[HN Gopher] Elden Ring Succeeds by Ignoring 20 Years of Open-Wor...
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       Elden Ring Succeeds by Ignoring 20 Years of Open-World Design
        
       Author : WHA8m
       Score  : 44 points
       Date   : 2022-04-01 14:16 UTC (8 hours ago)
        
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 (TXT) w3m dump (www.gamedeveloper.com)
        
       | MisterBastahrd wrote:
       | My own thoughts on Elden Ring are pretty simple. Give the players
       | an absolutely gigantic open world map that you can basically
       | travel from one end to the other without fighting anything, just
       | for exploration's sake. Fill it with thoughtful mob-level NPC
       | placement, making the higher level areas have higher level NPCs.
       | Throw in a giant array of weapons, spells, skills and upgrades to
       | choose from. Throw bosses around everywhere and lock some gear
       | and progress behind them, but not too much. Finally, let the
       | player decide how they want to approach the game and what quests
       | they want to attack.
       | 
       | This is a game that doesn't have any real "systems" past stats
       | and stat affinities, but instead of making it limited, it makes
       | the game incredibly replayable. There was at least one boss that
       | I would probably have needed to level another 20 or so levels to
       | beat, but instead of the slow offensive skill I was using, I
       | instead equipped Quickstep on my katana and suddenly I was able
       | to dodge attacks that were crushing me before.
       | 
       | Do I think some sort of internal recordkeeping for quests would
       | help? Absolutely. I like that there's no checklist on the screen
       | so that the game doesn't seem like a chore. But you know what the
       | game never asks me to do? Go gather 20 of a certain item. Go kill
       | 30 of a certain creature. There are questlines with multiple
       | parts to be sure, but most of them are going to take a while as
       | you actually fight your way through the world.
       | 
       | Because the focus of Fromsoft is on the player experience with
       | world interaction and not with systems design, I will probably
       | play through the game 3 or 4 more times in succession. I'm
       | familiar with the game now, but I'm playing a bandit. Next time,
       | it will be a magic user. The time after, a strength. Then a faith
       | build. It can be frustrating to pick up items that you can't use,
       | and while the game does give you the ability to respec your
       | character to take advantage of all the stuff you find, I'm eager
       | to continue my current playthrough on the path I chose from the
       | start.
       | 
       | Best game I've ever played, and a vast improvement over the chore
       | simulators that have come to dominate the market.
        
         | uejfiweun wrote:
         | Yeah, one thing that Elden Ring did very well was the pacing.
         | In other open world games, generally my first action item is to
         | go and collect every fragment of the map, then start doing
         | missions. In Elden Ring this is impossible, it literally took
         | me over 100 hours to find some of the map pieces. Makes the
         | game feel much larger and more like a grand adventure.
        
         | razzypitaz wrote:
         | You're in the Lands In Between, a vast uncaring world where
         | you're but a spec. Not just any spec however, you're Tarnished,
         | and youre not the only one. Not all of them care to be great,
         | most of them are just trying to do their thing, and only one
         | other of your fellow Tarnished care about doing the impossible;
         | assembling the Elden Ring. No one cares if you die, in fact
         | most npc are amazed you're not already dead. You can build your
         | outlier how ever you want, play it however you want to play it,
         | and the RP involved means you organically get to your ending
         | based on the quests you choose to care about.
         | 
         | All of this is to say, my mind shifts when I am playing to what
         | CP 2077 could have been. Replace Tarnished with Edge Runner,
         | Lands In Between with Night City, the Elden Ring bringing down
         | a Mega Corp and it all feels natural. Not to bring up CDPR hate
         | or anything, just that Elden Ring fills a hole that was
         | promised by other games.
        
