The World Design of Elden Ring

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Deep in the forest of Mistwood, there's  an unassuming stone building. Inside is   an elevator that goes down. And down.  And down. And down further still, until   it finally hits the bottom, revealing a secret,  underground city with an impossible night sky. It's one of those moments that makes  you ask... wait, how big is this game? The answer: pretty damn big. FromSoftware  has always made epic adventures that cover   a lot of ground, but in Elden Ring, the  studio has been more ambitious than ever. The twisty, interconnected worlds of Dark Souls  and Bloodborne are microscopic when compared to   the monster open world of The Lands Between.  This humongous continent will take you from   the deepest depths to the highest mountain and  the map just seems to get bigger, and bigger. So, what's it like to actually explore  this giant fantasy kingdom? And how did   going open world change the Soulsborne formula? Well, I'm Mark Brown, and this is  the world design of Elden Ring. Let's start with a recap. Our goal at the beginning of the game is to  explore The Lands Between and find our way to   the Leyndell Royal Capital. However, the front  door stays locked until we‘ve got a handful of   great runes - which we can collect by toppling  key boss monsters within the surrounding regions. So, the game begins in Limgrave  - a lush, woodland region,   pockmarked by ruins and underground caves. Up  on the hill we'll find Stormveil Castle - the   game's first "legacy dungeon" - aka "a bit  of Dark Souls stuck into the open world".   And at the end we can beat up Godrick  the Grafted to get the first Great Rune. Godrick's throne room backs on to Liurnia of  the Lakes, a foggy swamp land that surrounds   The Academy of Raya Lucaria: legacy dungeon number  two. We'll need a Glintstone Key to get inside,   and then we can lay the smackdown on Rennala,  Queen of the Full Moon, for another Great Rune. The Academy's rear leads to Bellum  Highway, and the Grand Lift of Dectus   which is... not operational. We'll need  two halves of a medallion to make it work. One is back in Limgrave, in Fort Haight. And the other is in Limgrave's neighbouring  land, Caelid... a nightmare hell hole with a   blood red sky, poisonous swamps, and  desolate ruins. A bit like England,   really. Plus, it's the stomping grounds of  another Great Rune holder, General Radahn. With the Dectus Medallion sellotaped back  together, we can take the elevator up to the   Altus Plateau - an autumnal highland with a golden  sky, and, finally, the entrance to Leyndell. However, before we head inside, we can swing a   left and scale up Mt. Gelmir. Here  we'll find another legacy dungeon,   Volcano Manor, and can wreck another  Rune Holder, Rykard, Lord of Blasphemy. We can now head back to the Plateau,  enter the biggest legacy dungeon of them   all - the staggeringly massive Leyndell Royal  Capital, and face down Morgott, The Omen King. So that's the layout of The Lands Between thus  far: we've got Limgrave, Caelid, Liurnia of   the Lakes, Altus Plateau, and Mt. Gelmir. All of  them, bar Caelid, have a legacy dungeon to fight   our way through. And all of them bar the Altus  Plateau have a great rune holder to beat up. Now unlike, say, Hyrule in Zelda:  Breath of the Wild, or Skyrim in,   well, Skyrim, these areas don't all border  each other in single giant landmass. Instead,   they lead from one to the next, like so.  Which means you can't go from Limgrave   to Mt. Gelmir without first trekking  through Liurnia and the Altus Plateau. This dot-to-dot world layout is just one  way that Elden Ring is constructed to help   players navigate this world. To stop  them from getting lost or overwhelmed. There's also the way NPCs suggest the way  to go. The way the first vista in Liurnia   of the Lakes neatly frames Raya Lucaria  in the centre of your screen. And the way   certain sites of grace have a wispy golden  line that points you in the right direction. FromSoftware's creative director Hidetaka Miyazaki  says these were put in to help out players who   felt stressed by the game's open design, and  just wanted to know where to go. But he also   says that refusing to follow the guidance is  supposed to feel, in of itself, like a choice. Because, despite Elden Ring having more order  and structure than some other open worlds,   this is definitely not a linear game. For one, you can often reach areas in an  alternative way, and bypass bosses in the process. So, while Stormveil Castle quite naturally leads  on to Liurnia of the Lakes, there's actually   a semi-secret path that circumvents  the castle, and goes around Godrick. Caelid is on the border of Limgrave,  so you can just wander in at any   time. Though, you might face some...  resistance. More on that in a bit. And you