I wanted to do a quick little profile drawing of Naomi in a window, in casual clothing. “Quick” soon became “Weeks” as I decided to add details, like a stone arch window frame, or the bookshelf or the background.
I tried to work in as much little detail as I could. I wanted to make a ‘scene’ more so than a portrait and I’m pretty happy with the results. I wish I could have done certain things better, but I think when working on a large project, that’s unavoidable. Also tried to work in tiny little setting related stuf, but nothing too overt.
I’m pretty happy with it
The video can be seen here. EpicNameBro (also known as Marcus, which I’ll use from here on out because it works better in sentences!), a staple of the Souls community, talks about what changes should be made to the series in future installments that we have to assume are coming. He makes many astute points and it’s hard to peg anything he says as flat out wrong or bad. So this will be more of an… addition to that discussion. Some of this might be redundant with my previous writing on the Souls games, but whatever.
I mostly will be talking about the multiplayer aspect, much like Marcus was but I just want to note some stuff on story…
Marcus and I are mostly in agreement on this, but I really do think the Soul’s game need to put a LITTLE bit more forward to the player. The game get’s too many complaints about being hollow and storyless for this to stay. It kills me every time I hear it. I’d say the Soul’s game need…. like, “10%” more story. I don’t know what 10% actually means in StoryTellingUnits, but I think it invokes the right idea. A substantial but still minor push. I’d like to see more things that are on item descriptions be things that NPCs say offhandedly. I don’t want there to be any pre-boss-fight monologues, but I would like if NPCs added a bit more to your knowledge of whats going on. Just enough to give some sense of propulsion. I want the vagueness and mystery to remain, I just want some more clues to be put in plain sight to tell the player. I agree that cutscenes is not how the Souls games tell stories, but I don’t think item descriptions are a particularly good way to do it either when that represents such a large percentage of the information in the game. Ultimately what I want is for more people to be able to notice and enjoy what is there. I doubt, under that context, Marcus would even disagree but it is somewhat contrary to wait he said in his video.
The Gordian Knot of PvP
Marcus probably caught a lot of flak for referring to the multiplayer as Garbage and I don’t much disagree with him. That said, I thought a lot of his solutions missed essential and fundamental problems. It’s also a problem that changing one system almost kinda breaks the game. Many knobs need to be turned in unison to progress the Souls series along, making this a tough topic to theorize about.
The first thing in the video that made me want to comment was his thoughts on the Bottomless Box glitch. He stated that From is clearly okay with Gankers and has to be up on stuff like that and the dragonhead glitch if that’s the case. Technically that’s correct, but that is an unrealistic expectation. You can not make perfect software with any sort of confidence that it won’t break. Atop this, is tacit approval of over-leveled griefing really something worth preserving?
You cannot ever be sure that stuff like the Bottomless Box glitch or the Dragon Head glitch won’t happen. So all you can do is design your game so that if they do happen, their damage is limited. Non-scaling weapons are a pox upon the game. For a character at level 1 to 10 to do as much damage as a 120 vit-gouge build is absurd and it is madness that PVP match making is balanced round level when gear makes up the majority of a character’s strength. If gear properly scaled or had certain requirements along certain upgrade paths, then you could effectively limit how overpowered a low level character could be. This means that a skilled player who got a character through the game at a low level would be able to troll low level players better than another player, but that it wouldn’t be like being practically invaded by a level 120 character. Sure, their health and endurance is a lot less, but when the best weapon you could hope to have is the Drake Sword, the difference is almost invisible to all but the most skilled players.
AR, like defense, should scale with level. By doing that, an elemental build and caster builds could have decent weapons according to their level, but would not be unstoppable godmonsters at level 1. This also means people invading or being summoned can be stronger enough than the host for things to be meaningful, but not so overpowered that they trivialize the experience. Atop this we also got to assume that the invading player already has the skill advantage anyways.
