Dirty Hipsters said:I agree, I enjoy both.hanselthecaretaker said:I never really thought much about DS1 being "small". It's compact for sure, but that works to its benefit for gameplay purposes. Skyrim is huge but most of the world is blandly similar by comparison. It could easily be recreated in a procedural map editor, whereas DS1's entire world feels more hand-crafted and intentionally thought out. But yeah, some of the "closeness" of different areas can be off-putting if pausing to think about it.Dirty Hipsters said:Sure there aren't any game worlds that are actually to scale, but it takes 2.5 hours to run from one side of skyrim to the other. It takes maybe 15 minutes to run all the way across dark souls 1 between the two farthest points.Xprimentyl said:Lol, that?s honestly a point you can make about most open world games. I can drive from south Liberty City to north Liberty City in about 6 minutes real time; I?ve a sneaking suspicion a similar trip in the real New York City after which Liberty City is modeled might take just a tad longer. Or Oblivion or Skyrim: you mean to tell me there?re ancient ruins scattered throughout the land, each filled with powerful, arcane weapons, items and creatures, each within a five minute walk of nearly every modern city in Cyrodiil, and still undiscovered, huh? Genuine scale is something hard to pull off in video games. Considering they?re about interactivity, it really wouldn?t behoove devs to take what constitutes reasonable content (say the entirety of Dark Souls 1?s non-topographical content) and stretch it out across a land the size the epic tale truly merits; it?d be a lot of empty space and/or busy work (i.e.: how long did it take for that walk from the first Anor Londo bonfire to The Archers to get old?) That being said DS2 finally does feel quite a bit bigger than DS1, bigger if incoherent: I kill a scorpion lady who leads me to a dwarven ruin which opens up to encampment with undead farmers and pigs which leads to a spider hole and the boss is a dark priest and re-animated corpses?. Yeeeah, mind if I see those cliffnotes? But I?m beginning to appreciate that disjointedness; didn?t think I would, but I am. Now that the game has opened up, I?m just picking one of several new bonfires I?ve discovered and *shrug* see where they go!Dirty Hipsters said:To me I always felt like Drangleic in Dark Souls 2 is supposed to be a whole kingdom, and every area transition is actually you walking for days to reach the next area. That's why some of the transitions don't really make sense, because they aren't actually back to back but are supposed to be days apart. Your character is starting to succumb to the undead curse, their memory is lapsing, they're forgetting how they got to the next area and how much time it took.
See, as cool as the world of Dark Souls 1 is with all of its inter-connectivity, it's never really made sense to me. You're telling me that all of Lordran is roughly 2 square miles? The entirety of the history of this world took place in areas separated by 800 meters of straight running? Izalith was abandoned because of a demon infestation and they decided to build the Undead Burg 100 feet away? The scale is just too small. You learn the world very intimately, and I appreciated that, but at the same time it makes the world feel tiny.
For all of its problems at least the world of Dark Souls 2 feels much bigger. It feels like you're traversing a country rather than just running over the same spots over and over.
Dark Souls 1 is very compact and FEELS really small because you're running across the same routes over and over again. Dark Souls 2 feels bigger because you run through most of the areas only once or twice since you can teleport between all the bonfires at will. It makes all the distances feel larger because you're less familiar with them. They're more disconnected (which does cause the game to lose some of the charm of the original), but that makes it feel like you're traveling through more space.
It's kind of like how Demon's Souls is a much smaller overall game than Dark Souls 1 or 2, but it covers a much larger amount of area "in world." Dark Souls 1 covers the same amount of space "in world" as it does in the game. Dark Souls 2 covers a much larger amount of distance "in world" than what you're actually playing.
In this way I also appreciated how DS2 felt more sprawling, but also efficient in the plentiful bonfire teleports. I rarely felt like I was backtracking, or wasting too much time retreading old ground. I suppose that's part of the methodical thematic appeal of the original game as well as Bloodborne, but for gameplay purposes it can be a drag.
Basically, each design type has its pro's and con's, but it's interesting to have both.
I'm much more impressed by Dark Souls 1's level design and inter-connectivity because of how much time and thought clearly went into arranging it, but the same time I like the fact that Dark Souls 2 feels more like a journey and is more focused on forward progress.
Dark Souls 1 sometimes felt like you were faffing about in the same 3 areas all the time when you kept having to run back and forth to upgrade weapons. Go to Andre to upgrade X weapon, then to the giant blacksmith to make the boss version of the weapon, then down to blight town to upgrade your pyromancy flame, then back up to the giant blacksmith to buy more titanite over and over again. Anor Londo starts to look a hell of a lot less magical the 50th time you run through it to buy more twinkling titanite.
Therein lies the wash for me. I love the gameplay loop of Souls because even still nothing else out really has that feel (the tactile feedback, physics, just playing with no story interruptions, etc.), but damned if it doesn?t have a lot of busy work to make the most of it. Even the charm of its world detail and simply learning the map without a map loses some luster after triple digit playtime and a well-worn path to those same vendors. It makes me wonder how FROM will design Shadows Die Twice.