The Problem With "Soulslike"

Nasu
19 Feb 202210:27

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

00:00

🎮 Dark Souls' Influence on Gaming Difficulty

This paragraph discusses the impact of From Software's Dark Souls on the gaming industry, particularly in terms of difficulty. It highlights how Dark Souls is often credited with redefining game difficulty and how subsequent challenging games are seen as paying homage to it. The script humorously suggests that the concept of difficulty in games did not exist until the release of Demon's Souls in 2009. It also touches on the naming conventions of games that are similar to Dark Souls, criticizing the tendency to label them as 'souls-like', which it argues stifles creativity and suggests that games should stick closely to the original.

05:00

🌐 The Evolution of Gaming Genres and Innovation

In this paragraph, the script explores the evolution of gaming genres and the importance of innovation over mere replication. It contrasts the naming and categorization of games like 'roguelike' with the 'souls-like' genre, arguing that the latter's naming convention is restrictive. The script uses examples like 'metroidvania' to illustrate how genres can be defined by a combination of elements from different games. It also discusses how developers can take inspiration from various sources and create unique games, such as Hollow Knight, which was not solely designed to emulate Dark Souls. The paragraph emphasizes the need for a core gameplay loop that engages players, rather than adhering strictly to established mechanics.

10:03

🌟 Embracing Creativity in Game Design

The final paragraph wraps up the discussion by emphasizing the importance of creativity in game design. It mentions the upcoming release of Elden Ring, a new game from From Software, and suggests that the gaming community should look forward to innovative experiences rather than just more 'souls-like' games. The script encourages viewers to engage with the content, like and comment on the video, and subscribe for more content on games, movies, and animation.

Mindmap

Keywords

💡Dark Souls

Dark Souls is a critically acclaimed action role-playing game known for its challenging gameplay, intricate level design, and deep lore. It is central to the video's theme as it discusses the game's influence on the industry and the subsequent naming of similar games as 'Souls-like.' The script mentions Dark Souls as the progenitor of a genre and the subject of emulation by other games.

💡Difficulty

The term 'difficulty' refers to the challenge level of a game, which is a significant aspect of the Dark Souls series. The video emphasizes the notorious difficulty of Dark Souls and how it has become a benchmark for challenging games that followed, influencing the perception and design of difficulty in subsequent titles.

💡Souls-like

Souls-like is a term used to describe games that share similarities with the Dark Souls series, particularly in terms of gameplay mechanics and difficulty. The video discusses the overuse of this term and how it has become a genre label, often applied to any game with medieval fantasy elements and challenging gameplay, as seen in the script's discussion of 'souls-like difficulty' and 'souls-like mechanics.'

💡Demon's Souls

Demon's Souls is the game that is credited with introducing the concept of modern difficulty in gaming, as mentioned in the script. It was created by Hidetaka Miyazaki and is considered the precursor to the Dark Souls series, setting the stage for the 'Souls-like' genre.

💡Influence

Influence in this context refers to the impact that a particular game or creator has had on the gaming industry. The video talks about how Dark Souls has influenced game design, with many games adopting its mechanics and aesthetics, thus shaping the 'Souls-like' genre.

💡Roguelike

Roguelike is a genre of games characterized by procedural generation, permadeath, and a focus on exploration. The video uses 'roguelike' as an example of how a game can inspire a genre without necessitating direct imitation, contrasting it with the 'Souls-like' genre.

💡Metroidvania

Metroidvania is a genre that combines elements from the Metroid and Castlevania series, featuring exploration and acquiring new abilities to access previously unreachable areas. The script uses this term to illustrate how genres can be defined by core gameplay elements rather than direct copying of mechanics.

💡Hollow Knight

Hollow Knight is a game mentioned in the script as an example of a 'Souls-like' or 'Metroidvania' game. The developers of Hollow Knight were inspired by various games but did not aim to replicate Dark Souls, instead focusing on creating a compelling experience that organically incorporated elements of the genre.

💡Griez

Griez is a game highlighted in the script for its innovative approach to the Metroidvania formula. It was designed to be accessible and linear, contrasting with the typical non-linear exploration of the genre, and used its mechanics to tell a story about the stages of grief.

💡Core Gameplay Loop

The core gameplay loop refers to the fundamental cycle of play in a game, such as encountering challenges, overcoming them, and progressing. The video argues that what truly defines the 'Souls-like' experience is this loop of challenge, death, and retrying with accumulated knowledge, rather than specific mechanics like an Estus Flask or stamina bar.

💡Genre

A genre in gaming refers to a category of games that share similar gameplay mechanics, themes, or styles. The video discusses the evolution and misunderstanding of genres, particularly the 'Souls-like' genre, and how the language used to describe them should evolve to reflect the diversity of games they encompass.

Highlights

Dark Souls is recognized as the ultimate game of all time, influencing the gaming landscape with its intricate design and combat.

