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The World Design of Dark Souls | Boss Keys

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    There are a lot of memorable moments in Dark
    Souls, but there’s one very specific part
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    that stuck out for me.
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    After arriving in Firelink Shrine, you venture
    into the Undead Berg, fight the Taurus Demon
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    on the bridge, narrowly avoid getting roasted
    alive by a dragon, find your way to the Undead
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    Parish, fight past giant soldiers in the church,
    take this random elevator down, and arrive
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    all the way back at…
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    Firelink Shrine.
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    It’s at this moment you realise that the
    world of Dark Souls is very different to most
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    other games.
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    It’s not a linear series of zones - but
    a complex, maze-like world that branches off
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    into different areas, then loops back around
    on itself through shortcuts and elevators.
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    It seems to snap together like a fancy 3D
    jigsaw puzzle, and exploring this world feels
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    like navigating a Metroid map, or a Zelda
    dungeon.
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    Which is why I’m dedicating this special
    spin-off episode of Boss Keys to the world
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    of Dark Souls 1.
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    I’m going to be looking at how this world
    is put together, the advantages and disadvantages
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    of non-linear world design, and how Dark Souls
    has even more in common with Zelda than you
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    might think.
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    So, buckle up and come with me, Mark Brown,
    on a journey to the fantasy kingdom of Lordran.
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    To start, we should identify the basic structure
    of Dark Souls.
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    And I think this game fits quite neatly into
    five distinct acts.
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    There’s the intro, in the Undead Asylum,
    where we learn the ropes and defeat the first
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    boss: the Asylum Demon.
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    Then, for act two, we’re in Lordran proper
    and must ring the two bells of awakening.
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    One can be found after we fight the Bell Gargoyles
    on top of the Undead Parish, and the other
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    is behind Quelaag, down in Blighttown.
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    You can do these in either order, but most
    first time players will do the church first.
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    Then, for act three, it’s off to Sen’s
    Fortress - which is a sort of nightmare funhouse.
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    And then we head to Anor Londo, where we fight
    Ornstein and Smough, and receive the Lordvessel.
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    Now, in act four, the game tasks you with
    retrieving the four Lord Souls.
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    These are collected by defeating bosses who
    are found in new areas - but ones that are
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    just off from places you may have visited
    before: there’s Gravelord Nito in the Valley
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    of the Giants, Seath the Scaleless in Duke’s
    Archives, the Four Kings in New Londo Ruins,
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    and The Bed of Chaos in Lost Izaleth.
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    These often have other bosses along the way,
    like Sif and Pinwheel, and all of this can
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    be done in absolutely any order you like.
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    When you’ve got all four, it’s on to the
    final area and the last boss, Gwyn: Lord of
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    Cinder, for act five.
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    So, I think this works really nicely.
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    Acts 1, 3, and 5 are very linear and have
    a sense of forward momentum to them.
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    While acts 2 and 4 are more open, and branching.
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    It’s an accordion like structure that is
    actually… very familiar.
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    You see, the basic outline of Dark Souls is
    near identical to the basic outline… of
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    Zelda: A Link to the Past.
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    In that game there’s an intro, and then
    some early dungeons that can be done out of order.
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    Then the path constricts for Hyrule Castle,
    but then branches out widely as you re-explore
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    old areas, now with access to the dark world,
    to tackle the tougher dungeons in largely
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    whatever order you like.
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    Then the path constricts one final time for
    the battle against Ganon.
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    Perhaps it’s not surprising, given how Souls
    creator Hidetaka Miyazaki has spoken about
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    his admiration for the Zelda series, but I
    think it’s a very interesting parallel nonetheless.
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    But then again, while this does describe the
    path that most players take - this isn’t
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    a completely accurate portrayal of how Dark
    Souls is laid out.
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    You can actually do lots of stuff out of order.
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    You can kill Pinwheel at any time after arriving
    in Lordran, you can kill Sif and the Four
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    Kings before ever visiting Anor Londo, and
    you can kill the Ceaseless Discharge as soon
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    as you’ve finished off Quelaag.
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    And you can skip some of these bosses entirely.
