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[Five minutes of... is a series of video game investigations by Margaret Robertson, former Edge magazine editor-in-chief and current development director of social game studio Hide&Seek. Here, she explores what five minutes of play reveals about a particular video game, this time focusing on what the punishing Demon's Souls teaches us about failure.]
Alright then, Demon's Souls. Let's do this.
Sometimes it's hard to pick a game to talk about five minutes of. Sometimes it's easy. Demon's Souls is a game I've only ever played five minutes of, no matter how long I play it for. This is because I play the same five minutes every time I play. I don't mean the same five minutes in a Halo 30-seconds-of-fun kind of way. I mean the same five minutes.
Many of you will have had the same experience with Demon's Souls, or are having the same experience now with the sequel Dark Souls. If you haven't played it, it's that middling-brown hack-n-slashy RPG from From Software -- who you dimly remember were the guys who made Otogi -- and which you are sick of reading web comics about.
I hated those five minutes of Demon's Souls. Hated them the first time, hated them the tenth time. I persevered because I was surrounded by all the hype and reverential masochism: "it's hard, but the good kind of hard". I went back, again and again, with renewed hope each time, but found nothing but frustration and confusion.
As game worlds go these days, it's pretty grim. Gloomy, and murky, and woundingly derivative. There is little time to get your bearings, or to establish any sense of connection with this unlikeable world and this unwieldy avatar. There are corridors and shambling enemies and, after a bit of ungratifying flailing around, you meet your first serious opponent, who kills you. Then you do exactly the same thing again. And then you do it again.

I did not find it to be the good kind of hard. I railed about not understanding what kind of fun I was supposed to be having. Is this an equipment game? A min-maxing, load-out-juggling, inventory-tweaking thing? I like those. But this isn't one of those. So is it a brawler? Is this a nice, meaty, ponderous-but-precise third-person combat game where I need hone combos and rhythms and frame-perfect timing? I don't like those, really, but it turns out that doesn't matter, because this isn't one of those either.
So is it tactical, explorey fun? Is this about being smart about how I navigate maps, how I use space, how I manage resource? Cos those, I really really like. Which would mean I would really really like this, but I don't, and that turns out to be because it isn't one of those either.
And so I abandoned it, not sure if I was smarter than those who'd been transfixed by it, or just weaker. But now Dark Souls is out, and the hype has started anew. Friends I love and strangers I admire tell me of its glories. But it was hard to get excited about the new game when I had my abandonment of the original on my conscience. Before I could go on I would have to go back, and to my enormous surprise, I found that I wanted to.
This is because, in the interval between my first taste of Demon's Souls and my recent reprise, I've had a lot more practice at failure.
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Or maybe not. I'm still upset that I got attacked for trying to free that pyromancer from the barrel with my sword instead of "rolling" into him. What kind of counter-intuitive garbage design is that?! I'm helping you!
*sigh* Yes... it's time to try again.
That said, I failed a lot in my first 3 hours, not even managing to hit one checkpoint. So i experimented with character classes and found an avatar with more speed but lower attack and defense. Then from there i enjoyed it a lot more and even managed to get to phalanx by hour 4. Luckily i had some turpentine on me, which came in handy for defeating it. My next incredible hurdles were the bridges before the towering knight. Those dragons would nearly put me off the game, but i learnt to time my run better and eventually got to the final enemies before the towering knight. Still no checkpoint, pass through the magic portal to meet the next boss.
After another few hours, and gamefaqs, managed to take down the knight. Tried to go forward but couldnt progress. An inscription on the floor read 'This is where the Real Demons Souls begins'.
I sat that night thinking about Demons Souls, and how it was possibly the best video game i had ever played. Not only because it was hard, but because its mechanics were so good and the world was so well designed, with each encounter having that classic Ghosts n Goblins severity because of their wonky attack timings. Reflexes, resource management and pattern recognition & just like 2D Ninja Gaiden the environment feels alive around you, as if it were hostile and looking to ambush/kill you. I freaking love this game.
...and you lost me. I have better things to do than spending 3 hours trying to like a game.
Everyone is not the same. Personally, I loved it from second one when you stand up in that prison cell. Try it out.
I have tried it. You have no idea the amount of shit I've gotten from my coworkers for playing half an hour and quitting without even beating the tutorial.
The game who's tag line says it all: Losing is Fun.
I did rent Dark Souls after it was released to see how I might feel about it and I did actually like it a little more than Demon's Souls. It is harder in some aspects, but seems a little easier in others. I still haven't finished Demon's Souls and I have a feeling Dark Souls will be waiting for me under the Christmas Tree this year, so I will be spending the next few weeks honing my expletives and anger management skills.