The game's notorious difficulty has set a standard for challenging games, with many later games paying homage to Dark Souls.

The concept of game difficulty is attributed to Hidetaka Miyazaki's creation of Demon's Souls in 2009.

Game developers have adopted elements from Dark Souls, such as bonfires, stamina bars, and estus flasks, in their own games.

Naming crisis in the gaming industry has led to the label 'souls-like' for games with similarities to Dark Souls.

The term 'souls-like' has been criticized for stifling creativity and suggesting games should adhere closely to the original.

Roguelike games, named after the game Rogue, have evolved to include a variety of games with different mechanics.

The term 'rogue-lite' emerged to describe games that are similar to roguelikes but with significant differences.

Categorizing games based on their derivation from a specific title can lead to a loss of meaning in genre labels.

All games are derivative to some extent, borrowing from their predecessors, as seen in the evolution of the 'Metroidvania' genre.

The term 'Metroidvania' originated from the combination of Metroid and Castlevania, describing games with interconnected worlds and abilities.

Games like Hollow Knight, inspired by Metroid, created a unique experience without strictly adhering to the 'Metroidvania' formula.

Developers should focus on creating engaging gameplay rather than conforming to established genre mechanics.

The game 'Grease' was redesigned to be more accessible, incorporating elements of the Metroidvania genre in a linear fashion.

The core of a genre lies in a few unchangeable factors that capture the essence of the group of games it represents.

Mark Brown's video on the 'Soulsborne' genre suggests that its defining elements are the slow, deliberate combat and core gameplay loop.

The 'Soulsborne' genre should be based on the cycle of encountering challenges, learning from failure, and persistently overcoming obstacles.

The video calls for a renaming of the genre to reflect the evolution of games beyond 'souls-like' and to encourage linguistic evolution.

Transcripts

play00:00

[Music]

play00:15

from software's dark souls needs no

play00:17

introduction recently crowned the

play00:19

ultimate game of all time the series is

play00:22

praised for its intricate level design

play00:24

satisfying combat and captivating world

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but you're probably most familiar with

play00:28

dark souls for its notorious difficulty

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[Music]

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look look

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in fact these games are so hard that

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every single challenging game that came

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after is actually paying homage to dark

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souls

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the first hard game

play01:01

see we all know that the very concept of

play01:03

difficulty didn't exist before hidetaka

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miyazaki invented it in 2009 with the

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release of demon souls before that video

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games were all just brain dead easy i

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mean look at this the games that they

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basically play themselves

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but then

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in comes demon souls

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[Music]

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then two years later miyazaki shits out

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another hood classic and game developers

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went

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wild bonfires stamina bars blood stains

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estus flasks if it was featured in dark

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souls then it would also be featured in

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the next 100 games that you played but

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we needed a name a name for these games

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these these copycats that were like

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souls

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souls likes

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medieval fantasy settings souls like

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invincibility frame souls-like

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difficulty

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like constipation souls like wife

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cheated on you soul's like wait wait

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wait wait wait what's that

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you live in an abusive household

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souls like parenting now of course i'm

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being facetious but there really seems

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to be a bit of a naming crisis

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surrounding games that share even the

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slightest bit in common with dark souls

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there's just this obsession with

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labeling everything that's even remotely

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similar as being derivative even among

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from software's other ips they just

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can't escape those same shackles i mean

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first it was just demon souls and then

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it was the souls games after that it was

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souls born and after that it's

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soul's born key

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so you you wrote this this is a thing

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that you wrote look it's undeniable that

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dark souls is one of the most

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influential games of our time the

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current gaming landscape would look

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incredibly different without it and

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several games genuinely are just carbon

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copies but a handful of problems arise

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when taking one major title and turning

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it into an entire genre take

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roguelike a genre named after the 1980

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dungeon crawler rogue unlike dark souls

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however rogue didn't spawn an entire

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series and was released over 40 years

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ago so today it's not surprising when

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rogue isn't the first game that comes to

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mind when you hear the word roguelike

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that game could be faster than light

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slay the spire or for some people even

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hades

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for me the game that i think of when i

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hear roguelike is binding of isaac

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so i've just been kindly informed that

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binding of isaac is in fact not a rogue

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like

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but a rogue light initially called

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roguelike likes roguelites are

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rogue-likes that are like rogue but not

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as like rogue as roguelikes when you're

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categorizing a game based on what it

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derives from is derived from the label

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starts to lose all meaning

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rogue light is a genre born from games

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being too different from the original

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title to be called roguelikes so why

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even keep rogue in the name this kind of

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naming convention stifles creativity by

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suggesting the game should stick as

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close to the original as possible and

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for every box on the checklist that a

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game doesn't tick

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we'll just add another like at the end

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of the category all games are derivative

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to some extent there's no modern game

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that doesn't borrow anything from its

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predecessors even dark souls

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from software didn't invent the stamina

