The Problem With "Soulslike"
Summary
TLDRThis video script discusses the impact of 'Dark Souls' on the gaming industry, highlighting its influence on game design and the subsequent emergence of the 'Souls-like' genre. It critiques the tendency to label games as derivative without considering their unique contributions, and argues for a focus on core gameplay loops rather than superficial similarities. The script calls for a reevaluation of genre naming conventions to better reflect the evolution and creativity in game development.
Takeaways
- 🎮 Dark Souls is renowned for its intricate level design, satisfying combat, and captivating world, and is often cited for its high difficulty.
- 🔥 The term 'Souls-like' has become a catch-all for games that share even the slightest resemblance with Dark Souls, leading to a perceived naming crisis.
- 😅 The concept of difficulty in games is humorously attributed to Hidetaka Miyazaki's creation of Demon's Souls in 2009, suggesting all games before were 'brain dead easy'.
- 🔍 The script critiques the tendency to label games as 'Souls-like' for borrowing elements like bonfires, stamina bars, and estus flasks, which originated from Dark Souls.
- 🤔 It questions why the 'Souls' moniker is still used for games that share only superficial similarities, suggesting it may stifle creativity and innovation.
- 📚 The script points out that genres like 'roguelike' and 'metroidvania' have evolved and diversified, yet the 'Souls-like' label has not seen the same flexibility.
- 🎬 The video script compares the influence of landmark films and music genres, which have not seen their titles become genres themselves, unlike the 'Souls' phenomenon.
- 🚀 It argues that all games are derivative to some extent, and that borrowing from predecessors is a natural part of creative evolution in any medium.
- 🛠️ The script highlights the importance of creating games that adhere to their vision rather than conforming to established genre mechanics.
- 🌟 It suggests that the core of the 'Souls' genre is the gameplay loop of encountering challenges, learning from failure, and persisting, rather than specific combat mechanics.
- 📖 The video references Mark Brown's Game Maker's Toolkit video, which proposes that the genre should be based on the elements that define Dark Souls, such as slow, deliberate combat.
- 🔄 The script concludes that the 'Souls-like' genre should evolve in its terminology to better reflect the diversity and innovation of games it encompasses.
Q & A
What is the main topic discussed in the video script?
-The main topic discussed in the video script is the influence of the Dark Souls series on the gaming industry and the issues surrounding the labeling of games as 'souls-like' or derivatives of the series.
Why is the Dark Souls series considered influential in the gaming world?
-The Dark Souls series is considered influential due to its intricate level design, satisfying combat, captivating world, and notorious difficulty, which have set a new standard for challenging games and inspired many others to adopt similar mechanics and aesthetics.
What is the issue with labeling games as 'souls-like'?
-Labeling games as 'souls-like' can create a naming crisis and an obsession with derivative titles, which may stifle creativity and innovation by suggesting that games should adhere closely to the original Dark Souls formula.
What is the difference between 'roguelike' and 'rogue-lite'?
-A 'roguelike' refers to games that closely adhere to the original Rogue game's mechanics, while 'rogue-lite' or 'rogue-lites' are games that share some elements with roguelikes but are not as strictly defined, allowing for more variation and innovation.
What is the significance of the term 'Metroidvania' in gaming?
-The term 'Metroidvania' is a portmanteau of 'Metroid' and 'Castlevania' and is used to describe games that feature a sprawling world with areas gated behind abilities, upgrades, and items, similar to the gameplay mechanics of these two series.
How does the script suggest we should view the evolution of game genres?
-The script suggests that game genres should be viewed as evolving and innovating rather than being strictly defined by their original titles or mechanics, allowing for a more diverse and creative gaming landscape.
What is the core gameplay loop of the Dark Souls series according to the script?
-The core gameplay loop of the Dark Souls series, as described in the script, involves encountering a challenging obstacle, dying, and repeatedly attempting to overcome it with the knowledge gained from previous attempts.
What is the script's stance on the naming and categorization of games that are similar to Dark Souls?
-The script criticizes the trend of labeling games as 'souls-like' and suggests that it is time for the language used to refer to these games to evolve, reflecting the diversity and innovation in game design.
What is the script's opinion on the game 'Grease'?
-The script praises 'Grease' for taking elements from the Metroidvania genre and using them to tell a powerful story through its gameplay, without being constrained by the need to conform to a specific genre checklist.
What does the script suggest as the 'soul' of Dark Souls games?
-The script suggests that the 'soul' of Dark Souls games is not their combat mechanics but their core gameplay loop, which includes the cycle of encountering challenges, learning from failures, and persistently trying to overcome obstacles.
How does the script address the issue of game developers designing games that are too similar to Dark Souls?
-The script argues that developers should focus on creating engaging and innovative games rather than strictly adhering to the mechanics of Dark Souls, allowing for a more diverse and creative approach to game design.
Outlines
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