       | [deleted]
        
       | uejfiweun wrote:
       | Just a phenomenal game. IMO, all the From Games are great, but
       | none of them really matched up to the original Dark Souls...
       | until now. I've literally played this every day since it came
       | out, I have over 150 hours, and I still haven't beat it. And
       | still I'm discovering cool new areas, items, and lore. The amount
       | of times I've gotten to a new area and just gone "what in the
       | actual fuck" is too many to count, it's just jam packed full of
       | surprises and cool sights to see.
       | 
       | Of course, I think that "open world" is a pretty broad label at
       | this point, as there are other open world games that are totally
       | different from ER but just as good. For instance, Fallout 4
       | (survival). It doesn't have as good enemy variety, locations, or
       | combat as ER, no question, but the questlines are a lot better,
       | the settlement stuff is awesome, and the general level of
       | interactivity makes it an experience just as immersive as ER.
       | 
       | But overall, for that type of "combat/exploration" focused open
       | world game, ER absolutely takes the cake. I hope the BOTW sequel
       | takes some inspiration, especially for the dungeons. But I do
       | think Bethesda still rules for the "simulation" style open world
       | games.
        
         | glouwbug wrote:
         | You sure? Bethesda has rereleased the same game 7 times in the
         | last 10 years.
        
           | yen223 wrote:
           | I am partial to the argument that Fallout: New Vegas is close
           | to the perfect open-world game out there.
           | 
           | It gets the open-world aspects right. All of the world is
           | accessible from the start, the only limitations being your
           | ability to tackle stronger enemies (like deathclaws).
           | Exploration is rewarding, not forced. The world is designed
           | such that exploration is driven less by quest markers, but by
           | the player noticing interesting things in the world, like say
           | a giant dinosaur out in the distance.
           | 
           | It has a main storyline, but it is a storyline that can
           | accomodate a huge variety of choices made throughout the
           | game. There's no artificial "essential NPC" mechanic, you can
           | literally kill everyone in the game and the story still
           | works. This makes the game very immersive - the player has
           | absolute free choice in how they want to approach the game,
           | and more importantly it feels like the choices you make and
           | the factions you side with actually matter to the world
        
             | periphrasis wrote:
             | New Vegas wasn't a Bethesda game?
        
       | whoknew1122 wrote:
       | I think author is forgetting a very important part: _From it 's
       | beginning, Elden Ring was positioned as a soulslike game._ People
       | walk into a soulslike game knowing they're going to get wrecked
       | often and things are going to be difficult. This gives developers
       | freedom like abbreviated tutorials, making the player character a
       | non-hero, etc.
       | 
       | Linear storylines and sidequests, are often used as interactive
       | tutorials. They give the player some structure within the game.
       | For example, in Dying Light 2, a level 1 player is partitioned
       | off from level 6 areas. A level 1 player facing off hordes of
       | level 6 zombies, volatiles, etc. will have no shot. That would be
       | frustrating for players not explicitly looking for that sort of
       | experience.
       | 
       | In soulslike games, it's expected that your hand isn't going to
       | be held and you might blindly walk into areas for which you're
       | severely under equipped. That's a part of the experience, which
       | again, is expected by players when they load up Elden Ring for
       | the first time.
       | 
       | TL/DR: Elden Ring can have an organic open world without linear
       | quest elements, because that's what players expect when picking
       | up the game.
        
         | KptMarchewa wrote:
         | >In soulslike games, it's expected that your hand isn't going
         | to be held and you might blindly walk into areas for which
         | you're severely under equipped.
         | 
         | Game even goes out of it's way to place Sellia Crystal Tunnel
         | teleporter extremely close to start point if you immediately
         | start going east.
        
