Games With Level Design Like Dark Souls
By: Matija Huremovic
7 November 2019
I've always had interest in level design, even when I was a kid. It began when I learned that I could create my own maps in Warcraft 3: Reign of Chaos. Even though I was terrible at it and I'm hoping those levels will never see the light of day, my interest in level design only grew over time. Every once in a while I would find a game that would make me really appreciate it or would open my eyes to the new possibilities of how a well-crafted level could make (or break) the game. But it wasn't until I've experienced the level design of Dark Souls that I was truly blown away. So today I would like to look at it from both the perspective of a player and a game developer and tell you what it is all about.
It is all connected in level design of Dark Souls
If you played Dark Souls I'm sure you have a specific moment that stuck with you. Maybe it was the way Gaping Dragon surprises you the first time you see it, or the awe of arriving at Anor Londo the very first time. For me that moment was arriving at the Firelink Shrine. However, it is not the arrival you're thinking of. Although having a giant bird drop you off after carrying you from asylum is very memorable by itself I believe another instance is just as, if not more, important than that one.
After you arrive at the Firelink Shrine, you will fight your way through the Undead Bourg and defeat the Taurus Demon. Shortly after that you will get roasted by the dragon and learn there is more than one way to cross a bridge. After that you will brave through the Undead Parish where you find yourself in a church and take a seemingly random elevator. After you ride it down and step outside you will find yourself at the Firelink Shrine once again.
It is at this point it become clear the level design of Dark Souls took huge inspirations from metroidvania games and applied them to a three-dimensional world. It is what makes the world of Dark Souls so unique and allows it to differentiate itself from other games. Instead of taking the easy way out and making a linear section of zones, From Software created a vast and complex maze continuously branching and then looping back on itself.
Does not open from this side
"Does not open from this side" is a game message you will see a lot during your playthrough. Doors that only open from one side might seem like a cheap strategy to hinder the player's progress, but they actually play a big role in the level design of Dark Souls. For example, the first time you walk through the sewer aqueduct near the Firelink Shrine you will find a locked door. Later in the game you will come back to that door from the other side and unlock it permanently. This will allow you to access more areas from the Firelink Shrine and skip a lot of threats.
Having doors which you can only unlock from one side strategically placed around the game world serves a two-fold purpose. Firstly, it makes sure you are not overwhelmed by options right at the start. New players will often find such complexity and number of choices intimidating. Especially as Dark Souls has no map screen. This way the player will have a choice of progression without the risk of getting lost in a way that would ruin the fun of exploration. And secondly, it ensures that as you go on the game world becomes increasingly larger and more complex. Keeping the layout of the game world is a difficult job and that is why the player is rewarded with the satisfaction of successfully navigating it as they get more experienced.
Having the satisfaction of traversing from one point to another and choose the safest and quickest way of getting there is largely the reason why Dark Souls locks its fast-travel ability until late in the game. That satisfaction is somewhat diminished in Dark Souls 2 and Dark Souls 3, although they take a somewhat different approach to level design.
Vertically challenged
The level design of Dark Souls creates two distinguished feelings in the first and second part. In the first part you are continuously making your way lower and lower. You will even reach a place called "Depths" and think you must be near the bottom of the game world. Soon after that you realize you are nowhere near it. This gives the world a feel of history and advancement. Places build on top of older ruined places. And after that, more places will build on them. It makes you feel like you are descending into a real world, with real dangers lurking about.
In contrast to the first part where you venture deep underground, the second part of the game is very much about climbing up. Anor Londo and Sen's Fortress are all about getting to the highest point and out of the darkness. Making your way higher and higher has a very different feeling than going down below. It gives the sense of rising action, ascension, and makes you feel like a real hero. Hidetaka Miyazaki, the lead designer, even said "After ringing the bells and overcoming the traps of Sen's Fortress I really wanted the player to feel 'Yes! I've made it!'"
Be afraid of level design of Dark Souls itself
The level design of Dark Souls sometimes feels as if the designers just want to mess with you. Throughout your journey in Lordran you will encounter a variety of different enemies. Some are pretty straightforward while some will have you smashing your controller. But there are many instances where the enemy in front of you might be less of a threat than the ground you are standing on.
Anor Londo comes to mind when talking about this. At one part you will have to traverse a rather narrow set of ledges and beams suspended high above the floor. This somewhat platformer-like part of the game is nerve-wracking by itself as there were no similar areas to this one before. Not the mention the fall means instant death with no chance of saving yourself. As if that wasn't bad enough there are several enemies waiting for you up there. To make it worse, they use throwing knives to attack you. It will not only drain your health (a luxury resource in Dark Souls) but it might knock you down from the ledge. Make sure to thread carefully. The real enemy here are not the annoying knife throwers but rather the level design. It is only the combination of the two that creates a memorable experience and sweaty palms.
Of course there is much more that goes into the brilliant level design of Dark Souls, but it would be impossible to fit all of it into a single article. I hope you enjoyed this, and if you haven't given it a shot yet you can get your copy of Dark Souls right HERE on 2game.
Until next time, and don't you dare go hollow.
Games With Level Design Like Dark Souls
Source: https://2game.com/en/community/level-design-of-dark-souls-modern-metroidvania/
Posted by: blackpereve.blogspot.com
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