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    If you take a secret route to Blighttown through
    Darkroot Basin, you can skip the Capra Demon
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    and the Gaping Dragon.
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    If you help out Solaire you can skip the Demon
    Firesage and the Centipede Demon.
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    And if you choose the Master Key as your initial
    gift, you can even dodge the Taurus Demon.
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    There sure a lot of Demons in this game.
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    They should have called it Demon’s Sou...oh wait.
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    Uh, plus, there are also four entirely optional
    bosses - Moonlight butterfly, Stray Demon, Crossbreed
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    Priscila, and Dark Sun Gwyndolin - that have
    no impact on the structure of the game whatsoever.
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    They just give you cool goodies.
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    So the structure of Dark Souls really looks
    more like… this.
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    Not quite as attractive, is it? But it’s
    a good visual reminder that Dark Souls is
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    a game with lots of branching paths.
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    Like, when you get to the Undead Parish you
    can explore the church, or go fight the Moonlight
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    Butterfly in Darkroot Garden, or fight this
    hydra in Darkroot Basin, or go off into the
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    Lower Undead Berg and explore from there.
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    And right from the very beginning of the game,
    in Firelink Shrine, the player is expected
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    to travel up to the Undead Berg but you can,
    instead, head to the Catacombs, or New Londo Ruins.
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    All of this gives Dark Souls a very liberating
    and adventurous feeling.
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    You rarely get the sense that you’re on
    a predetermined path - but, instead, you’lre
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    making your own decisions and following your
    curiosity through the world.
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    And while some of these areas are complete
    dead ends in terms of overall game progression,
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    there are often items in these late game areas
    that you can get early if you’re brave enough.
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    Even a low level player can find the useful
    Fire Keeper Soul in New Londo Ruins.
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    And then run out of there in fear.
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    That’s because the area is filled with ghosts
    that can’t be killed with conventional weapons.
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    Likewise, the catacombs are filled with regenerating
    skeletons who will probably kill you if you’re
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    at a low level.
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    But getting killed is a good way to create
    a lasting memory in the player’s brain.
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    If you go into the Catacombs and get wrecked
    by skeletons, you’ll spend the next 10 hours
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    of the game thinking about coming back to
    tackle that area when you’re at a higher level.
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    Which is handy - because that’s where one
    of the four lords is hiding.
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    Now, as i said before, Lordran doesn’t just branch
    out but it also loops back on itself, with
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    connecting points between many of the game’s
    locations.
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    Knock down this ladder, for example, and you
    not only get to rest at an old bonfire - but
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    can quickly skip all of this stuff to quickly
    get from the Undead Berg to the bridge to
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    the Undead Parish.
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    And then look at Firelink shrine.
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    While it initially connects to Undead Berg,
    the Catacombs, and New Londo Ruins - later
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    in the game it will also connect up to the
    Undead Parish and the Lower Undead Berg.
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    This is achieved through doors that only open
    from one side.
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    So, when you first move through this aqueduct
    just off Firelink Shrine, you’ll find a
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    locked door.
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    But later in the game, you’ll permanently
    open it from the other side.
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    This means you’re not overwhelmed with options
    and branching paths at the beginning - but
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    as the game goes on, the world becomes steadily
    more complex.
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    So keeping the connected world of Dark Souls
    in your head is a difficult job, especially
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    because the game has no map screen whatsoever
    - perhaps a throwback to NES games
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    like Metroid 1 and the first Zelda.
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    But there’s a quiet satisfaction in being
    able to navigate this complex kingdom through
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    memory alone.
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    Whether that’s figuring out the best way
    to get between two areas, or remembering the
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    location of, say, Andre the Blacksmith, or
    the shopkeeper who sells Purging Stones - and
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    then knowing how to get there efficiently
    and safely
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    This sort of spatial memory is reminiscent
    of games like Resident Evil, where a big part
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    of the challenge is creating efficient pathways
    between areas in the Spencer Mansion.
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    That sensation is largely gone in the other
    Souls games, where you can simply fast travel
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    between areas, or wrap back to some central
    hub to find all the shops and upgrade stations.