       | troon-lover wrote:
        
       | libertine wrote:
       | I hate to be that guy, but it's not fair to dismiss one of the
       | best open world games released in the last 20 years, and which I
       | believe inspired many things on Elden Ring - I'm talking about
       | Breath of the Wild.
       | 
       | Just like how you're introduced to the world is literally how
       | BoTW introduces you to it's own world (could it be a homage?), or
       | something as simple as picking up consumables with a simple press
       | of a button with no animations, little things that aren't in the
       | way of you experiencing the world.
       | 
       | What I haven't put my finger on was how both of these games
       | propel you to discover the world, and to find out what's above
       | the hill or if there might be a cave in a cliff. I don't know if
       | it's the terrain design that's actually thought through and not
       | left to some algorithm, or if it's simply the perk of having a
       | great brand behind these games that have rewarded us properly for
       | exploring their previous worlds.
       | 
       | A better tittle would be : _Elden Ring Succeeds by Ignoring 20
       | Years of Bad Open-World Design_
        
         | giobox wrote:
         | Agreed - with very little googling you can find the exact same
         | arguments as this article being made in others discussing
         | Breath of the Wild. Lots of people have been rightly
         | celebrating this aspect of BoTW since its release, I found it
         | odd not to mention it as well. It was arguably an even bigger
         | risk for Nintendo to make these radical changes back in 2017,
         | given the sales volume a Zelda game is expected by the business
         | and investors to shift.
         | 
         | The industry influence I would credit FromSoftware with is that
         | its ok to make _really_ difficult games again, a trend born
         | through their work such as the Dark Souls games and Elden Ring
         | etc. It 's been a long time IMO since games this difficult were
         | this mainstream.
        
         | oneoff786 wrote:
         | > What I haven't put my finger on was how both of these games
         | propel you to discover the world, and to find out what's above
         | the hill or if there might be a cave in a cliff. I don't know
         | if it's the terrain design that's actually thought through and
         | not left to some algorithm, or if it's simply the perk of
         | having a great brand behind these games that have rewarded us
         | properly for exploring their previous worlds.
         | 
         | Breath of the wild is a game full of secrets. Things are there
         | and they need to be found.
         | 
         | Many other open world games are not. They're full of missions.
         | Because the ui is so informative, you actually get rapid
         | confirmation that there is nothing.
         | 
         | A lot of missions start at a hub and make you go to a place and
         | then come back. That's how that portion of the world gets used.
         | Botw doesn't do this much. Most content that you find is
         | immediately relevant there because that place is interesting in
         | itself.
         | 
         | Lastly, you don't have a dearth of dialogue to get through
         | things. Dialogue is fine and all but side quests are
         | conceptually very stupid and the writing is inevitably
         | tiresome. It breaks immersion when someone needs you to collect
         | maguffins again.
        
         | WHA8m wrote:
         | I definitively agree with you. In favor of the article one
         | could say: The initial statement was basically that something
         | got successful by ignoring "conventional trends of the genre"
         | and the article is about Elden Ring. So the overall statement
         | stays correct, but some context could (should?) have been
         | provided, because things have been done before or originated
         | somewhere else.
        
         | linkdd wrote:
         | Zelda BOTW is just the first NES Zelda for the modern era.
         | 
         | Nintendo's open-world is the only open-world I liked.
         | 
         | I can't get immersed in GTA's open world because I'm just a
         | random going on a killing spree for 15 minutes then shut the
         | game down.
         | 
         | I hated Skyrim, the world is big but empty. There is nothing
         | particular about the landscape that makes me want to "go
         | there". Most of the time, I discovered areas because I was
         | going in straight lines.
         | 
         | Zelda on the other hand, I was like "oh wow, a mountain split
         | in two, I wanna see it". The landscape view makes you want to
         | see what's going on and act as a map ("oh so the gemini
         | mountain is on my right, I must be at XXX"). You're on top of a
         | tower, look at the volcano, and you're like "what is that thing
         | moving on the horizon". Same thing for pretty much all divine
         | beasts.
         | 
         | The other nice thing about BOTW's open world is the map. You
         | don't need it. In The Witcher 3 you have a GPS that tells you
         | where to go. When people tells you to go somewhere in this
         | Zelda, you ask people, you look at the road signs, and you go
         | there. This makes the world much more realistic and less empty
         | because you need to interact with it.
         | 
         | To go to the Goron village, you have many ways of doing it,
         | stockpile a huge amount of food to heal while you burn, or go
         | around and talk to people to find the potion. If you choose to
         | stockpile food, you need to hunt, to cook, and to interact with
         | the world once again.
         | 
         | The world is part of the game play, unlike many other open
         | world games where the world is just the scenery where the game
         | play take place.
        
