Elden Ring - Teaching through repetition

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  • เผยแพร่เมื่อ 26 พ.ค. 2022
  • It's kind of like how a stop sign is the same shape and color, so that you recognize it as a stop sign. It doesn't matter how unoriginal it is, it helps you immediately understand what's expected of you.
    Song used: Korok Forest (Night) - The Legend of Zelda: Breath of the Wild OST

ความคิดเห็น • 1.9K

  • @ZullietheWitch
    @ZullietheWitch  2 ปีที่แล้ว +3

    Not every message from the developer has to be written in plain text. Sometimes the most carefully written instructions are ones we don't even know we're reading. Turning the environment itself towards conditioning the player is a useful tool.

  • @burnin8able
    @burnin8able 2 ปีที่แล้ว +1

    I love how the devs even understood how the dungeons and catacombs all looked the same to the point where they put in a dungeon that intentionally messes with your sense of direction by going in repeating cycles, making you feel like you're going insane. I don't think I'll ever forget going through one copy of the corridor, fighting an Omen, and then getting to the same corridor in the next loop only to see a second Omen looming over the corpse of the first one.

  • @PatrickProductions12
    @PatrickProductions12 2 ปีที่แล้ว +3

    Your example at the beginning of the video was interesting, because regarding the soldier enemies being reused, my brother and I found it to be one of the most immersive parts of the whole game, excellent worldbuilding. Soldiers wearing different colors for different houses, different lords, all originally part of the same army but split and forced to face each other in the Shattering. Elden Ring did a great job.

  • @realkingofantarctica
    @realkingofantarctica 2 ปีที่แล้ว +2

    The Souls series has honestly become iconic in a way because of the re-use of certain mechanics and animations. Whenever a new game releases, you can always expect to see

  • @hugehuman1
    @hugehuman1 2 ปีที่แล้ว +733

    Just like John Elden Ring said, "Every Elden has it's Ring," every catacomb has its lever.

  • @MartoLun
    @MartoLun 2 ปีที่แล้ว +341

    One of my favorite tricks they use is calling many of these recycled structures "Fifth Church of Marika" or "Third Church of Marika". That way we are less bothered by the repetition, since we assume they were created by the same group of people in-universe, with the same building techniques each time.

  • @SlayerSeraph
    @SlayerSeraph 2 ปีที่แล้ว +2

    The amount of recycled content, assets, enemies, bosses designed, dungeons ideas and areas where ridiculously large and repetitive in this game. Probably its biggest downfall ...

  • @golemgolden4670
    @golemgolden4670 2 ปีที่แล้ว +24

    Tbh id rather have a linear game with more content than an open world game where you have to recycle multiple bosses multiple times.

  • @Imperium83
    @Imperium83 2 ปีที่แล้ว +3

    Copium for copy/pasting assets.

  • @Mart-E12
    @Mart-E12 2 ปีที่แล้ว +603

    The worst thing I notice is the shacks. The houses are always completely the same with the 3 steps and on the last one is usually a body with a mushroom or something. If there at least wasn't so many of these houses copied all over the map.

  • @gungy_vt
    @gungy_vt 2 ปีที่แล้ว +3

    "A simple version might be leading you to an enemy whose back is turned to coax you into learning about backstabs"

  • @Creepin_Jesus
    @Creepin_Jesus 2 ปีที่แล้ว +1

    I also like how within the repetition of the catacombs or the hero graves, they begin to diversify HOW you have to find the lever or deal with the horse carriage robot. A few times you might be expecting another tunnel with home alone pressure plates again but you get some puzzle with the light mechanics or the teleporting chests. That repetition is also valuable in catching players off guard and I felt that was very effective in unison with your points on signage to players

  • @jordanf00
    @jordanf00 2 ปีที่แล้ว +569

    2:16

  • @P0rk_Sinigang
    @P0rk_Sinigang 2 ปีที่แล้ว +392

    As a fan of the Yakuza series, I must say that properly implemented reused assets can be a very special thing.

  • @argnator
    @argnator 2 ปีที่แล้ว +45

    My favorite catacomb is the one in the Mountaintops, where you go through dodging the jarmen until you can't progress and drop down and end up going through what looks and feels like a loop. Same rooms, same layout, same hallways - only there's more enemies in different places. But still no lever. The lift up just takes you back to where you came from and you feel stuck.

  • @kirklandish
    @kirklandish 2 ปีที่แล้ว +112

    On a related note, but reusing visual cues on the map for areas like minor erd trees, mines, and churches helped me find essential items without relying on the usual traps of open world design. This is aside from all the legacy dungeons, forts, etc. that were clearly marked as well.

  • @hypethekomodo6495
    @hypethekomodo6495 2 ปีที่แล้ว +278

    I certainly apply this to the churches: Almost every church hosts a Grace and a Sacred Tear, so you start to relate them to safe havens that also give health upgrades after you find one.

  • @jujubeanz009
    @jujubeanz009 2 ปีที่แล้ว +292

    I feel a part 2 coming on about enemies: enemies like the erdtree avatar are enemies you typically see at the base of a minor erdtree, training you to expect this enemy upon arriving BUT you’ll see that it’s not always the case. Sometimes they’re accompanied by other minor enemies or it’ll have a different attack like the one in Caelid that sprays Scarlet Rot. But that should be expected or at least prepared for because Caelid has taught us that Rot is common. The enemy could be completely different such as the Ulcerated tree spirit or Wormface. But different isn’t always necessarily bad such as the one with the minor erdtree with just the three Demi-Humans.

  • @celestial_illusions
    @celestial_illusions 2 ปีที่แล้ว +55

    me, who just assumed not every ruin has stairs leading underground: "ah yes, of course"

  • @Farenklaw
    @Farenklaw 2 ปีที่แล้ว +15

    I would say antoher example of repeating assets serving the game design are the churches. Every time I've got a new map piece in my playthrough I immediately knew where to go for the flask upgrades.