by emraluces Sat Jan 19, 2013 11:54 pm
Dark souls is primarily a game about deep sorrow and hope. The changes required to enhance these aspects of the game are, then, primarily ones that would affect the living world around you. I would very much like to see changes to the world based on our decisions within that world.
The Dev's have already crafted a world in which decisions are permanent, as in the auto save after every action you take. Remove your shield, autosave. Talk to an npc, autosave. Light a bonfire, autosave. I would like to see the world itself change over time depending on not just one or two specific actions, but based more on the style in which you approach decision making. As I explain to my journalism students, "show me, don't tell me". For example, after assisting fifteen other chosen undead in defeating the bell gargoyles at sl 15, the sun atop the undead church begins to pierce the looming clouds on the horizon a little more, as a nod of approval from the gods. Or perhaps the phantoms of the fallen undead who had been defeated by the Gargoyles because they were fighting on their own, could appear on ledges or towers, peering down at me with folded arms, nodding in appreciation for the assistance I offer so others might not meet the same horrible fate that had befallen them.
Or perhaps those who invade others with the intent on spreading misery might begin to see the phantoms of those they have slain lunging at them, or hear their tormented screams, or see them praying for the wretched darkwraith's soul, in much the same way that we see other players' phantoms from time to time as we explore the world. Or maybe, depending on how many innocent lives a darkwraith has taken, their world might begin to darken as storms approach on the horizon. Imagine being summoned to assist another chosen undead with a boss battle atop a plateau, when upon entering their world, a storm is raging all around you, and a flash of lightning splits the sky and thunder crashes all around you as you try to defeat the wretched beast.
As with any RPG, one of the most important aspects is customization. I agree with previous posters that a system similar to the gesture designation could be applied effectively as a fighting style mechanic. The ability to change your styles at a bonfire would be very effective in further customizing the outward expression of your characters plight. The fighting style's could even be solely for aesthetic purposes. Imagine being able to change the way your character carries himself based on his demeanor. Are you a proud knight who dons his sword on his shoulder with his chin and chest high with pride, or the sorrow laden warrior who hangs his head low with a sickening of the heart, or perhaps you're the rage filled maiden, poisoned by her miserable existence, always in an attack stance, hanging her sword behind her to drag and screech on the ground as she hunts for her next victim.
Lastly, I think previous posters who have mentioned weapon and armor customization are correct, though a deeper aesthetic customization would be welcomed even more. When I play an RPG, I want to be the only one who looks like me. I would like to see, if not every armor set, then at least a handful, that might offer three or four different aesthetic options for different areas of each armor piece. Imagine being able to change the way the elite knight armor set looks by opening or closing the face guard, or choosing between black or brown leather straps, or deciding on flat, curved, or spiked shoulders, or a a choice between spiked or non spiked fingers on the iron glove, or different styles of knee plates. Imagine if just a dozen of the sixty in-game armor sets had four customizable options for each piece, four light four medium and four heavy sets, each with a different lore. Add in some options for dying specific garments including a few different types of neck or shoulder wear, ie capes, scarves or other decorations, and you're set. That would ensure that amid all the options available to the player, the creative ones would never, throughout their entire time with the game, ever run into another chosen undead who looked exactly like them.
These are the types of changes that would continue to compel us to play the game, by enhancing our ability to make the game our own, unique to each of us, not just depending on what our characters do in the game, but depending on who our characters ARE in the game. That, my fellow fallen undead, is the future of gaming. The ability to design the game world and atmosphere as we progress not just through it, but within it.
I really wish that people wouldn't only offer changes to the aspects of the game that they have difficulty with. It becomes quite clear when someone has been chain stabbed into a rage when they offer that the sequel shouldn't have a hornet ring.
One of the greatest things about these games is that every single play style, when it comes to PVP, is entirely counterable and defendale, should you build your character to do so.
After thousands of hours with Dark Souls, I can safely say that it is by far my favorite game ever made. And I am astonished when people decry any changes to the series that would ruin it, like "more accessibility" for new players, then they proceed to offer literally a dozen changes that they would like to see that would absolutely change the majority of the mechanics that we all know and love.
Praise the sun, my fellow chosen undead, Praise the sun.