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    I much prefer the way it’s done in Dark
    Souls 1 because not being able to warp around
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    also creates a pretty strong feeling of isolation
    and, I suppose you could say, homesickness,
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    when you venture deep into certain areas.
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    Going further and further into the Catacombs
    or Blighttown, feels legitimately unnerving
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    as you’re moving further and further away
    from safety and familiarity - and if you want
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    to return to the surface, you’ll have to
    literally climb back out.
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    You can’t just warp.
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    I feel like you also gain a much better understanding
    of the world by exploring on foot.
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    And what a world it is.
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    The extremely vertical nature of Lordran lends
    itself to an initial sensation of going deeper
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    and deeper.
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    The game practically trolls you, giving you
    a place called The Depths that isn’t even
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    close to being the lowest point in the game.
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    That area drops down to Blighttown, which
    drops down to Demon Ruins, and down to Lost
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    Izaleth.
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    This give the world a real sense of history. Stuff built on top of other stuff. Strata.
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    And then, in stark contrast, Sen’s Fortress
    and Anor Londo, are are all about climbing
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    up, higher and higher, which has a very different
    feeling.
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    You get a sense of ascension.
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    Rising action.
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    It makes you feel heroic.
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    Miyazaki has said “After ringing the bells
    and overcoming the traps of Sen's Fortress
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    I really wanted to player to feel ‘Yes!
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    I've made it’.”
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    It’s worth noting, however, that Dark Souls
    does not ever suffer from a sense of samey-ness
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    - despite the fact that all of the game’s
    areas must link up to one another.
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    Each zone still feels distinct - visually,
    and often from a gameplay perspective as well.
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    You’ve got the pitch black Tomb of the Giants.
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    The twisting staircases in Duke’s Archives.
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    The hazy pathways of Darkroot Garden.
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    Traps in Sen’s Fortress.
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    Pitfalls in The Depths.
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    Invisible pathways that kinda suck to be honest
    in the Crystal Caves.
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    And then Anor Londo - which is clean, pristine,
    untouched, and completely different to everything
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    you’ve seen before.
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    Now, choice, non-linearity, branching paths,
    and interconnectivity makes for fascinating
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    world design, but it does pose two significant
    problems that any game of this sort has to overcome.
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    One, is direction.
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    If the game isn’t super linear and straightforward,
    and maybe requires some backtracking, how
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    does the player know where to go?
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    And, I mean, Dark Souls is a famously obtuse
    game.
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    There are no waypoints, no compass, no map
    screen with a big red X on it.
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    You just have to find things for yourself.
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    For the first major quest, ringing the two
    bells of awakening, the execution is… mixed.
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    The first bell is very easy to find.
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    The route to the Undead Parish is largely
    straightforward, and the top of a church is
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    a natural place to find a bell.
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    But the second - which is deep down in the
    ground, is more tricky to discover.
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    So, the bloke at Firelink Shrine does give
    you some help.
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    He’ll say “There are actually two Bells
    of Awakening.
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    One's up above, in the Undead Church.
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    The other is far, far below, in the ruins
    at the base of Blighttown.”
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    But the route to Blighttown is hard to find.
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    The main path has you find this key in a location
    that you never need to visit, and then open
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    this rather random door on the bridge with
    the dragon.
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    Look, if you want to seer a door into the
    player’s memory, make it like the crest
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    door in Darkroot Garden, or the massive locked
    door at Sen’s Fortress, where Siegmeyer
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    talks about how it’s locked up tight.
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    Those doors are hard to forget, whereas this
    tiny wooden door is easy to miss.
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    There is, at least, another route, but this
    requires finding a semi-hidden cave in the
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    ramp down to Darkroot Basin and then dashing
    through the very difficult Valley of Drakes.
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    Having two routes is good.
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    And of course, forcing the player to actually
    explore, read the item descriptions, and venture
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    out into unknown areas is also fun.
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    But I’d say this is a tad too obtuse and
    may send players running to a walkthrough.
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    A similar thing happens after finishing Anor
    Londo, when you are given a very brief, vague,
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    and non-repeatable cutscene showing three
    orange fog gates disappearing throughout the world.
