Wednesday, June 3, 2015
Misunderstanding Feminism's Critique of The Witcher 3
Erik Kain's recent article on the issue of sexism in The Witcher 3 has prompted me to write a piece in response. The reason for this is not that Kain's arguments are particularly interesting or novel, but because they highlight some of the most common misunderstandings that prevent many intelligent people from grasping the feminist arguments advanced by critics such as Anita Sarkeesian. I'm going to elaborate on three of these misunderstandings in this blog post in order to bring some clarity to the situation.
Misunderstanding 1. Confusing the portrayal of sexism as dark and gritty with its thoughtful criticism.
Kain uses his defense of George R.R. Martin's Song of Ice and Fire series and its representation of rape as an example of how the sexism in The Witcher 3 might be justified. He writes:
Some critics at the time argued that author George R.R. Martin included rape to titillate, not to show how dark and gritty Westeros was. They responded to the argument that this was a genuine attempt to show how bad things were for women in Medieval times by saying “Well it’s fantasy so that’s just sexist.”
This idea, that violence towards women in fantasy fiction works as a criticism of "how bad things were for women in Medieval times," gets raised a lot, but shows a misunderstanding of what most feminist writers mean by "critique." One point made repeatedly by feminists is that no matter how disturbing the portrayal of sexual violence against women in a work of fiction might be, it does not count as critique unless it goes to significant lengths to examine thoughtfully the systemic causes and cultural prejudices behind it. Lacking this level of development, the appearance of sexual violence ends up being a matter of exploitation, a means to stimulate and excite the player emotionally at the expense of a woman's dignity.
So if The Witcher 3's depiction of prostitutes, rape, and misogyny is more than just the usual forms of exploitation, it's up to the defenders of the game like Kain to show us where and how the game thoughtfully critiques sexism (beyond something like, "oh isn't it just awful!"). Kain doesn't provide such an account in his article.
Misunderstanding 2. Thinking that feminists want to counter sexism in fiction by forbidding its representation outright.
Kain makes this broad point in defense of The Witcher 3's inclusion of sexism in its universe:
Fiction is supposed to highlight real world issues. Rape is a real world issue. Sexism is something women actually confront in their jobs, at home. Why is it off limits to actually address that with fantasy fiction?
This argument gets brought up a lot as a counter to Sarkeesian and others. It suggests that feminist critics are arguing for the wholesale elimination of the representation of sexism from all fiction, regardless of its context.
This is simply a misinformed view of the situation. No serious feminist critic is pushing for sexism, or any other topic for that matter, to be off limits for fiction. That would just be censorship.
Rather, what most feminist critics are focused on is how sexism is included in our fiction uncritically, unreflectively, for the sole purpose of entertainment (see point 1). Rape, physical abuse, sexual slavery, and other forms of misogyny are frequently put into fictional fantasy worlds to give it "color," to make it intense, stimulating, and/or exciting, without taking the time to responsibly explore the subject matter.
Fictional sexism might be reflective of real world sexism, but without contextualizing that in some way that interrogates the situation thoughtfully, simply putting it in the fiction contributes nothing positive, but has the effect of perpetuating it without any check.
Misunderstanding 3. Failing to see how one's own unconscious biases prevents one from understanding the debate on sexism.
This one is more of a challenge than a misunderstanding. It is one of the harder points to grasp too, so I'll take it slow.
First, Kain argues against having something like gender equality in The Witcher 3 by stating the following:
There is fantasy out there where gender roles are much less traditionally defined. Lots of fantasy has tough warrior women who don’t need to be rescued by the knight in shining armor. It’s a genre that has a little bit of something for everyone. But much of it—the good stuff anyways—is believable.
What Kain goes on to argue from this paragraph is that putting gender equality in The Witcher 3 would undermine the realism of its medieval setting, and along with that, his ability to enjoy it. That's just how it was back then, he claims, and censoring that for the sake of some small group's "political agenda" would be silly.
At the same time, it must be noted, he has no problem with the inclusion of sorcerers and monsters (which certainly did not exist in any period of history) and does not see them as detracting from the game's realism.
Now why is this so? Why is it "the good stuff" if it breaks realism with magic and monsters but not the good stuff if it does that by changing the gender dynamics? What is behind this arbitrary preference for one flawed version of realism over another?
