Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive
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Want to know more about HTN planning? Watch the video on Transformers: Fall of Cybertron:
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--
In my fourth Design Dive video I take a look at the infamous Dark Souls. We explore the issues of video game difficulty and why From Software's celebrated game is actually a lot easier if we stop and pay attention to how it works.
Chapters
[00:00] Introduction
[04:42] Notions of Difficulty
[07:22] Difficulty in Mechanics
[12:06] Difficulty from AI
[16:14] Semantic Difficulty
[19:29] Bringing to a Close
[23:28] A Personal Message
--
The following links are directed towards articles referenced in this video:
"Game Creation Magic Is More Science Than Smoke and Mirrors" by Jennifer Scheurle
http://www.rollingstone.com/glixel/features/game-creation-magic-w503332
"How video game difficulty became a cultural battleground" by Simon Parkin
http://www.eurogamer.net/articles/2017-10-21-how-video-game-difficulty-became-a-cultural-battleground
"Hey #gamedev, tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling."
A twitter thread by Jennifer Scheurle.
https://twitter.com/Gaohmee/status/903510060197744640
--
The following footage was adopted from YouTube for use in this video:
"Let's Play Fantasyworld Dizzy (1/2)"
https://www.youtube.com/watch?v=YQ4qvmUQDGg
--
Music in this episode (in order of appearance):
"Nameless Song"
"Taurus Demon"
"Bell Gargoyle"
"Gaping Dragon"
"Four Kings"
"Firelink Shrine"
Composed by Motoi
Watch on YouTube ↗
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