Personally, I found those tweets to be easy.
Easy comments, with a âeasy game designâ rule book right next to his keyboard.
I agree with @talbain as they keep combat âkindaâ obtuse.
I believe that it could be explained in much depth, but looking at this thread is enough proof that it would take more time than one would ever want to spend reading text to play an action game.
One nice way of making everything clear⌠actually, of simply stating that a functionality exists, are those loading screens @vikram mentioned. I actually think those are better written than the huge pop-ups (and less annoying).
Still, all this leads me to talk about exploration.
Not on the typical sense of video game exploration, of the playerâs avatar moving around a virtual space. But since it is all virtual anyway, also conceptual ultimately, so is the gameplay.
Itâs a think Iâve always knew, but wasnât truly conscious until playing DS.
I do want to know what I can do around the game, and I want some indications of it.
But donât just put a huge map on my screen, say step by step where to go.
Same with these combat systems, I like to figure them by myself. I see many people annoyed for a game giving away too easily the places you can explore, but hardly about exploring the nuances of the gameplay.
Does FromSoft does the best possible job in keeping those obscure, yet allowing the player to know them? No⌠itâs always possible to make it better (design works pretty much like engineering in that).
But I personally believe that they would probably do an even better job at making that discovery and exploration more fun, if the videogame design rule books were not fixated on giving them away easily.
This reminds me of a level design dev that I knew in Krakow, he was trying out my tech demo for the GBA engine. And one of things he said was âYou should always show where the player can goâ. I couldnât stop thinking âhow boring, no way for a player to lose a life because he risked to jump into a pit to check if there was something there, and failed? Itâs just a video gameâ.
But ultimately I think Sekiro does a good job at obscuring how to master the system, which is not simply a matter of timing memorisation. Get your hands dirty, die a bunch of times, and learn your way through the system. Itâs just a game, anyone can learn if you keep trying.
I personally think that discussing about âthe correct amount of deaths to pass the gameâ is as much of a ridiculous discussion as the discussions around a few years ago (probably not here) that games should not stop the playerâs progression.
Sure⌠if that is the kind of game for that. But I canât really even call it a game, but more of a virtual experience, or something else entirely.
Game implies the probability of losing. How much âloseâ a person is predisposed to endure to finish that game, or even master it, tells more about the player itself than the game.
Ultimately the videogame is just a proposition from the developers. No one is forced to play it.
But the discovery for finding those conditions for ânot losingâ is as interesting to me as travelling through those virtual, interesting, beautiful (or not to all) places.
Learning the gameplay is an exploration in itself.
Also⌠there is one mindset you should keep from DS and BB.
Keep trying, it will click eventually.