The reason, I would offer, is that Kain's preference is not really motivated by a desire for "realism" and beliveability but, like a lot of male gamers, by his unconscious wish to have his ego gratified. The sexism of The Witcher 3 flatters the male ego by repeatedly asserting its freedom to objectify women. Objectifying women gives men power over them and hence helps fulfill a typical male power fantasy. In other words, Kain tries to pass off his desire to indulge in a male-centered fantasy world in which women are objectified as a matter of realism when it is anything but.
If you don't believe this, consider for a moment how Kain and others who use the realism argument to justify misogyny in The Witcher 3 completely overlook how the game's so-called realistic depiction of medieval sexism is largely inaccurate. Women did not wear anything like the skimpy costumes and underwear portrayed in The Witcher 3 during that period, nor did not speak or behave in the ways represented in the game. No one, including Kain, however, seems to bothered by this lack of historical realism regarding the representation of gender in the game.
Kain therefore merely picks and chooses the bits of "reality" that most flatter his own sense of self-worth and accommodate his fantasies while ignoring the inconsistencies that come from this cobbling together. At the same time, he actively resists anyone that tries to point this out. Believability is only code for pleasure in his argument. Kain accepts what fulfills his fantasy (consciously and unconsciously) as reality and rejects what doesn't as unrealistic.
The psychological principle operating here is akin to the one used by con-artists. People are less likely to question things that please or flatter them, so hiding deceptions and lies within compliments is an effective way to create belief in them. Kain, like many male gamers, accepts the things that flatter and please his sense of self without much interrogation.
Conversely, male gamers like Kain will fight adamantly to convince themselves and others that they are not being conned. Games like The Witcher 3 appeal to sexist attitudes and fantasies that are gratifying to male egos. Because they flatter the male ego, male gamers are motivated to defend it. They don't do this consciously, but unconsciously they recognize that this certain thing (game) makes them feel good and because of this they see anything that would force them to see it for the flattery it is as a threat. If the fantasy were exposed, they would be deprived of the pleasure that believing in the fantasy (which is, by definition, a lie) gives them. So they attempt to argue that the fantasy (lie) is realistic (true).
Inevitability, because this line of argument is inherently irrational, it will fall apart when anyone looks at it carefully. This is the case with Erik Kain's defense of The Witcher 3, which, at its core, tries to convince us that a world populated by dragons, elves, and unicorns is more "realistic" than one in which women are not subject to ritual scorn and humiliation.
Monday, May 11, 2015
Metal Gear Solid and Psychoanalysis (Part I)
Though the Metal Gear Solid series has been the subject of countless analyses, one of its most important and challenging dimensions has gone utterly unexamined: its psychoanalytic narrative. To me, this is a major oversight. Symbols of castration, Oedipal conflicts, incest fantasies, and repression are all defining components of the MGS story. But no one (to my knowledge) has paid them any attention. This article is the first part in a series that will fill this gap in our critical appreciation of MGS.
Psychoanalysis?
Firstly, let me explain that when I say "psychoanalysis," I am referring to the seminal theories of Sigmund Freud and subsequent psychologists exploring the contents of the unconscious mind. Later in this article, I will get into the specifics of these theories. For now, suffice it to say that the basic premise of psychoanalysis is that the human psyche is rooted a set of early childhood conflicts that get repressed in adulthood. Being repressed does not mean they are forgotten. Rather, the early conflicts become unconscious templates for our future personalities and behaviors that guide us without us being aware of them. This is the core premise of psychoanalytic theory.
Some might object right here. "Hasn't Freud been discredited/disproven today?" Though this is a complicated issue, the simple answer is No. While it is true that in the U.S., psychology departments have a critical attitude toward psychoanalysis, in other regions, such as South America and Europe, it still has considerable clout. Furthermore, in the U.S. today, psychoanalysis is undergoing a mini-renaissance in the field of neurology.
More to the point, the scientific standing of psychoanalysis doesn't really matter for my analysis, because what we are talking about is the realm of art. Whether Freud is right or wrong, his theories have had a profound influence on writers and film makers, such as Alfred Hitchcock, Francis Ford Coppola, and Ridley Scott, who have found the unconscious to be a compelling concept for their works. MGS, as a series deeply informed by these specific film makers, inherits their Freudian influences as well, as I will show.
Big Boss and Oedipus
To get started, let's take stock of the fact that the central drama of the MGS series is an Oedipal conflict. Big Boss is himself an Oedipal figure: a tragic hero-king who loses an eye and is punished for his unwitting "incest" (in this case, incest with himself via cloning). More importantly, the sons (Solid, Liquid, Solidus), map out an Oedipal relationship by fighting with each other and against their father for control of their destinies. The sons are completely defined by their relationship to the father, not only because they are his clones, but because who and what they are is decided by how they relate themselves to him. Some fight to overcome him, while others endeavor to complete his plans. Whatever the case, their identities spring from and are shaped by his choices.