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bar or parrying and corpse running has

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been a staple of mmos long before dark

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souls was even a concept swimming around

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in miyazaki's nut sack art inspires and

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genres overlap it's the same with any

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medium of entertainment while there are

play05:00

definitely landmark films none of them

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have had their titles baked into their

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respective genres that's not to say that

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they've never been copied but after the

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wave of clones came innovation imagine

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if every movie with a ton of gore in a

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crash zoom was called a tarantino-like

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or look at hip-hop i mean half of all

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rappers would be called tupac likes it's

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exactly this phenomenon of derivative

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content mixing and borrowing from

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previous media that leads to imaginative

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ideas metroidvania is a portmanteau of

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metroid and castlevania and is used to

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describe games that borrow from both

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series

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or so the wikipedia definition says in

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actuality it's used to refer to any game

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with a sprawling world that has certain

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areas gated behind abilities upgrades

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and items like super metroid the term

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came into use after the release of

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castlevania symphony of the night which

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featured a lot of these

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metroid-like elements similarly the game

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devs behind the quote unquote souls like

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metroidvania hollow knight had little to

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no experience with dark souls before

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making the game and although they were

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inspired by metroid creating a

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metroidvania wasn't something that they

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set out to do

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their inspiration came from various

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different games but instead of trying to

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emulate anyone in particular they

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focused on trying to make a good ass

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game and spoiler alert

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they made a good ass game when

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developers stick firmly to a blueprint

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they're designing backwards creating a

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game that conforms to established game

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mechanics rather than designing elements

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that'll best complement their game

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grease is a game that was originally

play06:41

intended to be a metroidvania but the

play06:43

creators wanted it to be accessible to

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people even if they've never played a

play06:46

video game so they opted for a more

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linear approach linear is the antithesis

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of a metroidvania the devs would have to

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reimagine the formula in order to

play06:56

realize the vision they had for their

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game and they did a damn good job

play07:12

[Music]

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greece has five levels representing each

play07:20

stage of grief you progress linearly

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through them acquiring a new ability in

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each one the game features no combat and

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little exploration the abilities are

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largely used for platforming and puzzle

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challenges each level is designed around

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just the abilities that you have at the

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time so there's no backtracking with

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progression to each new level you

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restore color to a beautiful watercolor

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painted world until you're at the last

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stage and finally overcome your grief

play07:45

grease borrows metroidvania elements and

play07:48

uses them to tell a powerful story

play07:50

through little more than its gameplay

play07:52

rather than force unnecessary mechanics

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to fill a checklist grease takes only

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what it needs from the genre and still

play07:59

manages to capture the essence of having

play08:01

a protagonist that evolves over time and

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grows to interact with the world in

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different ways and that is what's at the

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core of any genre just a few

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unchangeable factors that really capture

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the heart of what unifies those group of

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games

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so

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what's the soul of dark souls

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mark brown of game makers toolkit made

play08:22

an excellent video in 2017 on the topic

play08:25

he suggests that the genre should be

play08:27

based around the elements that give dark

play08:29

souls it's slow deliberate combat but

play08:32

even from software's other ips don't

play08:34

entirely adhere to those elements

play08:36

bloodborne has faster more aggressive

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combat and this is even more true after

play08:40

sekiro's release in 2019 which got rid

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of the stamina bar entirely i would

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argue that the element that ties these

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games together is not their combat but

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their core gameplay loop the cycle of

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encountering a challenging obstacle

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dying and throwing yourself at it again

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and again armed with nothing more than

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your knowledge of previous attempts no

play09:01

estus flask stamina bar or dodge roll

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necessary that core gameplay is what

play09:06

makes these games so engaging and really

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makes you feel like you have the

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exaggerated swagger of a medieval

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fantasy protagonist of course we'd also

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have to rename the genre and ditch the

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whole trend of just adding like at the

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end of a title games have already

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evolved past just being soul's likes and

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it's time that the language we use to

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refer to them does the same

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[Music]

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if you made it to the end of the video

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uh thank you for listening to me talk my

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this is just a topic that really

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really grinds my gears really rustles my

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jimmies if you will so i just figured

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make a video about it

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but uh yeah tell me what you guys think

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if you like the video like the video uh

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it helps the video get seen if you

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dislike the video then

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leave a comment because that also helps

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to get seen

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uh send this to that one friend who shut

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the hell up about dark souls and

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subscribe to see more videos like this

play09:58

i'm just starting out but i have a ton

play10:00

of ideas lined up for future videos not

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just on games but like movies animation

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like that and that uh the new souls born

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eki roden ring game is dropping next

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week so i might do a video on that

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so i definitely stick around and i'll

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see you in the next one

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[Music]

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you

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Etiquetas Relacionadas
Dark SoulsGaming InfluenceSouls-likeGenre DebateVideo GameDifficultyInnovationMetroidvaniaGame DesignCultural Impact
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