don't actually need the Dectus Medallion  to reach the Altus Plateau. There's a hidden path   through the ruin-strewn precipice that skips  the lift and routes around Rennala. Or, you   can get eaten by this one specific baddy in Raya  Lucaria, and get burped back out in Volcano Manor. NPC quests can also open up  other avenues. So, typically,   Radahn's festival is inaccessible  until we've touched at least one site   of grace on the Altus Plateau. But doing  Ranni's quest can grant us earlier access. Fia's quest lets us enter Leyndell without  fighting the Draconic Tree Sentinel roaming   around outside. And doing a quest for Varré  will grant us access to Mohgwyn Palace,   so we can fight a surprise fifth great  rune holder, Mohg, Lord of Blood. All of this means that pretty much  everything up to the front door of   the Leyndell Royal Capital can be tackled  how you see fit, and all of the areas,   legacy dungeons, and bosses in these zones  can be done in whatever order you like. Or, not at all, as the case may be. Getting  into Leyndell actually only requires you   to hold two Great Runes, out of a possible  five. That means Godrick, Renalla, Radahn,   Rykard, and Mohg can each be skipped, as  long as you've beaten two of their mates. And so if we look at the achievements on Steam,   we'll see that while 50% of Elden Ring  players made it to the Leyndell Capital,   only 43% lifted the great rune from Rykard  in Volcano Manor, and just 38% defeated Mohg. But, I mean, this is a game with over 150  bosses... and you only need to fight 12 of   them to see the credits. You don't even need  to fight the chick from all the trailers! Then again, FromSoft has never worried too much  about players missing content - they know full   well that it just makes it so much better  for those who do stumble across this stuff. And that certainly carries over  into exploring the individual areas. Set out on your trusty spectral steed and  you might discover underground catacombs,   crumbling ruins, mages' towers, dusty  mining tunnels, and ailing villages.   There are also mini dungeons, like Castle  Morne, Caria Manor, and the Shaded Castle. Oh, and there's even a pretty massive underground.  That includes Siofra River beneath Limgrave,   Ainsel River below Liurnia, and if we kill  Radahn, a star will literally fall out of the   sky and punch a hole through Limgrave's surface -  revealing a secret path to Nokron, Eternal City. And there's always something exciting  to discover around each corner. Whether   that's some handy loot, an NPC quest,  a surprise boss fight in the field,   or something else to give you pause. You won't  soon forget the time you saw a titanic stone   turtle with a building on its back, or  the time you opened this unassuming chest,   only to be knocked out and woken up  in a mining tunnel in central Caelid. But, unlike most open world games, these  points of interest aren't exhaustively   catalogued for you. There are  no question marks on your map,   no towers to climb, no quest logs to  follow, no checklists to check off. Instead, you're left to explore by following your  curiosity, and that innate sense of intrigue about   what's over the next hill. Like Breath of the Wild  - and Miyazaki has listed Zelda as an influence on   Elden Ring - you mainly explore by scanning the  horizon for interesting landmarks and structures. And so by trusting that the  player will want to explore,   and being okay with the fact that huge amounts  of stuff will be missed in the process,   Elden Ring allows for a more organic style of  exploration, and a true sense of discovery.   You’re actually investigating a world - not just  cleaning up a messy map filled with activities. So, the Soulsborne games have always had a lot  of freedom in how you tackle things. They've   always had optional bosses and non-compulsory  zones, to make your playthrough unique. And   they've always offered a sense of mystery and  discovery about what's around the next corner. But in going open world, Elden Ring can  really capitalise on that experience - on   that grand fantasy of going on an epic adventure. In fact, Miyazaki has said that  Elden Ring is pretty close to the   dream game he's been trying to make since, well,   Demon's Souls - "the open world enriches this  ideal experience I'm trying to achieve," he says. But, that being said... I think there are  other ways that the open world actually   diminishes the Souls experience. Where  the size and scope of the world - and   the way you consume it - doesn't gel  so nicely with what has come before. So, for starters... most of the Souls  games have been more or less linear   in how you approach them. At least when  compared to an open world like Elden Ring. And so in those games, the player tends to level  up their character in line with each new area,   providing a pretty