For many of Freud's patients, the image of the father, or "father imago," played a central role in constructing the unconscious mind. In essence, he found that an image/recording of the father from childhood would be implanted in the psyche. As a result, no matter how old one got, or whether one's actual father was still living, within the unconscious mind, one was forever engaged in a childhood struggle with the father, fighting (even though one consciously couldn't see it without Freud's help) to free oneself from his control. This battle was unconsciously shaping adult behaviors.
MGS essentials literalizes this relationship with the father imago by making the sons genetic clones of the father. In this case, the image of the father is literally copied into their genes. As a result, the sons can never be sure if they are unconsciously carrying out the program of the father or making their own independent decisions. This is thematizes for the player in the many instances in which Solid Snake must question the purport of his actions. Is he fighting against his father or, unwittingly, helping to create the world he wished for?
For example, Liquid's exchange with Solid toward the end of MGS1 highlights how Snake's actions might not be his own, but part of his genetic program:
Liquid: "So why are you here then? Why do you continue to follow orders while your superiors betray you?"
Snake: "..."
Liquid: "I'll tell you then. You enjoy all the killing! That's why."
Snake: "WHAT?!"
Liquid: "Are you denying it?! Haven't you already killed most of my comrades? I watched your face as you did it...it was filled, with the joy of battle."
Snake: "You're wrong..."
Liquid: "There's a killer inside you...you don't have to deny it. We were created, to be that way!"
Snake: "Created?"
Liquid: "LE ENFANTS TERRIBLES!"
In MGS series in general, the sons live in the shadow of the father. They are all fighting to define themselves in some relation to him. In MGS1, this is even figured by the location of "Shadow Moses." To be in the shadow of Moses is to be in the shadow the great patriarch-father of the West.
Please Don't Take Away My Solid Snake
To go deeper into the Oedipal dimensions of the MGS series, we need to discuss Freud's theory in more detail. For Freud, the Oedipal conflict crystallizes for the child around the struggle for the mother. The mother is, naturally, the child's first love object, as she is the source of his greatest pleasures and the fulfillment of his greatest needs (coddling, stroking, feeding). The problem, however, is that the child has a competitor for the mother's affections: father. This leads to an animosity toward the father on the part of the child. He is in the way of a perfect relationship with the mother.
Now Freud noted that this conflict between father and son was often "resolved" by a certain incident. At some point in the child's early life, he would catch sight of a naked woman (usually his mother or sister) and he would realize that they don't have a penis. The child would then wonder if this lack was a punishment, possibly dished out by the father (the most powerful figure in his life). This thought put the fear of god into the child and pressed him to give up fighting with father over the mother. Consequently, the son represses his desire for the mother and identifies with the father, working to become his copy.
The repression of the Oedipal conflict, however, does not mean it is over. Like all repressed content in the unconscious, it carries on in the life of the adult. In Freud's analysis, this most frequently translates to symbols of "castration," such as the loss of eyes, arms, legs, and or body parts in dreams and works of fiction. These images of dismemberment stand in for a more fundamental and earlier threat of loss posed by the all-mighty father, and serve as a perpetually warning.
MGS is covered with these symbols of castrations. Ocelot loses his arm. Liquid is dismembered. Raiden loses his arm. Miller loses a leg. Solidus loses an eye. Solid Snake loses his virility and, in a sense, his eye through replacement. These could all be read as figurations of the unconscious conflict with the father who threatens to unman his rebellious sons. In essence, all of these characters are metaphorically castrated for their opposition to the father.
Castration also appears in less obvious ways in the series. I would include Big Boss in this list of castrated characters. Though he is the father in the MGS series, he is also an Oedipal figure guilty of a symbolic incest (cloning). He is correspondingly castrated for this, losing his eye and arm. More subtly, Kojima makes castration a core feature of MGS2, as I have argued previously. He took away our Solid Snake (a great euphemism for an erection and phallic virility) and gave us a castrato to play with instead. The player was thus castrated by the game, unmanned by the character swap.
To Be Continued...
I have so much more to say in future posts, like how Solid and Liquid represent two different paths through the Oedipal conflict, the importance of Adam and Eve, the Garden of Eden, and their relation to Outer Heaven, and the psychoanalytic significance of the clones absent mother. So please check back soon for more!
