Jennings
Member
With the wider appeal and great financial success of adopting a more traditional open world format in Elden Ring, will FromSoft ever return to the intricate puzzlebox map design of earlier Soulsborne titles?
Count me as one of the people enjoying Elden Ring for what it is, but in my heart I'm fonder of the complex & tightly wound map designs in earlier titles. Progress felt more rewarding, death felt more punishing, and one of the greatest rewards I could find in the game wasn't loot, it was a shortcut or a new avenue of exploration. I can understand why the masses might prefer a huge world to explore, especially when the puzzlebox design often leads to chokepoints many players wind up stuck on for days at a time, but for me it helps the threats all seem much more immediate, and tangible.
Don't get me wrong, I certainly see the pros and cons of each format, especially when it comes to giving players the illusion that there's still plenty else to do when they hit a brick wall in campaign progression, but I'm hopeful future From titles will revisit certain design choices of the past.
Count me as one of the people enjoying Elden Ring for what it is, but in my heart I'm fonder of the complex & tightly wound map designs in earlier titles. Progress felt more rewarding, death felt more punishing, and one of the greatest rewards I could find in the game wasn't loot, it was a shortcut or a new avenue of exploration. I can understand why the masses might prefer a huge world to explore, especially when the puzzlebox design often leads to chokepoints many players wind up stuck on for days at a time, but for me it helps the threats all seem much more immediate, and tangible.
Don't get me wrong, I certainly see the pros and cons of each format, especially when it comes to giving players the illusion that there's still plenty else to do when they hit a brick wall in campaign progression, but I'm hopeful future From titles will revisit certain design choices of the past.