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Samus Aran said:

The Souls games will never sell like Zelda games for a good reason. Most people don't want a super hard game. That's not to say that there isn't a market for games like the Souls series, but it's never going to sell 9 million copies like TP.

The difficulty is not what makes the souls games good. The difficulty is simply used as a tool to invoke an experience in the player. That's an experience that used to be felt in Zelda dungeons. If you think of the difficulty is what makes dark souls great, then you're entirely missing the point. When I say I want the Zelda dungeons to be "like dark souls" I'm not simply saying that I want the dungeons to be brutally punishing. I already said that I want to difficulties, so I don't care if people want to play an easier game. that's not the point.

When you used to go into a dungeon, there was a feeling of intimidation, and then a feeling of satisfaction over overcoming a great trial. That is literally the antithesis of modern Zelda dungeons. I want to feel like I actually need a dungeon map again. I haven't used one since the first Zelda. You don't need them to beat the dungeons now. They used to be labyrinths. Bombs were used to create shortcuts. I don't remember a single time where are used a bomb for a necessary part of that game aside from the dodongo boss fight. When you went into a dungeon, you felt like the odds were stacked against you. That's what I want from Zelda U. I want to explore a huge over world, stumble apon a dungeon, enter it and immediately feel like the odds are stacked against me, blindly find my way to a map through curiosity and exploration avoiding traps along the way, find secrets and shortcuts using logic and experience instead of item gimmicks, and then find my way to a great boss that greatly tests my combat skills instead of my item usage. All or most of those are in dark souls, which is why I made the comparison.

And I would keep an eye on Bloodborne's sales numbers to see if people don't really want challenging gameplay.