It reminds me of old-school games where there was no tutorial or in-game help of any sort. It was all about exploration, adventure, wonder and frustration, but most importantly, it was about perseverance.
DS is all about crushing you down and forcing you to approach it in a humble manner to be able to conquer it by raw wit, skill and patience. To me, that is one cathartic experience which is not common in games nowadays.
The sense of trepidation when you enter a new area knowing that you could literally lose everything raises the level of the experience so far beyond the games being designed for the market of the "WoW generation" where getting rewarded, regardless of actual input is the expectation.
As a game developer I`m always second guessing whether i`m too hardcore in my thinking but as a father I really wish my kids could better appreciate the risk vs reward philosophy from games like DS and Angband and apply them in life
EDIT: The article is good, by the way. I didn't mean to decry it in any way, if that's what it sounded like.
Let's drop the pretense that Demon Souls / Dark Souls are games designed to challenge, because they are not. They are gamified masochism simulators designed to appeal to the .01 percent of the people in the world with Self-Defeating Personality Disorders a.k.a. masochistic personality disorder. Which shouldn't surprise or shock anyone since Kei Hirono, the producer of Dark Souls freely admits the games are masochistic: http://www.youtube.com/watch?v=_cctSOnxkmc&feature=related
I mean, my god... what the hell is going on within the industry? Stop pandering to less than 1 percent of the audience and stop throwing flowers at the feet of a development team the entire industry and the gaming press should condemn.
And Margaret Robertson, no joke... if you're not already, get yourself into therapy before you hurt yourself or someone else.
If I remember correctly, beating Super Mario Brothers is extremely difficult. That was about 20 years ago.
Why do we even have difficulty levels in the first place? - To you it seems there should be one difficulty level. David Serrano mode.
http://simplybeingmommy.com/wp-content/uploads/2010/02/gerber-logo.jpg
Games remain relevant and interesting largely due to games like Demon's Souls, Geometry Wars, Dwarf Fortress, Minecraft, Portal, etc...
The 'industry' as a whole needs to take inspiration from more games and from outside the industry. The first DS had unique multiplayer elements that stood out uniquely against a mass of games that all try to improve on the simplification of matchmaking and so on.
Go play Uncharted, Gears of War, God Of War or a plethora of other ego-boosting titles where difficulty is watered down and the protagonists are all super-humans. (Fine games, all, but the appeal is different than that of the DS games).
It's unquestionably true that many folks don't find value in overcoming adversity for it's own sake in their games; and on the extreme end of that scale you have the folks that 'game shark', cheat codes and trainers are made for. (Or the more recent 'give me an edge' type DLC).
Those of us that feel differently will happily continue supporting From Software and other developers that don't care to cave to 'mass market appeal'.
Now, that's not to say that *every* game should be this hard; just as not every game should be an 'interactive drama' like Heavy Rain.
But don't worry, I have a feeling the industry won't change because of those games. If you're content with the AAA games we get today, you won't be disappointed in the future. Won't you let the occasional game like Dark Souls be a light of hope to me, in what I call The Death of Games?
Dark Souls/Demon Souls sounds like the Ninja Gaiden on the xbox kind of fun, where you reload and reload and have to fight the same fights over to you beat it. If I had a ton of game time, that would be ok, but since I dont ill be ignoring this game and playing Skyrim instead...........
I have to admit that I liked Demon's Souls because it reminded me of King's Field I. It had a minimalistic art style that felt so barren and lonely. So whenever you do meet someone there is this added poignancy. It just feels so chilling and crystalline and I find the art direction really impressive.
I heard about difficulty with Demon's Souls but didn't really find it to matter much. You learn how to survive and then get to a point where you can repeat to level yourself as high as you need to be, and you are good. It is not much more difficult than many games out there.
I remember when I got Demon's Souls for Christmas a couple (?) years ago, I played it almost every second that I didn't have to take care of the kids or go to work or whatever. I definitely did not have to force myself to play it. So I am not sure where people are coming from when they say this...If you really aren't enjoying it just go play something else. There are TONS of games that I have bought where I don't enjoy them and they just get pitched away and that's that...I have too much going on to waste my time playing games I don't enjoy.
The first time I got killed by the Gaping Dragon, it was expected. As was the second, third and fourth time. What was unexpected was the 15-20 minute walk required to have the privilege of getting killed by the Gaping Dragon repeatedly.
I like wasting my time as much as the next person, but this is a genital-piercing model of "gaming".