For this final blog of ours, I kept thinking what would be the best game to be considered to be put into the MOMA. Of course I to go through the games I have played ever since I was a little kid. The game I finally came across was FromSoftware’s “Dark Souls”. Those not familiar with the game may ultimately see the game as usual hack and slash which is pretty much a game that has your character kill enemies, while allowing more emphasis on the combat aspect. Those who have played the game know of how famous it is for its grueling difficulty as a game. The game itself though is more than a usual hack and slash as it creates in itself a genre of games that rely on skill rather than button mashing. The game itself is a spiritual successor to a previous game called Demon’s souls but has made itself a name that many gamers have come to know. My reason for choosing Dark Souls rather than its spiritual predecessor, successor, or even sequel is due to the game’s world. The game itself seems dependent on describing what makes your character human which in itself speaks volumes by how we choose to play the game. Though I could talk more about this I will leave it at that and continue to describe it within the behavior of the game. Its narrative alone would be able to give insight into the behavior of the game which John Maeda would agree on. I’ll explain the story in the next part.
What is Dark Souls?
To understand how this game belongs in the MOMA we must first know what the game is. The game has been found to have a sort of minimalistic plot which does drag the game down at all due to the hidden lore you find within playing the game. Basically, your character is part of a group of people who are undead but eventually try to follow a story in which every npc has been known to have heard. The story is that as the chosen undead you have to rekindle the first flame to continue the “Age of gods.” Along the way you will come across plenty of unique enemies along with npc’s who appear to be on some sort of quest similar to yours. As you progress through the game, you begin to learn more and more about the people you have met along with your goal. Eventually you will come to a final decision within the game which will be to sacrifice yourself to continue the age of gods which you have come to known as being grueling world that has people suffering or begin the dark age. The dark age which you come to know by the end of the game as the “age of humans.”
The definition of a good game is therefore “one that teaches everything it has to offer before the player stops playing.”-Raph Koster
The Game’s Behavior
Unlike most hack and slash games, this game requires a more subtle approach when playing. If one were to run into an enemy in dark souls and just start mashing the attack buttons you learn to understand that you are wasting stamina for each hit. If you ever seen gameplays of the game you would note that the game requires specific timing to attack rather than wasting all of your stamina. Once your stamina is depleted your character suffers from penalties that allow movement and actions requiring stamina to really leave you wide open to incoming attacks. Basically it’s best to run the game being more cautious than ever as enemies have varieties of attacks that range from magic to poison. Also where games that utilize a more damage dealing approach, it is sometimes best to stick with weapons that are instead lighter and fast so that dodging or blocking can be used to shield yourself from damage. The way the play plays the game is b all means there own choice but tactics must be change on the fly when playing dark souls. A way they allow you to do this is through the use of switching your stance when fighting. You could hold a shield and weapon or two weapons in each hand, but with a simple press of one of the buttons you put your offhand weapon away in favor of using your primary hands weapon with 2 hands. Now you might ask yourself, how and why is this important? Allowing to be able to switch two hand would work similar to how it would seem in real life. Two hands means more force can be applied making damage stronger but losing the opportunity to use your off hand for any other purpose. What also is pretty unique about the game’s behavior is how they deal with multiplayer. Essentially, multiplayer in this game has pvp and cooperative elements. For those who are unaware of the term “pvp”, it refers to the mode of players competing with other players and in this case it is by invading their world. Invasions tend to happen anywhere but some place are more likely to have it happen do to the areas intended purpose. This is odd as invasions allow for the play to invade any person’s world in the similar area to battle them to obtain humanity as well as rewards. Humanity is needed to utilize any multiplayer elements within the game. This can happen at anytime though and may come up as an ambush of sorts. Cooperative play works in a similar manner but requires the player to set up a marker asking for help so that a play could join you. The person of course who joins you is random and most likely will not be a friend of yours. This is purposefully made just to resemble an aspect of life in some way. The game itself has ups and downs with the player succeeding eventually similar to how in life the only way to get through would be to play it smart or learn from our mistakes. Raph Koster himself would agree with these words on how it makes it a game and a great one at that. The random cooperative players that join you as well as ambush you show an aspect of life with the people you meet. Some might be knowledgeable about the area while others are as lost as you. Those who ambush you want something from and in their actions forsaken their humanity(which you actually need to have in-game) to bring you down a peg. One last important thing about behavior is how the game teaches you about your decisions. Of course how we play the game is what I am getting at. Besides the way we fight, there are decisions that we can choose to do when meeting up with npc’s. When we meet them we could attack them but that eventually lead to consequences making us think before we act. For example there is a character within the game who tempts you to free him and in doing so will help you in a boss fight. Of course this sounds great but you begin to learn that he wishes to harm innocents. He eventually kills a very helpful npc without you knowing. The game like many others has decisions and way to go about the game giving it more freedom than most but forces us to be cautious when making these decisions.