If I were to be more radical, I’d say the next Souls game perhaps should not even have levels. Exact stat configurations in Dark Souls are not particularly interesting and are mostly focused on what equipment you want to use. Being able to switch your build on the fly via equipment could lead to equipment with various types of synergy bonuses (A Thief’s armor could improve backstab damage and be synergistic with light and stabbing weapons while a big set of armor might give synergy bonuses to large weapons). The only thing that makes me not like this approach is aesthetic reasons. I almost feel the same as Marcus about wanting to dress up to look cool. I want armor choices to be meaningful, but not so complex that I have to forgo a nice looking combination because not wearing an ugly mask is just not being competitive. You could do some things with specialty armor and weapon upgrades too (and thusly you can basically ‘change characters’ by changing equipment sets) but that is approaching a level of gaminess that might not fit right in Dark Souls. Personally I always felt rubbed the wrong way by characters who’s strength came primarily from their equipment too, but given that this ALREADY is true in Dark Souls I could perhaps let it slide.
Fortunately this stuff can be changed without fundamentally breaking the system, but lets talk about netplay. Marcus talks a lot about LAN support for the game. Regardless of the validity of that idea, I want everyone to think about something. If the game was played without any lag, how good would parries be? If you answer anything besides “Totally game destroying”, you’re fooling your self. The attack speed in Dark Souls is such that, without lag, a high level player would be able to parry most moves in the game on reaction. The competitive answer to this would be to speed attacks up, or remove parries. Speeding up attacks removes a lot of the personality from the game and removing parries removes a very cool PvE feature. You can’t make parries slower either, because then you make them even WORSE for PvE and they’re already on the borderline of “something a player might never use because they never figured out how to”. The needs of PvE, vs PvP, plus the knot of weird bugs and exploits that hold PvP together lead to a strange game that is hard to change without re-envisioning it. Lag also allows stuff like Pivot Backstabs to work and between that and glitches like Dead Angles, you’re able to overcome shields. Improved netplay (which I think is technically achievable AS IS while still introducing the same issues as Lan play — just to a lesser extent) changes backstabs even more for the worse, making their punishing capabilities better while making the positional, lag focused jukes to find an advantage less good. All these systems are, in a sense, degenerate, but it’s a huge question that will reshape the series to decide what they need to be replaced with. Like Marcus, I think grabs could be good. Ultimately we need ways to break turtling and for position to matter more and those are great for that — not currently, possibly if designed with that purpose in mind. And considering how many interactions happen with large enemies where parries are useless, having a multifunctional grab (I guess roughly like Dragon’s Dogma) has some obvious advantages and gives a way to balance mechanics between modes.
Another general issue is that Dark Souls PvP is far too all-or-nothing and it’s painful that a lot of the stuff I shared above is so damaging yet so essential. It feels lame to fish for backstabs but at times it’s the best thing you can do. Nerfing backstab damage was one of the best changes made to the AotA expansion. Between that, stunlocking attacks and ridiculous magic that has to be overpowered to be good in PvE but as such has to miss a lot in PvP to avoid being overpowered. That’s a huge problem. Spells like Dark Bead and Dark Mass wouldn’t be so god awfully retarded that they needed a special item to get around them if they didn’t have to do so much damage to be useful. Dark Mass is an amazing concept for a spell, and Dark Bead has the most interesting zone of control out of any spell in the game. But they end up being grossly degenerate now because either players will die immediately to those tactics or will survive them with relative ease. Magic in general is an area where the Souls games need a lot of work and the first step to doing so will be getting past the idea that spells are big nukes to use against dumb AI. Even the roll system possibly needs revisiting, though perhaps medium roll and even to an extent, fat roll’s semi-viability is a vast improvement from the vanilla game (Funnily, I think the best part of the DWGR nerf is that the roll is much shorter range and thusly makes it harder to pivot backstab slow-rollers. I agree with Marcus fully on things like how offhand weapons should work and such, as well as with covenants. Still, I think for the PvP to really shine without detracting from the PvE, a lot of deep, fundamental changes must be made. The basic control scheme can remain, but systematically, a lot of huge changes will be required, else Dark Souls PvP will always be a silly, semi-casual affair.