Elden Ring's Levels are built different...
Summary
TLDRThe video script discusses the innovative level design in 'Elden Ring,' contrasting it with the more conventional, prescriptive pathways found in other games. It highlights how 'Elden Ring' challenges players to experiment with the game's spaces, blurring the lines between what is interactive and what is not. The script provides specific examples from the game, such as the Academy of Raya Lucaria and Stormvale Castle, to illustrate how this design philosophy encourages exploration and experimentation, offering a fresh perspective on game environments.
Takeaways
- ๐ฎ The speaker is discussing their experience with 'Elden Ring', highlighting its art, design, and combat mechanics.
- ๐จ 'Elden Ring' has a beautifully stylized and cohesive art design that contributes to its immersive experience.
- โ๏ธ The game features a satisfying combat system with a multitude of enemies to engage with.
- ๐ฐ The speaker emphasizes a particular piece of level design in 'Elden Ring' that stood out to them, contrasting with traditional level design in other games.
- ๐ค๏ธ Traditional level design often involves a prescriptive path leading players from one gameplay encounter to another, as seen in games like 'The Last of Us' and 'Final Fantasy'.
- ๐ 'Elden Ring', however, presents spaces that are not immediately clear in terms of progression, encouraging players to experiment with the environment.
- ๐ค The game obscures the intended path in a crafty way, not leaving players aimlessly wandering but prompting them to interact with the space in novel ways.
- ๐โโ๏ธ An example given is a gap in the Academy of Raya Lucaria where the player must decide whether to jump across, with no obvious indication of the correct path.
- ๐ The game's design philosophy disregards the need for spaces to make logical sense or feel real, focusing instead on gameplay experimentation.
- ๐ 'Elden Ring' challenges the conventional approach to space construction in games, where spaces are designed as if they were real places with logical interactions.
- ๐ The speaker finds this experimental design philosophy fascinating, as it breaks away from the norm and provides a unique player experience.
- ๐ The speaker invites viewers to share if they have encountered similar design in previous Souls games, indicating that this might be a new aspect for them.
Q & A
What is the speaker's experience with the Souls games before playing Elden Ring?
-The speaker has dabbled in the Souls games, playing a bit of the first one and a few other Souls-like games, but Elden Ring is the first one they've played from start to finish.
What aspect of Elden Ring does the speaker find particularly striking?
-The speaker finds the art design, combat, and the level design of Elden Ring particularly striking, especially the experimental approach to space within the game.
What is the typical level design in many games as described by the speaker?
-The typical level design described is one with tunnels or pathways between different gameplay encounters, leading players from one beat to the next in a prescriptive path.
How does the speaker describe the open level design approach in games like Mario Odyssey?
-The open level design approach is described as less prescriptive, offering a free-form open space with the expectation that players will explore and come up with their own path.
What is unique about the level design in Elden Ring compared to other games?
-Elden Ring's level design is unique in that it deliberately obscures what players are supposed to do, encouraging them to experiment with the game spaces rather than simply progressing through them.
Can you provide an example of the experimental level design from Elden Ring mentioned in the script?
-An example given is the jump across the gap in the Academy of Raya Lucaria, where players are not clearly directed on how to progress and must experiment with jumping to continue.
What does the speaker find interesting about Elden Ring's experimental design philosophy?
-The speaker finds it interesting that Elden Ring's design philosophy disregards the need for spaces to make logical sense or feel real, focusing instead on the player's interaction with the space as part of a video game.
How does the speaker describe the experience of traversing the rooftops in Elden Ring?
-The speaker describes it as an experience where the spaces make no sense as if they were built for real-life use, but the focus is on the gameplay mechanics of jumping between rooftops and using ladders.
What is another example of experimental space in Elden Ring provided by the speaker?
-Another example is the Eaves in Stormvale Castle, where players can experiment with jumping onto the eaves, leading to hidden combat encounters and items.
What does the speaker ask the audience to do in the end?
-The speaker asks the audience to share their thoughts on the experimental design in Elden Ring and whether they have seen similar designs in previous Souls games, and also asks them to consider subscribing.
What kind of feedback is the speaker seeking from the audience regarding the Souls games?
-The speaker is seeking feedback on whether they missed out on this kind of experimental design in any of the previous Souls games during their playthrough.
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