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    Basically, in three random areas throughout
    Lordran, there are now zones that you can
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    get to, so you can go off and fight the Four
    Lords.
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    I hope you’re in an exploring mood.
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    Luckily, there are probably lots of places
    you visited earlier in the game, but ran away
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    from with your tail between your legs, like
    New Londo Ruins, the Demon Ruins, and Catacombs.
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    And because you’ve got nothing better to
    do, and because beating Ornstein and Smough
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    will make anyone more confident to explore
    scary locations, you’ll find yourself back
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    in these areas - and then naturally stumbling
    upon the next sections of the game, and the
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    four lords.
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    But at the same time, I do think some cryptic
    clues, purchasable hints, and that sort of
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    thing could be good.
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    Wandering around looking for the next area
    is only fun until you give up and check a
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    walkthrough, at which point the game’s sense
    of mystery just falls away entirely.
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    Anyway.
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    At this point in the game, you’ll have unlocked
    something very special.
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    Just like classic Zelda games, you are eventually
    given the ability to fast travel, as you can
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    use the Lordvessel to warp between bonfires.
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    In some ways this is good.
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    As you barrel towards the end of the game,
    you maybe don’t want to be revisiting old
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    locations and backtracking through finished
    areas.
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    You just want to get on with things
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    But I actually think that this is where Dark
    Souls can lose some of its magic.
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    Where the first half of the game felt like
    an actual world, where I had to think critically
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    about how I would traverse it… the second
    half felt like a bunch of disconnected levels.
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    In some ways, the fast travel almost feels
    like it was stuck on at the last minute, because
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    the game already has a good way to get around
    quickly: the Valley of Drakes.
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    This is an underground network of paths and
    bridges that connects New Londo Ruins, Blighttown,
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    Deeproot Basin, and a path that will take
    you to Firelink Shrine.
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    The difficulty of the enemies means it’s
    largely inaccessible to new players, but experienced
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    players can use it to speed between areas.
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    However, by the time you’re strong enough
    to fight these drakes, you’ll have unlocked
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    fast travel - making the area pretty much
    useless outside of one trip to collect a few
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    scattered goodies.
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    The designers could also have introduced some
    more shortcuts and connection points, such
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    as some speedy way to get from Anor Londo
    to the main world.
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    This fast travel also removes a key part of
    Metroidvanias, which is the thrill of revisiting
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    old spaces with new abilities and skills.
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    Now, on my first playthrough, I did have to
    re traverse Blighttown because the warpable
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    bonfire near Quelaag is hidden behind an illusionary
    wall, and I completely missed it.
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    So I needed to backtrack on foot to get down
    to the Demon Ruins.
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    And you know what?
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    Beasting my way through an area that once
    gave me real trouble was a pretty brilliant
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    feeling that can otherwise be lost in Dark
    Souls’s second half.
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    I should note, however, that this can also
    be accomplished by having old bosses return
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    as normal enemies.
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    Taking down Capra Demons in two hits, and
    the Taurus Demon in four strikes feels pretty good.
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    At least not every bonfire is a warp point,
    which still allows for some navigation of
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    the world, and also strategy as to which bonfires
    you spend humanity on for kindling.
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    Okay.
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    So the other challenge designers have to overcome
    when making non-linear games is dealing with
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    difficulty curves.
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    In Dark Souls, the Four Lords and their respective
    areas are roughly the same level of difficulty.
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    Which means you can happily tackle them in
    any order - but it also means your character
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    will keep levelling up to the point where
    the lords you tackle last will be pushovers.
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    But I, mean, what are the other options here?
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    You could make the bosses have different difficulty
    levels but then the player may randomly stumble
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    up on the hardest boss first and get frustrated,
    and this basically just creates a largely
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    linear and expected path through what is supposed
    to be a completely non-linear act in the game
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    You could theoretically scale the bosses in
    relation to the player’s current level.
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    I talked about how Uncharted: Lost Legacy
    does something like this in its non-linear
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    Western Ghats chapter, where no matter which
    order you climb the three towers, you’ll
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    always face this puzzle in harder and harder
    variants, because Naughty Dog magically swaps
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    in the correct puzzle before you get to it.