           | mcbutterbunz wrote:
           | One part of BOTW that really stuck out to me is how close,
           | yet far away things felt. You know how when you look at
           | something through a telephoto lens, things get compressed?
           | They did that really well in BOTW. Things could look close
           | and you could see they were there, but when you start moving
           | towards something, there was actually a lot of ground to
           | cover. It helped make the world seem within reach, yet
           | distant at the same time. This made me want to explore cause
           | I was almost there, just gotta get through this valley or
           | around this lake. If the devs and designers are out there
           | reading this, great job and thank you.
        
           | oneoff786 wrote:
           | Botw is so much more than just NES Zelda. That the two are
           | non linear is just one similarity.
        
         | holyyikes wrote:
         | Elden Ring has absolutely nothing in common with BOTW.
         | 
         | The whole "exiting the cave to reveal the world" is Socrates
         | cave shit. Old as the hills.
        
           | oneoff786 wrote:
           | Plato
        
         | intsunny wrote:
         | Yah, it seems very strange the article completely fails to
         | mention Zelda Breath of the Wild.
         | 
         | It is amazing to see how many games today have taken
         | inspiration from Zelda BOTW.
         | 
         | The first time I played the game, I decided it was more fun
         | just exploring the open world and visiting all the Sheikah
         | Towers.
         | 
         | I didn't have good armor/equipment/food/etc, and I had a
         | complete blast doing it. That was one of my fondest memories of
         | gaming.
        
           | holyyikes wrote:
           | Because Elden Ring is about as far from BOTW as you can
           | possibly be. It's not inspired by it at all.
        
             | sushid wrote:
             | It's literally their highly refined tried and true formula
             | with BOTW. Hard to believe that you don't see the parallel
             | in open world design if you've played both games.
        
         | defterGoose wrote:
         | I just want to point out that although BOTW is perhaps the most
         | recent example of a widely lauded (though rightly criticized as
         | well) expansive open world, it is in no way the only or even
         | the primary inspiration that Elden Ring draws on. Yes, it has
         | crafting, dungeons and long vistas. But in that sense, Skyrim
         | is equally valid. Heck, even GTA games fill most of those
         | criteria. And if you're going for sheer quality of exploration
         | over quantity, RDR2 for instance was a far more technically and
         | aesthetically impressive game than BOTW.
         | 
         | So I guess all-in-all I agree with your thesis though. Elden
         | Ring _does_ seem to have managed to leave the worst aspects of
         | previous games while inviting the best ideas along for the
         | ride. Add to that the most beautifully crafted world FROM has
         | ever made and you have something that simply exudes GOAT.
        
           | tomnipotent wrote:
           | It's not about the open world dimension, it's dropping the
           | player into a world with little to no training.
           | 
           | Skyrim, GTA, and RDR2 all share the same "Main Mission"
           | mechanic that helps keep players centered on overall story
           | progression while leaving room for side quests and
           | exploration. This "go there, do this, go there" cycle doesn't
           | exist in BOTW or Elden Ring.
        
             | istorical wrote:
             | Good observation and if I may I think a great term for this
             | is just 'sandbox' gameplay.
        
               | tomnipotent wrote:
               | > this is just 'sandbox' gameplay
               | 
               | That sums it up. Enjoyment comes from core game play
               | mechanics, not quest content. I'd be just as happy with
               | core Street Fighter mechanics in an open world, with no-
               | explanation filler content between boss encounters.
        
         | bitlax wrote:
         | Everybody steals from everybody.
         | 
         | https://twitter.com/DarkSoulsGame/status/768525788844961792
        
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