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Dark Souls

A punishing action RPG known for cryptic design.

darksoulsgame.com6 sources9 tips

Where Dark Souls comes up6 episodes and tests

Gcreator of Game Maker's Toolkit testWhat Makes a Game Feel Mysterious?Gcreator of Game Maker's Toolkit, making his first game testThe hardest thing about finishing a game (Developing 15)Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit testThe World Design of Hollow Knight | Boss KeysGcreator of Game Maker's Toolkit testThe World Design of Metroid Prime | Boss KeysGcreator of Game Maker's Toolkit testThe World Design of Castlevania: Symphony of the Night | Boss Keys
In short

Dark Souls built mystery and tension through hidden walls, locked doors, and a death penalty that puts up to 20,000 souls at risk on each corpse run. Its physically connected world and permanent shortcuts, like the first elevator to Firelink Shrine, helped players learn the map. Rushed areas like Lost Izalith show that cutting unfinished content may beat shipping it half-made.

At a glanceDying in Dark Souls puts all your souls at risk
  1. 1DieAll souls drop where you died
  2. 2Run to your bodyEvery step feels dangerous
  3. 3Reach it or die againDying again loses souls for good

From Dark Souls design notes

What was said about Dark Souls

1Souls and the corpse run

  • Dark Souls puts a real risk on the currency players earn. Dying drops all your souls, the currency for levelling and shopping, where you died. You must reach your body again, and dying on the way loses them for good, so carrying 20,000 souls makes every step of the run back tense.

    A big stash feels dangerous to carry and makes players desperate to find a bonfire. The game popularised corpse-running, which now appears in dozens of games. "every step feels dangerous"

2A world built to be learned on foot

  • Walking between areas teaches players how the world fits together. In Dark Souls you walk from place to place instead of riding elevator cutscenes, which makes the layout more natural to remember than Metroid Prime's world.

    Its many routes also suit second playthroughs and speedruns, and it revived the idea of a mysterious map.

  • Varied areas help players build a mental map. Dark Souls gives its locations distinct looks, which helps players organise the world's layout in their heads, the same way Symphony of the Night's distinct areas do.

  • Permanent shortcuts reward players for pushing through once. The first elevator back to Firelink Shrine opens a permanent shortcut, a model for letting routes stay open once the player has proven themselves.

    This keeps early difficulty while cutting boring backtracking on revisits. Hollow Knight's lifts and the Forgotten Crossroads gate follow the same pattern.

  • The four Lord Souls can be collected in any order. Dark Souls opens its late game by letting players tackle the four Lord Souls in any order, like the five pieces of Vlad in Symphony of the Night.

3Sen's Fortress, illusory walls and planted mysteries

  • A locked door plants a question the player carries around. Sen's Fortress works as a locked-door mystery: players wonder what is behind it and how they will ever open it.

    Super Metroid's golden statue room, Hollow Knight's black egg and Tunic's keyless stone gateway lodge the same unresolved question. "A locked door is inherently mysterious because the player is left to wonder what's behind it - and to wonder how they'll ever open it."

  • Illusory walls make players suspect every wall. A wall that vanishes in smoke when struck reveals a question players did not know they could ask, and from then on every wall looks suspicious.

    The Witness's world-drawing reveal and Fez's controller codes work the same way. "suddenly the entire path that you've traveled becomes littered with question marks."

4Lost Izalith and the Bed of Chaos

  • Rushed late content can hurt more than cutting it. Lost Izalith and the Bed of Chaos were cobbled together to meet the deadline, and Mark Brown argues the game might have been better without them.

    "In that case, it might have been better if they were just cut from the game."

5Similar examples from other apps

These are about other apps, not Dark Souls: examples from the same sources that help explain it.

  • Hollow Knight's shade shows how a corpse run can discourage exploration. Hollow Knight's shade holds your money and halves your mana, tempting players back to where they died again and again instead of trying other routes.

    In Zelda 1, by contrast, a player who dies can easily abandon an area and look elsewhere. "this is one way that Hollow Knight sadly discourages exploration through its design."

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