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Re:Elden Ring Succeeds by Ignoring 20 Years of Open-World De... by whoknew1122 on Friday April 01, 2022 @03:14PM (#30882176)
I think author is forgetting a very important part: From it's beginning, Elden Ring was positioned as a soulslike game. People walk into a soulslike game knowing they're going to get wrecked often and things are going to be difficult. This gives developers freedom like abbreviated tutorials, making the player character a non-hero, etc.

Linear storylines and sidequests, are often used as interactive tutorials. They give the player some structure within the game. For example, in Dying Light 2, a level 1 player is partitioned off from level 6 areas. A level 1 player facing off hordes of level 6 zombies, volatiles, etc. will have no shot. That would be frustrating for players not explicitly looking for that sort of experience.

In soulslike games, it's expected that your hand isn't going to be held and you might blindly walk into areas for which you're severely under equipped. That's a part of the experience, which again, is expected by players when they load up Elden Ring for the first time.

TL/DR: Elden Ring can have an organic open world without linear quest elements, because that's what players expect when picking up the game.

Re:Elden Ring Succeeds by Ignoring 20 Years of Open-World De... by KptMarchewa on Friday April 01, 2022 @04:55PM (#30883222)
>In soulslike games, it's expected that your hand isn't going to be held and you might blindly walk into areas for which you're severely under equipped.

Game even goes out of it's way to place Sellia Crystal Tunnel teleporter extremely close to start point if you immediately start going east.

Re:Elden Ring Succeeds by Ignoring 20 Years of Open-World De... by lagmos on Friday April 01, 2022 @08:33PM (#30884779)
Yeah. Getting teleported was almost the first thing that happened to me in the game. Way befor getting a horse
Re:Elden Ring Succeeds by Ignoring 20 Years of Open-World De... by andrewingram on Friday April 01, 2022 @09:41PM (#30885146)
What I like about the game is that once you’ve been down a path once, you can usually repeat it without stopping to fight or getting hurt. That cave is a prime example, it only takes about 10 seconds to get from the place you get trapped to the site of Grace once you know where it is.
Re:Elden Ring Succeeds by Ignoring 20 Years of Open-World De... by astrange on Sunday April 03, 2022 @03:05AM (#30895045)
“Difficult” is the critical consensus of what Soulslikes are about, but it’s not necessarily what the devs are thinking. If you let go the idea of having “goals” for a bit - well now it’s not “difficult” because there isn’t anything to accomplish. Sure, it’s still a game where you die all the time, but according to Miyazaki that’s 1. slapstick comedy and 2. masochism[0], not a punishment.

That’s also why there isn’t an easy mode, but if you want to make progress there’s other “modeless” ways to get stronger.

[0] Japanese media has a lot of running jokes about BDSM fetishes, which they think are personality types