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    Maybe something like this could work for Dark
    Souls.
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    But whatever the case, the actual game keeps
    the difficulty curve of this act quite flat:
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    though some areas are arguably a bit tougher
    than others.
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    And while this absolutely allows for open
    exploration and player choice, in my experience
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    I quickly lost sync with the game’s challenge
    and was rampaging through Lost Izaleth like a boss.
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    So this video is mostly about the global level
    design of Lordran.
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    About structure and non-linearity and direction.
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    But I do want to touch on more local design
    for a spell.
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    I think the defining design philosophy of
    Dark Souls is that the designers just want
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    to mess with you at every opportunity.
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    Look at Undead Berg.
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    This enemy snipes you from afar, forcing you
    to either be defensive or aggressive.
  • 16:24 - 16:28
    But too aggressive will see you walking into
    a trap, as this dude bursts out from behind
  • 16:28 - 16:29
    a wall.
  • 16:29 - 16:33
    Then there’s a section where you have to
    dart along a bridge and into a building to
  • 16:33 - 16:36
    avoid firebombs, but then you’re right in
    the middle of multiple guys.
  • 16:36 - 16:39
    Then there’s a building where an enemy is
    hiding behind a corner.
  • 16:39 - 16:41
    A flaming trap rolling down a staircase.
  • 16:41 - 16:44
    An enemy that can shoot you from atop a tower.
  • 16:44 - 16:45
    It’s a nightmare!
  • 16:45 - 16:50
    The ideal way to play Dark Souls is to move
    slowly and carefully, and fight enemies in
  • 16:50 - 16:52
    one-on-one bouts where you have lots of room
    to move.
  • 16:52 - 16:58
    But the level design and enemy placement does
    everything to mess with this, using thin walkways,
  • 16:58 - 17:02
    archers and spell casters, traps, narrow corridors,
    and more.
  • 17:02 - 17:07
    The other consideration that the Dark Souls
    designers have to consider is the placement
  • 17:07 - 17:08
    of bonfires.
  • 17:08 - 17:10
    From is quite generous in the early game.
  • 17:10 - 17:15
    but makes you wait longer and longer as you
    get deeper into the game.
  • 17:15 - 17:19
    Having zero in New Londo Ruins is a bit of
    a bummer, and only having one at the very
  • 17:19 - 17:26
    top of Sen’s Fortress makes the whole ordeal
    even more perilous and tense.
  • 17:26 - 17:28
    The world is also dotted with secrets.
  • 17:28 - 17:32
    Pretty much every push to explore will reward
    you with some new item, and the glowing white
  • 17:32 - 17:37
    markers challenge you to make tricky jumps,
    or lure you into an ambush.
  • 17:37 - 17:40
    One of the biggest secrets though are the
    illusory walls.
  • 17:40 - 17:43
    These look like normal walls but then fade
    away when you hit them.
  • 17:43 - 17:47
    They actually work a lot like the bombable
    walls in Zelda 1, in that they are genuine
  • 17:47 - 17:50
    secrets and not clearly signposted “secrets”.
  • 17:50 - 17:53
    But we’ve come a long way since 1986.
  • 17:53 - 17:57
    So you don’t have to waste bombs - but at
    the same time, the fact that hitting walls
  • 17:57 - 18:01
    degrades your weapons will stop you from having
    to hit every wall you see.
  • 18:01 - 18:03
    Also, everything is optional.
  • 18:03 - 18:07
    You don’t need to whack a single illusory
    wall to finish the game.
  • 18:07 - 18:11
    And the clever note system in the game means
    other players will be able to point out these
  • 18:11 - 18:14
    walls, though often with some good-natured
    trolling.
  • 18:14 - 18:20
    These walls generally hide bonfires and treasures,
    but also an entire area; The Great Hollow,
  • 18:20 - 18:22
    and its nearby Ash Lake.
  • 18:22 - 18:26
    To be honest, one of the most remarkable things
    about Dark Souls is that it is happy to hide
  • 18:26 - 18:31
    huge amounts of content in areas that some
    players will just never find.