… “a narrative replaces the act of physically getting you from point A to point B. A narrative that you, the player, gets to drive and live through until it’s game over. This is where videogames become an art-like act of “personal imagination.”-John Maeda
The Game’s Aesthetic
The game’s looks and feel can both be described as eerie and unique in away for a fantasy genre placed in the dark ages. The areas that the character visit all have different themes that create different challenges. As you explore, many of the places are dimly lit to give a sense of caution and confusion that one slip can result to a sudden death to force you to restart . Places that you find in the game look old and decaying giving a notion that this place existed for possible hundreds of years while its survivors are slowly losing their insanity one by one. That these places were once ruled by great rulers who once settled within these lands but then left to dust. Little is known about the place you come across, no narration or sign to tell you anything about where you are in the game. Many of the enemies look like they’re straight out of a nightmare,like mimics in the game. In many fantasy genre games chest contains an assortment of loot and gear to progress, but sometimes a chest can be placed in the weirdest areas and players don’t think twice about opening them. Mimics are monsters disguised as chest but simply opening them can end to a quick death. Mimics in this game are unique compared to other games similar to this genre. Instead of the generic mimic that is just a chest that just hops around and has a giant mouth inside. Mimic in this game have long slender bodies that pop out of the chest and elongated tongues when provoked. Npc’s in the game also create the feel for the game through various dialogues. Many of the characters that your character interacts with have a sense of hopelessness. A npc named the
“Crestfallen Warrior” is met when making to Lordran which if it hasn’t been said yet, is the setting of the world. Even in his name it is obvious to see that this npc is already in despair. In this world he is clearly one of many people who have an outlook into the world which adds to that feeling of despair. Though their is one outcast amongst the sorrowful undead his name is “Solaire of Astora”. This particular character is not affected by the state of the world he’s in and is the most iconic character in the game.
The Game’s Space
Within the world of Dark Souls, space is a big part of the game. As the game doesn’t throw the story on you, it allows for the player to go about the world in search of the story. Exploration within this game is key as it allows for better loot while also having an understanding of how the world in which your character is in. Along with this is how every dungeon is built. Most places are built in a way that causes it to be dangerous slowing the pace of the game. Sometimes purposely place items tricky into believing that without hesitation its simple to retrieve an item yet there is always another way. Besides the exploration there is also the combat aspect in which space is useful. When battling a monster space allows the player to be aware of his surroundings and without knowledge of that space one may find a trap or enemy hidden away in a corner. It also allows for battle to be fought more or less favorably. For example, a small alleyway would hinder you due to the lack of movement capable within the area allowing enemies to encircle you or keep you away from an enemy’s weak spot. While a big open area allows for more movement and more options for attack.
Conclusion
It is due to these aspects that I believe Dark souls has a chance of getting into the MOMA. The game itself has also led to many inspiration within the gaming world such as Bungie’s Destiny, Lords of the Fallen, as well as the game Shovel Knight. The MOMA might see violence as something they must clearly go against, but similar to how Paola Antonelli describes why a beretta could fit into the MOMA and Dark Souls in its own way is a critique about life and its struggles.
“>“So when you see a gun, it’s an instrument for killing in the design collection. If it’s in the art collection, it might be a critique of the killing instrument.”-Paola Antonelli
References
John Maeda. (2012). “Videogames Do Belong in the Museum of Modern Art.” Wired Online.December 4. [http://www.wired.com/2012/12/why-videogames-do-belong-in-the-museum-of-modern-art/]
Koster, Raph. Theory Of Fun for Game Design 2ed. New york: O’reilly, 2013. Print.
Paola Antonelli. (2013). “Why I Brought Pac-Man to MoMA.” TEDSalon NY2013. [https://http://www.ted.com/talks/paola_antonelli_why_i_brought_pacman_to_moma?language=en]