- Joined
- Jul 12, 2024
Kingsfield has more convincing NPCs that are pretty static compared to the souls series, for some reason they cut out a lot of the NPCs in levels like Ostrava.
I'll be one to tell you, it's basically fucking Marionette dolls, and they cut out a lot of cool talking animations for the guy who's in the stormveil castle. Now their mouths move, but they're still very static Marionette dolls with a few talking animation cycles or gestures to give you shit.
They're really bad at this, and it's not an engine limitation, in Demon's Souls your first encounter with Ostrava is him killing enemies and you helping him traverse the level a bit. They clearly have code for pathfinding but they are shy about it because it was a little jank. So now most NPCs will just be sitting down until you have to fight them or trigger certain story sequences.
I don't want a walking section but it would be far more interesting and immersive to have NPCs be able to defend themselves if you lure enemies instead of them standing stiff waiting to die. Nioh 1 and 2, inspired by fromsoftware have proper AI, with the option to have them follow you in a handful of levels. I think it would be cool to have something different from the typical multiplayer system of summons and invasions, and have actual criteria or flags with NPCs to be hostile against you on approach unless you're part of their covenant like in DS1 but a little deeper where they can talk to you while following you, take you places, give you extra, maybe even randomized items via drops like a player could, etc. Companion and enemy NPC AI should be overhauled and shouldn't be so static and inconsistent when it comes to the humans in souls. You have bosses that will read your inputs and punish heals but you don't have allies who can detect that you're at low health and need to cast heal spells. You don't have allies or neutral characters that don't have to be summoned, it's like the next logical fucking step after implementing a mount.
These are just glorified developer boxes that trigger audio, starting from DS1 onward. I have no idea why NPCs were omitted like this. Maybe they can't come up with enough sequences to justify more use of that. Bloodborne has maybe a few sections with Eileen, but that game also neuters NPC interactions. Armored Core VI has Ai that can follow and talk to you, to an extent. There's no real excuse for the souls formula to be this way, it's just because fans and ball washers are easily immersed with the decent voice acting.
I like some of their quests despite their heavy use of old fucking tropes, but it is bad design and has needed a lot of work since Demon's Souls. They have not been properly criticized, and will continue their bullshit. Fans are too divided on issues that do need addressing so the formula doesn't stagnate more, which it already has. I wouldn't mind Elden Ring being their last one, I want a focus on pure action games or other genres fromsoftware has neglected.
This wasn't so bad in Demon's Souls because their level design was mostly scaled down, and it's a straightforward path. Some questlines were just made to get more out of the maps they made. And nowadays with larger levels, it can't really be justified for why there's so many empty and useless spaces in the games with zero questlines around them. And just zipping to one location after you talk to a guy doesn't help at all. You'll go revisit some bumfuck locale you don't give a shit about, just to talk to a person, then go to another area that serves no purpose other than talking to get them to move, rinse and repeat.
It was a lot better in DES, Bloodborne and DS3 because of their similar game design philosophy. You got a lot of EXTRA content for like replay value, for a relatively short game. With longer games or larger scaled worlds, even DS1 it just becomes frustrating in how questlines are handled. Ds1 gets a bit of a pass for me since I love all of the characters but there's a lot of empty and useless areas like in ER and somewhat DS2.
Learning how DS1, DS2, and Elden Ring originally had a lot more interconnected paths likely explains why there's so many useless or purposeless dead ends to areas that are pretty important. Like, DS1 had a fuck ton of extra back paths especially around blighttown cut from it likely cause of the limits of the PS3 and 360.
Elden ring also had extra tunnels or paths that originally led or bridges the gap between major and minor areas. These changes are usually hinted at with broken levers and simple walled off gates and such. Reaching a dead end feels a lot different in them, it feels really disappointing. It's like "is that all there is? Some shitty crafting resource at the end of this crevice? " And then you learn it was gonna lead into another area. There are still some areas in DS3 that disappointed me a lot, cause the levels are large but they go fucking nowhere compared to DS1.