Wednesday, February 4, 2015
A Reddit Conversation about Gender in Videogames
Below is a discussion about gender representation in videogames that I participated in on reddit. It begins with redditor DeckardPain expressing his frustration over the push to better representation. He fears it might cripple artistic freedom. But he is also trying to understand why it's such a big issue today. Redditor Genermis responds, but DeckardPain feels his questions aren't being answered.
The Game Philosophe to the rescue! I went about systematically answering all of Deckard's Q's on the forum. The reply ending up being quite long so I decided that I would share it with my readers. The first part is a bit of the exchange between DeckardPain and Genermis. My response follows. Enjoy!
[–]DeckardPain 1 point
[–]DeckardPain 1 point
[–]TheGamePhilosophe 1 point
I'll answer all of your questions.
You equate the current criticism of gender representation to something as trivial as the hurt feelings of high school kids and you wonder when people stopped growing up.
Ironically, it is you who are still stuck in a high school mentality and the rest of the world that has grown up. Let me bring you up to speed.
The current critique of gender representation concerns centuries of a patriarchal worldview that sought to impose certain normative views of gender and exclude others that didn't fit into that scheme. This worldview, by the way, includes the placement of men above women, the treatment of women and objects of property (literally property not that long ago), and the labeling of homosexuals as diseased criminals (up until the 1970s in the US, gay men could be ordered by a court of law to undergo electroshock therapy to "cure" them of their disorder). The discrimination still continues today in powerful ways that include the pervasive representation of women as sex objects in popular media (the Quiet, for example) and the widespread resistance to recognizing homosexuality, bisexuality, and transgendered individuals as legitimate sexual orientations and identities.
"Hurt feelings," I hope you can see, doesn't quite capture the significance of a centuries-old culture of systematic oppression that gender critics are shedding light on today. Would you call the discussion about slavery and segregation in US and the social inequalities of its aftermath still felt today a matter of "hurt feelings"? Would you say the discussion about the colonial rape of natural resources in Africa and Asia by Europeans in the 19th century, and the systemic poverty and political turmoil that carries on today as a result of it, "hurt feelings"?
You might be thinking now, "Bah, bah, bah, bah doesn't that put pressure on creators to conform to the whining babies? Won't that push them to compromise their artistic vision?"
The answer is that this will depend on each creator. If his/her "artistic vision" entails a game with scantly clad women being rescued by muscle-bound white men, he or she is free to pursue that vision to his/her heart's content. If the voices of others point out the ways the creation perpetuates values that have systematically oppressed millions and this makes the creator feel uncomfortable, that's just too bad for the creator. Freedom of expression is a two-way street.
You see Deckard, we live in what's called a "society," and part of growing up in this society is realizing that it consists of other people who don't always agree with us or share our values or, heaven forbid, challenge our worldviews (even if we are video game makers!). I know it sucks. It'd be great if we could all just live in our own specially designed echo-chambers and have our egos endlessly gratified, but that's just how things are. Try to manage as best you can.
where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?First, calling certain groups' requests for representation a restriction on artistic freedom is a stretch. How is providing more choices and identities limiting creativity?
If you're coercing game devs to represent X the way X wants to be seen every time, then doesn't it step on their toes a bit too much?Again, you're framing the issue as a zero sum game when it isn't. It's not about fighting over what X should be, it's about getting Y and Z to be part of the picture as well. It's not restricting representation, it's expanding it, it's multiplying the possibilities.
Kojima has had a risqué characters in almost every iteration of the MGS franchise. So why the problem now?This is my favorite bit from you because it reveals so much about why you fail to grasp the issues at stake, so I'm going focus on it.
You equate the current criticism of gender representation to something as trivial as the hurt feelings of high school kids and you wonder when people stopped growing up.
Ironically, it is you who are still stuck in a high school mentality and the rest of the world that has grown up. Let me bring you up to speed.
The current critique of gender representation concerns centuries of a patriarchal worldview that sought to impose certain normative views of gender and exclude others that didn't fit into that scheme. This worldview, by the way, includes the placement of men above women, the treatment of women and objects of property (literally property not that long ago), and the labeling of homosexuals as diseased criminals (up until the 1970s in the US, gay men could be ordered by a court of law to undergo electroshock therapy to "cure" them of their disorder). The discrimination still continues today in powerful ways that include the pervasive representation of women as sex objects in popular media (the Quiet, for example) and the widespread resistance to recognizing homosexuality, bisexuality, and transgendered individuals as legitimate sexual orientations and identities.
