I think that's just part of the genre as a whole and I don't know how much I can fault the developers for it. The combat is also simplistic to a fault and is the same from start to finish, you just need to memorize different patterns. It's a Skinner's Box in a different context. And people go into fervor-infused catatonic trance from proclaiming this outdated mechanic as intentional genius. This is my main problem with the game, it's just an archaic JRPG-like arcade game that is masquerading as a serious attempt at game design. When you've already conquered a challenge you don't learn anything from doing it again, it just wastes time you could spend mastering the next one.
#DARK SOULS 3 CODEX KEEP SAVE PC#
With the advent of the PC and save systems you simply don't need such a cheap way to lengthen playtime, and this is what it ultimately is, artificially lengthening playtime. Let's get back to the respawns actually - there's a reason people stopped designing games with such frustrating respawns, it's because arcade games were made to gobble up your coins as much as possible. You just have to memorize the A.I patterns (mostly bosses) while trying to not gnaw your wrist veins out of boredom from the constant respawns that I already covered. The difficulty? Amateurish understanding of it. The respawning mobs? They are literally a different version of random encounters in any JRPG. Suffice it to say it's a J-action-RPG in sheep's clothing. poorly designed are maybe the better words. I don't really have a desire to literally write an essay about why it's. The game just got popular because people confuse meaningful difficulty with repetition and archaic game design. It would be far more effective and in tune with the narrative if they stayed dead and your actions somehow contribute to the deserted and death-like state the world is in. Not to mention that the respawning enemies are a ludo-narrative dissonance, because everything else is fading away but the enemies just keep coming back for an endless parade.
It's like a static painting that takes hours to observe. Since the story doesn't go anywhere it's a more elaborate version of those pretentious hipster bullshit walking simulators, like Dear Esther and the like, in terms of the ongoing narrative. It doesn't have any serious exploration of the questions the premise raises. It doesn't have anything going for it other than "everyone is dead/dying", OK, but so what? This is just the premise, where do we go from here? It's a "save the world" story and YOU are the ONLY ONE who can DO IT. The setting is some person's very loose understanding of medieval European society.
#DARK SOULS 3 CODEX KEEP SAVE TRIAL#
It's on a trial and error basis and not discovery through journey and this could use some improvement. I guess it turned out alright in the end for them, but that doesn't mean it was intentional. I do think that was an unintentional consequence from implementing the markers left by other players though, they just decided it could be left as vague as possible to accommodate this feature. The good part of Dark Souls is the exploration and how well it gels with the narrative, it mirrors your character's knowledge about his/her surroundings and that's good. They should've chosen another genre maybe, but I digress.
Click to expand.I don't really have a desire to literally write an essay about why it's.