Don’t get me wrong, it’s still a 10 out of 10 game, and every game even Ocarina of time will have flaws.

I just felt some of the dungeons and repeat bosses made the game have some of that typical open world bloat.

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16 points

Absolutely, the interconnected world of DS1 was more of a limitation in game design than a conscious design decision.

The day I realized that the reason I fell in love with a series was something they never even intended to do is the day my heart broke.

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Ibut they put careful effort into making something more interesting than that

But you see they didn’t. The interconnected world was due to a space limitation and not an actual design choice. That’s why not a single game after ds1 had that same quality. I’m upset that an aspect of the game I loved was completely unintentional and will never return to the series.

It’s like if Metroid only had the mapping that it did because the designer couldn’t load up more than a few rooms worth of assets at a time. Then Metroid II comes around and you realize that the cool mapping was not a deliberate design decision and feel sad.

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3 points

It’s fine I think, a lot of cool and creative gimmicks in older games were done purely to compensate for lack of money and hardware resources

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12 points

here’s my money’s paw compromise, interconnect everything, but do it in the DKS2 style where an elevator at the top of a tower leads up into the bottom of a volcano

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:sicko-yes:

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5 points

That could work in theory but then in DS2 you turn around to face the direction you came from before getting on the elevator and it’s a fucking wasteland covered in smoldering fires and blackened rocks as far as the eye can see which is a total mindfuck. The actual elevator itself was not really the problem I think, as little sense as it makes to begin with

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