"Hurt feelings," I hope you can see, doesn't quite capture the significance of a centuries-old culture of systematic oppression that gender critics are shedding light on today. Would you call the discussion about slavery and segregation in US and the social inequalities of its aftermath still felt today a matter of "hurt feelings"? Would you say the discussion about the colonial rape of natural resources in Africa and Asia by Europeans in the 19th century, and the systemic poverty and political turmoil that carries on today as a result of it, "hurt feelings"?
Is it gender equality band wagoners just pointing the finger at anything they can? Is it that people are just becoming more and more meek?No and No. People are becoming more conscious of the historical and contemporary realities of gender discrimination (just as they are about race, class, and exploitation) and they are beginning to challenge people who perpetuate (consciously or unconsciously) the values and norms that have privileged a certain white, male identity at the expense of everything else.
where does the gender equality issue cross the line into the territory of game developers' & designers' freedom of expression?I have something else to say about this question because it gets raised a lot. No one is trying to deny artists freedom of expression in any legalistic sense. The current criticism about gender is an extension of the freedom of expression--the freedom of critique. Anyone who wants to participate in any public forum, in a free society, has to accept this as part of the package. You post on Reddit or a forum, you are implicitly accepting that others can respond to your statements in any way they want. The same is true for works of art and consumer products. Creators have the right to make what they want, and the rest of the world has the right to say and criticize it however they want.
You might be thinking now, "Bah, bah, bah, bah doesn't that put pressure on creators to conform to the whining babies? Won't that push them to compromise their artistic vision?"
The answer is that this will depend on each creator. If his/her "artistic vision" entails a game with scantly clad women being rescued by muscle-bound white men, he or she is free to pursue that vision to his/her heart's content. If the voices of others point out the ways the creation perpetuates values that have systematically oppressed millions and this makes the creator feel uncomfortable, that's just too bad for the creator. Freedom of expression is a two-way street.
You see Deckard, we live in what's called a "society," and part of growing up in this society is realizing that it consists of other people who don't always agree with us or share our values or, heaven forbid, challenge our worldviews (even if we are video game makers!). I know it sucks. It'd be great if we could all just live in our own specially designed echo-chambers and have our egos endlessly gratified, but that's just how things are. Try to manage as best you can.
Monday, February 2, 2015
Bloodborne's World Will Be Divided, Not Interconnected.
Watching the recent IGN gameplay video, it seems that Bloodborne's approach to world design will follow the template of Demon's Souls fairly closely.
In Demon's Souls, players accessed the game's main zones through a central hub called the Nexus. Within the Nexus were several "Archstones" (one for each zone) that allowed the player to warp to a specific area. The zones, though they could be intricately designed themselves, were not however connected with each other, nor was the hub world attached to any of them. Rather, each zone simply had its own subzones which would be accessed by through its designated Archstone.
For many, this was a design shortcoming that Demon's Souls spiritual successor, Dark Souls, overcame by replacing the Nexus and its Archstones with a fully interconnected world in which bonfires provided checkpoints.
It seems that Bloodborne is backsliding on this point.
At around 5:10 in the IGN video linked above, you can see the player use a "headstone of awakening" to warp from a central hub, called the Dream Refuge, to the zone "Above Ground." Specifically, the player selects the subzone called First Floor Sickroom. Crucially, other, yet-to-be-activated headstones can be seen nearby.
Later in the video, after the player has progressed through the area, another subzone (Central Yharnam) is added to the Above Ground headstone. The player returns to the Dream Refuge hub and uses the headstone to warp back to this more advanced point.
The scheme appears identical to that of Demon's Souls' unlocking subzones. But how does this show that Bloodborne will be subdivided like Demon's Souls? After all, couldn't it be the case the world is still interconnected like Dark Souls, just with a detached hub world grafted on top of it?
My answer is that it is highly unlikely that Bloodborne's world will be fully interconnected, and that instead, interconnection will be limited to self-contained zones. Here's why:
If the world were fully interconnected, there would be no need for the multiple headstones of awakening we see in the Dream Refuge hub. The only reason for having multiple headstones would be a divided game world.
Think about it. If the world were completely interconnected like Dark Souls, then any warp point should be able to send you to any other warp point. Having more than one headstone in the hub world would then be a pure redundancy with no purpose. Since it's implausible that the designers of the game would just throw in unnecessary headstones, there must be something that makes them useful. And the only thing that would make multiple headstones useful would be the existence of disconnected zones.
