Spoilers Official ELDEN RING Discussion [PS/PC/Xbox]

Your Elden Ring Waifu:


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Youd be surprised at how much graphics and art direction can change in the final year.

TLOU II basically shits on its 2018/19 version, same for Cyberpunk etc...

Just wait on a trailer or a demo before judgement. It wont look DeSR amazing in the pure graphical department, but I dont think any of us care tbh.

Agreed on graphics not mattering in the Souls games. It reminds me of this meme, the Soulsborne games are the woman in white:

image-6-png.836206
 
You vastly underestimate the time, manpower and money required to just switch to a new engine. Processes and work flows would need to be changed, adapting to a new engine would take too much time, customising the engine to suit the type of game the team would construct would take huge amounts of time and thus, money.

Starting a new engine from scratch took Kojima 5 years a $100 million bucks. Then he had to create the game which then took another few years and probably another damn $150+ million, and so Im not surprised Konami was damn pissed at the guy. MGSV released 7 years after MGS4...

Or you could look at CDPR, they tried to customise and upgrade their engine at the same time as developing the actual game and we know how that turned out.

There's a reason developers stick to the same engine for decades, like Bethesda and Activision. Besides people play From games for the game design, gameplay, atmosphere and world design.

The movement in Bloodborne is just so satisfying, so I agree.
Agreed on graphics not mattering in the Souls games. It reminds me of this meme, the Soulsborne games are the woman in white:

image-6-png.836206

for reference, this is what bloodborne‘s internal trailer looked like before they released the actual trailer two months later





Ps2 quality
 
In DS3 an unused mechanic was the ability to create your own bonfire. I think they experimented with the concept in early blood borne:


Thanks. I figured it was some type of cut content. I remember that bonfire mechanic in the early DS3 trailer but it never happened. It would have been a bad idea anyway since everyone would have just created bonfires right outside the boss arenas.
 
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Thanks. I figured it was some type of cut content. I remember that bonfire mechanic in the early DS3 trailer but it never happened. It would have been a bad idea anyway since everyone would have just created bonfires right outside the boss arenas.
I could see it being useful in Elden Ring since its open world
 
Yeah maybe. Can't wait to see whether it's true open world or "open field", whatever that means.
My guess is its open field where the player objective is to travel to Dark Souls-like "Dungeons/cities" in order to progress, defeat bosses.

the dungeon/cities will definitely have bonfires like souls games. But I could see the possibility of creating bonfires in the open field. It would be poor user experience if the player dies in the field and had to respawn at the last bonfire they visited in a dungeon. FromSoftware wants to incentives the player to spend time in the open field as well.
 
My guess is its open field where the player objective is to travel to Dark Souls-like "Dungeons/cities" in order to progress, defeat bosses.

the dungeon/cities will definitely have bonfires like souls games. But I could see the possibility of creating bonfires in the open field. It would be poor user experience if the player dies in the field and had to respawn at the last bonfire they visited in a dungeon. FromSoftware wants to incentives the player to spend time in the open field as well.
I could deal with that. There are obviously going to be plenty of masocore elements to drive players crazy but being able to create bonfires in the wild could enhance gameplay and add some role playing possibilities. There is so much potential for this game.
 
I could deal with that. There are obviously going to be plenty of masocore elements to drive players crazy but being able to create bonfires in the wild could enhance gameplay and add some role playing possibilities. There is so much potential for this game.
I enjoy strategizing User Experience in games. Im a UX Designer myself (Desktop, mobile, and web), but have always been fascinated by game UX. The appeal to me lies in balancing of enhancing the usability while maintaining the difficulty. FromSoftware is skilled at this.


If it were me, I would try to make bonfire creation in the open field have some sort of a "cool off time" or a requirement that wouldn't allow the user to create bonfires ubiquitously. I see in the scrapped content, the player had to carry a corpse and play it somewhere in order to create a bonfire. I guess they had to defeat a certain type of enemy before they could do so
 
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I enjoy strategizing User Experience in games. Im a UX Designer myself (Desktop, mobile, and web), but have always been fascinated by game UX. The appeal to me lies in balancing of enhancing the usability while maintaining the difficulty. FromSoftware is skilled at this.


If it were me, I would try to make bonfire creation in the open field have some sort of a "cool off time" or a requirement that wouldn't allow the user to create bonfires ubiquitously. I see in the scripted content, the player had to carry a corpse and play it somewhere in order to create a bonfire. I guess they had to defeat a certain type of enemy before they could do so
Interesting. It must be a totally different experience playing games as someone with the technical knowledge to understand game development, versus an average scrub gamer like me. I've often wondered if it would be a blessing or perhaps a curse, where you can't help but endlessly nitpick dev decisions.

And that video you posted, how did he know about the unused animations for this bonfire mechanic? How easy or hard is it to find cut content like that?
 
^ I think any gamer would benefit from learning about UX/UI. I remember reading a book on screenwriting and how it completely changed how I watched movies. It allowed me to see the intent and symbolism behind things way more and gain a wayyy deeper appreciation for details in film. I imagine the same would be true for understanding how and why game developers create the way that they do.
 
^ I think any gamer would benefit from learning about UX/UI. I remember reading a book on screenwriting and how it completely changed how I watched movies. It allowed me to see the intent and symbolism behind things way more and gain a wayyy deeper appreciation for details in film. I imagine the same would be true for understanding how and why game developers create the way that they do.
You're probably right. Shame it's not easier to learn.
 
^ I think any gamer would benefit from learning about UX/UI. I remember reading a book on screenwriting and how it completely changed how I watched movies. It allowed me to see the intent and symbolism behind things way more and gain a wayyy deeper appreciation for details in film. I imagine the same would be true for understanding how and why game developers create the way that they do.
You are probably referring to "Story: Style, Structure, Substance, and Principles of Screenwriting" by Robert McKee. Never read it myself, but I always hear people say it's considered the bible of writing.
 
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