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#eldenring

3 posts2 participants0 posts today
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#gutenmorgen Ihr lieben Nerds ❤️

Hier das Video von meinem gestrigen Sieg über Mogh, Lord des Blutes in #eldenring

Eigentlich ist Mogh ziemlich gefährlich, da er viel Feuer und vor allem Blutungsschaden austeilt & ab der Hälfte seiner HP wird er richtig wild. Den Feuerschaden habe ich durch Rüstung+ Talisman minimiert & den Blutungsschaden durch eine spezielle Arznei.

Im Kampf habe ich mir selbst eholfen, durch die Mimic Asche, die mich kopiert. Diese ist sogar auf +10 gepusht, hehehe 😌

Replied in thread

@spinning_bird

Do people find the open world interesting even after it holds no more secrets? Many people clearly do, as the game is widely played to this day. They probably like the mechanics of the game, and not the sense of discovery though.

I think many people play with guides even the first time around. Steam achievements support this conclusion: steamcommunity.com/stats/12456

The novelty and discovery clearly isn't what keeps people playing this game.

Interesting discussion of the open world aspect of Elden Ring: reddit.com/r/Eldenring/comment

It's fascinating that the same game can be described as "boring", "repetitive" and "empty" with "useless rewards" by one group of people, while another group says it's "engaging", "varied" and "unique" with "meaningful discoveries".

What we find boring or engaging depends heavily on our previous experiences, as well as on our expectations.

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Looking at #EldenRing metacritic page reveals a divergence between critical and fan reception of the game. There is another widely popular game with the same divide: #Skyrim. Like Elden Ring it's not the best RPG, some of its systems are rudimentary, but it sure has a lot of open-world "content".

Notable that #DarkSouls 3 or #ClaireObscur do not have such score discrepancies.

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In #EldenRing I rarely counted Estus charges trying to decide if I should risk continuing or turn back, like was common in its predecessors. The twisting, shortcut-based level design with fine-tuned difficulty, and suspense along with it, is mostly gone.

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#EldenRing designers chose to allow to teleport away from anywhere to the safety of any Site of Grace. There is now also a map always pinpointing your location.

In effect you can no longer get lost.

One of the more memorable moments from the original #DarkSouls for me was accidentally dropping down to the Basilisk-infested Depths, getting cursed and trying to figure out how to get out and lift the curse.

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I always loved about the Souls games that the loot was unique. #EldenRing feels much more like Diablo in that most of the stuff you find is just another rune or mushroom. In Souls when there was a hidden treasure in a hard-to-reach location you knew it would be something special. Here more often than not it is yet another Smithing Stone. Of which now a ridiculous amount is required to upgrade a weapon.

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Half of the game is awe-inspiring and beautiful, but it is diluted in a repetitive dull other half.

There is nothing remarkable about the open world. It's just more combat in the open. No puzzles, no platforming, no minigames to spice up the formula. On a good day it is a pretty locale, fighting mobs you've seen before with underwhelming treasure as the prize. On a bad day it's cave #13 with a repeated boss at the end.

After beating the Fire Giant and 72 hours of playing I'm done with #EldenRing. I would be forcing myself to play any more.

My verdict is that much was lost during the transition to the open world.

Previous Souls games would take you from one excellently-designed location to another. In contrast, Elden Ring separates these so-called "legacy dungeons" with a mediocre open world, while the concessions made for the open world further undermine the level design of these legacy dungeons.