Another point to consider is the fact that when the player in the video touches the second warp point, Central Yharnam, that returns him back to the hub (15:07), the menu that pops up does not give him the option of warping to the First Floor Sickroom warp point. He is only given the option to return to the Dream Refuge--just as in Demon's Souls where warp points could only take you back to the Nexus and not send you to other areas (even areas within the zone you are playing).
Some might wonder why From would do this. Don't they understand that Dark Souls' interconnected world was a major improvement over the hub system of Demon's Souls!
The fact is, there are plenty of reasons why From would decide to do this. One is load times. Having a fully interconnected world presents design challenges concerning where to conduct loading as the player moves through the world. From might have decided to simplify this by putting hard divisions between areas.
Another possible reason is the inherent difficulty of designing a fully interconnected world. From might not have had the time to do this, and decided instead to focus on making each zone itself interconnected without bothering to make all the zones come together as well.
Of course, without official confirmation or more gameplay, this remains speculation on my part. But I feel confident that what I've said will prove to be true. What we've seen just doesn't make sense otherwise.
But what do you think? Would you welcome a return to the Demon's Souls hub system? Or are you disappointed that From is taking a step backward? Let me know in the comments below.
In Demon's Souls, players accessed the game's main zones through a central hub called the Nexus. Within the Nexus were several "Archstones" (one for each zone) that allowed the player to warp to a specific area. The zones, though they could be intricately designed themselves, were not however connected with each other, nor was the hub world attached to any of them. Rather, each zone simply had its own subzones which would be accessed by through its designated Archstone.
For many, this was a design shortcoming that Demon's Souls spiritual successor, Dark Souls, overcame by replacing the Nexus and its Archstones with a fully interconnected world in which bonfires provided checkpoints.
It seems that Bloodborne is backsliding on this point.
At around 5:10 in the IGN video linked above, you can see the player use a "headstone of awakening" to warp from a central hub, called the Dream Refuge, to the zone "Above Ground." Specifically, the player selects the subzone called First Floor Sickroom. Crucially, other, yet-to-be-activated headstones can be seen nearby.
Later in the video, after the player has progressed through the area, another subzone (Central Yharnam) is added to the Above Ground headstone. The player returns to the Dream Refuge hub and uses the headstone to warp back to this more advanced point.
The scheme appears identical to that of Demon's Souls' unlocking subzones. But how does this show that Bloodborne will be subdivided like Demon's Souls? After all, couldn't it be the case the world is still interconnected like Dark Souls, just with a detached hub world grafted on top of it?
My answer is that it is highly unlikely that Bloodborne's world will be fully interconnected, and that instead, interconnection will be limited to self-contained zones. Here's why:
If the world were fully interconnected, there would be no need for the multiple headstones of awakening we see in the Dream Refuge hub. The only reason for having multiple headstones would be a divided game world.
Think about it. If the world were completely interconnected like Dark Souls, then any warp point should be able to send you to any other warp point. Having more than one headstone in the hub world would then be a pure redundancy with no purpose. Since it's implausible that the designers of the game would just throw in unnecessary headstones, there must be something that makes them useful. And the only thing that would make multiple headstones useful would be the existence of disconnected zones.
Another point to consider is the fact that when the player in the video touches the second warp point, Central Yharnam, that returns him back to the hub (15:07), the menu that pops up does not give him the option of warping to the First Floor Sickroom warp point. He is only given the option to return to the Dream Refuge--just as in Demon's Souls where warp points could only take you back to the Nexus and not send you to other areas (even areas within the zone you are playing).
Some might wonder why From would do this. Don't they understand that Dark Souls' interconnected world was a major improvement over the hub system of Demon's Souls!
The fact is, there are plenty of reasons why From would decide to do this. One is load times. Having a fully interconnected world presents design challenges concerning where to conduct loading as the player moves through the world. From might have decided to simplify this by putting hard divisions between areas.
Another possible reason is the inherent difficulty of designing a fully interconnected world. From might not have had the time to do this, and decided instead to focus on making each zone itself interconnected without bothering to make all the zones come together as well.
Of course, without official confirmation or more gameplay, this remains speculation on my part. But I feel confident that what I've said will prove to be true. What we've seen just doesn't make sense otherwise.
But what do you think? Would you welcome a return to the Demon's Souls hub system? Or are you disappointed that From is taking a step backward? Let me know in the comments below.
Subscribe to:
Posts (Atom)