I'll be one to tell you, it's basically fucking Marionette dolls, and they cut out a lot of cool talking animations for the guy who's in the stormveil castle. Now their mouths move, but they're still very static Marionette dolls with a few talking animation cycles or gestures to give you shit.
They're really bad at this, and it's not an engine limitation, in Demon's Souls your first encounter with Ostrava is him killing enemies and you helping him traverse the level a bit. They clearly have code for pathfinding but they are shy about it because it was a little jank. So now most NPCs will just be sitting down until you have to fight them or trigger certain story sequences.
I don't want a walking section but it would be far more interesting and immersive to have NPCs be able to defend themselves if you lure enemies instead of them standing stiff waiting to die. Nioh 1 and 2, inspired by fromsoftware have proper AI, with the option to have them follow you in a handful of levels. I think it would be cool to have something different from the typical multiplayer system of summons and invasions, and have actual criteria or flags with NPCs to be hostile against you on approach unless you're part of their covenant like in DS1 but a little deeper where they can talk to you while following you, take you places, give you extra, maybe even randomized items via drops like a player could, etc. Companion and enemy NPC AI should be overhauled and shouldn't be so static and inconsistent when it comes to the humans in souls. You have bosses that will read your inputs and punish heals but you don't have allies who can detect that you're at low health and need to cast heal spells. You don't have allies or neutral characters that don't have to be summoned, it's like the next logical fucking step after implementing a mount.
These are just glorified developer boxes that trigger audio, starting from DS1 onward. I have no idea why NPCs were omitted like this. Maybe they can't come up with enough sequences to justify more use of that. Bloodborne has maybe a few sections with Eileen, but that game also neuters NPC interactions. Armored Core VI has Ai that can follow and talk to you, to an extent. There's no real excuse for the souls formula to be this way, it's just because fans and ball washers are easily immersed with the decent voice acting.
I like some of their quests despite their heavy use of old fucking tropes, but it is bad design and has needed a lot of work since Demon's Souls. They have not been properly criticized, and will continue their bullshit. Fans are too divided on issues that do need addressing so the formula doesn't stagnate more, which it already has. I wouldn't mind Elden Ring being their last one, I want a focus on pure action games or other genres fromsoftware has neglected.
This wasn't so bad in Demon's Souls because their level design was mostly scaled down, and it's a straightforward path. Some questlines were just made to get more out of the maps they made. And nowadays with larger levels, it can't really be justified for why there's so many empty and useless spaces in the games with zero questlines around them. And just zipping to one location after you talk to a guy doesn't help at all. You'll go revisit some bumfuck locale you don't give a shit about, just to talk to a person, then go to another area that serves no purpose other than talking to get them to move, rinse and repeat.
It was a lot better in DES, Bloodborne and DS3 because of their similar game design philosophy. You got a lot of EXTRA content for like replay value, for a relatively short game. With longer games or larger scaled worlds, even DS1 it just becomes frustrating in how questlines are handled. Ds1 gets a bit of a pass for me since I love all of the characters but there's a lot of empty and useless areas like in ER and somewhat DS2.
Learning how DS1, DS2, and Elden Ring originally had a lot more interconnected paths likely explains why there's so many useless or purposeless dead ends to areas that are pretty important. Like, DS1 had a fuck ton of extra back paths especially around blighttown cut from it likely cause of the limits of the PS3 and 360.
Elden ring also had extra tunnels or paths that originally led or bridges the gap between major and minor areas. These changes are usually hinted at with broken levers and simple walled off gates and such. Reaching a dead end feels a lot different in them, it feels really disappointing. It's like "is that all there is? Some shitty crafting resource at the end of this crevice? " And then you learn it was gonna lead into another area. There are still some areas in DS3 that disappointed me a lot, cause the levels are large but they go fucking nowhere compared to DS1.
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