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.
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.
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.
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
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
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