are the combat engagements. Each offers the player a series of interesting choices to make, and there is never only one solution to defeating any enemy, even bosses. Solutions vary based on your equipment, memorized magic and miracles, and character stats. Revisiting an encounter with new gear means that players have new options to solve the "puzzles." You can also infer which weapons or equipment works best for any particular environment or enemy by just paying attention to the clues in the game, many of which are left in messages by other players. Even in offline mode, the game leaves permanent messages for players giving away lever locations and enemy weaknesses. I find this to be a very satisfying setup, since the game encourages players to think about the game mechanics to progress further. There's also the risk of failure, because sometimes you'll just make the wrong choice. Is that really poor game design? I don't think of this as trial and error. In all honesty, would a better game be one in which the solution is always painfully obvious?
Default_picture
December 01, 2009
@David, for me [i]Demon's Souls[/i] is one of those games that "breaks my heart". I see the potential and the awesome in one direction and then I see annoying and what I consider at best "archaic" and at worse "terrible" design decisions. For instance: Good: The way it handles online and multi-player are actually quite progressive. Due to the story's fiction it makes sense and is seamlessly integrated. Bad: Too many areas and levels are designed without the idea that you or another or two others are going to be with you. Without active voice communication, being stuck in a narrow place where you have to "single file" across to find a monster and a fight at the other causes (hilarious?) combat pile ups where the person in front wants to back up while the person behind wants to go forward. Good: Really distinct looking worlds that have themes. Bad: This often degenerates play. For instance, Area 2.2 is one of the worst in the game not because it is challenging but you are forced to tread slowly through murky water. You could be powered up with the best gear and power and still plod slowly through this. Good: Combat is diverse and is the best action-melee combat I've seen this side of [i]Batman:AA[/i]. Bad: This is rarely told to the player in the game, by the game. Did you know things with scale armor are weak to piercing weapons? Did you know skeletons are weak to maces? Some flying monsters are easier to hit with arrows, some with magic. The game vaguely hints but often relies on you to figure it out. So many times I would be partnered up and see someone flailing away with the wrong weapon where without voice or text communication I simply can't correct them. As I said, [i]Demon's Souls [/i]breaks my heart. Especially in the face of other more pleasing to play games I can't recommend it to anyone but the insanely hard core gamer where parts of almost playable but yanked back to trial and error by other parts.
Default_picture
December 01, 2009
To avoid sounding completely negative about [i]Demon's Souls[/i], I agree with Rob that one of the special things about the game is its story. There are many visual, atmospheric and other cues that indicate the tale in the game. I see it as a small miracle that the game didn't degenerate into overwrought babble and nonsense that too many Japanese games fall into. The story in [i]DS[/i]is a pretty good and I wish a lot more games would go the same path.
Default_picture
December 01, 2009
What a great piece Rob!!! Your explanation about how the narrative unfolds in the gameplay and how you - as the player - become intrinsically inscribed into the story makes e want to fly to the states to get it!!!! Dude, the game is on my must buy but it isn't available in the UK. I really don't understand why some games get released in certain countries and not others. Anyway, enough about me bemoaning the global distribution scheme. Thanks for the article :D
Robsavillo
December 01, 2009
Christopher -- all PS3 games are region free, so just import the US release. If you can't get your hands on a US version, I recommend importing the Chinese version, since there's an English language insert. The only significant difference between the separate versions, aside from a few minor translation errors in the Asian releases, is that the US and Asian versions are hosted on different servers. Check the [url=http://demonssouls.wikidot.com/versions]Demon's Souls English wiki[/url] for more information.
Default_picture
December 01, 2009
Thinking I am going to have to play this.
Default_picture
December 01, 2009
I agree with the story being deep but requiring the gamer to slowly discover it through gameplay much like Shadow of the Colossus. I think it actually hold many parrallels with Shadow of the Colossus mainly the battles against the epicly large enemies that require some trial and error to develop an effective tactic. Also you don't really know what you're getting yourself into when you start collecting souls. Plus both have some unique gameplay controls with a learning curve. I would recommend the game to anyone that likes a slightly challenging game, is ok with occasionally dying, plays games cautiously, and likes the RPG leveling mechanics.
Default_picture
December 02, 2009
@Rob. Coming back in to comment, I really have to thank you for writing this article because if I had tried to do it, I would have just shamelessly gushed over the game because I am a complete fanboy for it. I have to mention one thing about Demon's Souls that I have not really seen talked about all that much. Compared to the huge open world games we are used to now, the levels in Demon's Souls are relatively small, but they feel [b]huge[/b]. I attribute this to the encouragement of exploration, no matter how intense and fearful the game makes this task for the player. There are points where you will hit a wall, and it causes most players to start backtracking and picking through the level with a fine toothed comb looking for [i]anything[/i] that might help you get past your goal. Besides the incredibly in-depth combat, this is one of the biggest hooks that From Software's magnum opus has dug into me. To me, this makes Demon's Souls the anti-Zelda. Where Zelda is more bright and friendly, Demon's Souls is soul crushing and sometimes frightening. Where Zelda encourages you to explore with optimistic abandon, Demon's Souls punishes you for exploring too recklessly. Zelda makes you feel good for felling large enemies with simple combat controls, Demon's Souls makes you [i]earn[/i] the right to kill even it's most simple enemy with raw skill and complex strategies. That is not to say I think one is better than the other, but if you were to go by amount of playtime, Demon's Souls may be my preferred game at this point in my life. When you beat a Zelda game, people will ask "How did you enjoy it?". When you beat Demon's Souls, people will ask "How?!".
Default_picture
December 21, 2009
Great piece Rob. I couldn't agree more that developers really need to start looking deeper into the gameplay-as-narrative method of story telling. I really do believe that developers will only then be starting to scratch the surface of the uniqueness of the medium for telling a story. I actually wrote a piece on something pretty similar around the time of the X-Men Origins: Wolverine release. Even though this game could be written off as action fluff, it does make great strides in the realm of character development through gameplay by giving us continuity in Wolverine's brutality in the gameplay portions. The same behavior we see in the cut-scenes, we experience in the gameplay. While I understand that character development is only a piece of overall narrative, it's still not something we get often through gameplay mechanics, but Wolverine nails it. I invite you to check out my story. [url]http://www.fourplayercoop.com/pixelosophy/320-show-vs-tell[/url]
Robsavillo
December 22, 2009
Thanks Aaron -- interesting thoughts about character development in video games. I hope to see more developers harness games' unique ability to use gameplay as a story-telling device.

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