  • 18:31 - 18:35
    Take the Painted World of Ariamis, which is
    one of the most intriguing areas of the game
  • 18:35 - 18:40
    but to get there you need to roll off a moving
    elevator, make a difficult jump, and roll
  • 18:40 - 18:42
    up in a ball in a bird’s nest.
  • 18:42 - 18:47
    This lets you fight a secret boss, get a special
    item, and then present it to a painting on
  • 18:47 - 18:49
    the other side of the world.
  • 18:49 - 18:53
    I mean ultimately you’ll just find out about
    it on the internet - but still, it’s cool,
  • 18:53 - 18:56
    and lends the world a sense of mystery and
    surprise.
  • 18:59 - 19:03
    So the world of Dark Souls 1 is pretty special.
  • 19:03 - 19:06
    Branching paths let you explore by following
    your curiosity.
  • 19:06 - 19:11
    Non-linearity lets you create your own adventure,
    and is perfect for second playthroughs and
  • 19:11 - 19:12
    speedruns.
  • 19:12 - 19:16
    The interconnected pathways encourage you
    to memorise the geography
  • 19:16 - 19:18
    and architecture of the world.
  • 19:18 - 19:21
    The lack of fast travel makes every journey
    feel more perilous.
  • 19:21 - 19:26
    And the game’s accordion structure offers
    both moments of exploration and moments of
  • 19:26 - 19:27
    forward propulsion.
  • 19:27 - 19:32
    But this sort of world design creates interesting
    problems for designers when it comes to difficulty
  • 19:32 - 19:37
    curves and direction: and Dark Souls isn’t
    perfect in either regard.
  • 19:37 - 19:41
    Plus, the late game switch to fast travel
    takes away from one of the game’s most interesting
  • 19:41 - 19:43
    factors.
  • 19:43 - 19:47
    Instead of trying to perfect this structure
    in future games, though, From Software largely
  • 19:47 - 19:52
    ditched this sort of interconnected world
    design in the Dark Souls sequels, and Bloodborne.
  • 19:52 - 19:55
    I mean, these games do still thrill with their
    level design.
  • 19:55 - 20:00
    The sequels are arguably more complex from
    a local perspective, as an area like Yarnham
  • 20:00 - 20:06
    is a loopy, branching maze-like miniature
    Lordran - even if the overall world map is
  • 20:06 - 20:07
    more linear.
  • 20:07 - 20:11
    And there are also lots of shortcuts that
    take you back to Bonfires and Lamps, which
  • 20:11 - 20:14
    provides that warm and fuzzy feeling of knowing
    where you are.
  • 20:14 - 20:19
    Plus, there are still many optional bosses,
    moments of non-linearity, and opportunities
  • 20:19 - 20:20
    for backtracking.
  • 20:20 - 20:23
    But it’s never been quite the same as Dark
    Souls 1.
  • 20:23 - 20:27
    It’s not like using your brain to figure
    out the quickest way to get from Darkroot
  • 20:27 - 20:29
    Garden to New Londo Ruins.
  • 20:29 - 20:34
    Or stumbling down some random cave and accidentally
    skipping two boss fights.
  • 20:34 - 20:41
    Or taking an elevator from the Undead Parish,
    and suddenly finding yourself back in Firelink Shrine.
  • 20:41 - 20:46
    So here’s hoping that, one day, From Software
    might revisit this very special flavour of
  • 20:46 - 20:49
    world design that it showed, in Lordran.
  • 20:51 - 20:52
    Hey! Thanks for watching.
  • 20:52 - 20:56
    This is a one-off episode so please
    don’t expect future videos on the world
  • 20:56 - 21:00
    design of Demon's Souls or Dark Souls 3 or Bloodborne or whatever.
  • 21:00 - 21:03
    Never say never, but it’s not something
    I’m planning right now.
  • 21:03 - 21:08
    Instead, I’ll be tackling a different franchise
    for Boss Keys season 2.
  • 21:08 - 21:12
    I’ll see you then. Thanks so much to my Patrons for making this sort of content possible.
Title:
The World Design of Dark Souls | Boss Keys
Description:

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Duration:
21:21

English subtitles

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