Dark Souls is widely regarded as an outstanding game for a variety of reasons, such as the “hard but fair” ethos in which its only demand is that you prove your growth as a player at each step. The world is similarly praised for its clever interconnectedness. I want to illustrate the level of thought that went into the level design, using a series of highlights progressing through the game. This is somewhat inspired by this analysis of Super Metroid, a game which itself is clearly an element of the Dark Souls pedigree. Many of the concepts described in that article apply to this game as well, but Souls has to maintain a special focus on one particular element: quietly helping the player endure the intense difficulty that the game itself created.
One of my goals is to refine the image that both fans and non-fans have of Dark Souls, as being defined solely by difficulty. Perhaps its best-hidden secret is that it does not actually leave the player lost in the wilderness with no direction and death awaiting at every turn, but rather guides and supports them in subtle ways. The game fulfills two roles at once: presenting a seemingly crushing challenge, but also, behind the scenes, doing what it can to make it more likely that each player finds a way through. The defining emotion of Dark Souls is the thrill of both facing the challenge and then eventually surpassing it, and the game succeeds because it does everything it can to provide both of those experiences.
This post will take us through ringing the Bells of Awakening. Many of the themes of the level design are shown most strongly in this first segment, when it’s critical to give a player an understanding of how this game works, and most importantly, to give them the tools to succeed in what comes after it.
Undead Asylum
The game opens with one of the very few moments that I’m going to question. Before its threadbare tutorial is even complete, it throws the player into a boss fight, the Asylum Demon, where the solution is not to fight, but to escape through an open door elsewhere in the room. I’m not sure what this is intended to teach, since nowhere else in the game is there a boss fight that you can run away from; you’re always sealed in (there are occasional large non-boss enemies you can run from, such as the Bridge Hellkite or the Hydra, but they’re in open outdoor spaces that make it obvious anyway). These opening minutes are precious for hooking the player and starting to teach them, and adding a potential sticking point with no teaching utility is not parsimonious. Arguably, one hint is that the boss fight is completely unfair (you don’t have a real weapon yet, so no non-expert player has a chance), but it’s too early to rely on the player’s trust that Dark Souls is never unfair. Building that trust is a key goal of the early levels.