SvennoJ said:
I wouldn't compare it to a rogue like. Those are about procedural generation, different every time, see how far you get. Dark Souls is the opposite, every enemy is always in the same spot, behaves the same, nothing left up to chance. It's more like Ultima Underworld. |
I am talking about the overall design philosophy rather than specific mechanics. The overall design philosophy of roguelikes (especially older ones) is "here is a big, nasty, deadly dungeon. See if you can get through it." That is also the design philosophy of Dark Souls. The procedural generation of a roguelike is there to make the game more challenging and to extend replay value. However, the main point of a roguelike is to experience a big, nasty, deadly dungeon. That is also the point of Dark Souls. You are still going to end up needing several tries to get through most parts of Dark Souls even though the dungeon isn't procedurally generated. Also, both roguelikes and Dark Souls rely a lot more on thinking and strategy than a twitch game does.
Old school D&D often had a similar philosophy. It often had deadly dungeons and the point was both to survive and also get lots of treasure. You survived by your wits. Dark Souls isn't as treasure oriented as old school D&D, but the rest of it has a pretty similar feel to it.
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