consistent level  of challenge throughout the game. But an open world is a very different story. Each area in Elden Ring has a predetermined level  of difficulty - dictated by the power of the   enemies and bosses in each zone. Something you'll  know all too well if you wandered, early on,   from Limgrave into Caelid and got bodied by  basic enemies who hit like a freight train. And this static set-up can have some  negative effects on how you tackle the game. For one, this does ultimately  constrain the game's sense of freedom. Like, if we take those five key bosses. And  if we rank them by the number of runes they   drop - a pretty representative guide to their  relative strength - we'll see that while they   can indeed be fought in any order, the game  certainly does seem to suggest one for you. Luckily, in practice, it's not too  egregious. The different enemy levels   aren’t so spiky as to make out-of-order progress  impossible. And because it's only a soft gate,   you can absolutely - say - sneak  into these dangerous zones early on,   scoop up a few handy items, and  then fast travel back to safety. Plus, having some bits with ridiculously  overpowered bosses can actually add to that   adventurous feeling. This makes the world  feel dangerous, menacing, and inhospitable. And it provides a goal to come  back to when you've got more power. I mean, typically in a Souls game, if you  can't beat a boss you just have to... try   again until you do it. "Git gud scrub",  and all that silly billy nonsense. But with   Elden Ring you can pop a marker on your map and  explore elsewhere. Maybe find a better weapon,   level up a few times, improve your  armour, power up your health flask,   get some more friends to summon, and then  come back and show that boss who's boss. But... you might find that you've actually  explored too much, and are now over levelled.   You can find yourself heading back to a  boss, hoping for a fair fight - only to   find that you can now knock him out with  little more than a fart and a light shove. This makes the world feel far less menacing,  it can spoil the satisfaction of certain   boss encounters, and it makes going  back to earlier areas kinda boring. Ultimately, Elden Ring puts the  onus on the player to, essentially,   balance the game themselves.  To make sure they're always at   the perfect level to keep the game at a  satisfying level of challenge. Except,   without ever telling you what level the enemies  actually are, like you might see in other games. And, look - other games have found  ways to keep enemies challenging,   even if you do things out of order or come  back to an early zone later on in the game. RPGs like Skyrim and Assassin's Creed use  a level scaling system to make certain   enemies beef up in tandem with your  own personal power growth. Likewise,   in Breath of the Wild, after you  kill a certain number of enemies,   more powerful baddies will be dropped  into Hyrule to keep you on your toes. And in Hollow Knight, the first area - The  Forgotten Crossroads - later transforms   into The Infected Crossroads, and is now filled  with more difficult enemies and new obstacles. And FromSoft itself has experimented  with ways to change a game's world   in relation to the player's actions and  progress - like the cryptic karma system   of world tendency in Demon's Souls, the way your  level of Insight changes the land of Bloodborne,   and how enemies can stop spawning in Dark Souls 2  if you kill them too often, to prohibit grinding. In this instance, though, Elden Ring  has doggedly stuck to the same-old   Soulsborne formula - despite completely  changing the way you explore its world. Now, sure, you can certainly find ways that  From has changed the formula to better fit   an open world - like the addition of  a map and the introduction of a horse,   having a dedicated jump button, and offering  infinite stamina when you're not in combat. But when it comes to something as  fundamental as enemy balancing,   I reckon more could have been done  to suit this supersized world layout. The first time you discover a catacomb  in Elden Ring is a really cool experience.   Here's an underground area with living  gargoyles, fire-breathing totem poles,   and ghostly flowers. There's an imposing stone  door, locked up tight, and you'll need to find   a lever to make it budge. Inside is some  terrifying boss monster, and a handy reward. But then you'll find another catacomb. And  another. Stormfoot Catacombs, Murkwater Catacombs,   Deathtouched Catacombs, Impaler's Catacombs. And  so on. And much like the shrines in Breath of the   Wild... while each one has its own gimmick  or puzzle, they do feel remarkably similar. This is another example of how Elden Ring suffers   as a result of going open world -  the sheer amount of reused content. Elsewhere, there are multiple tunnels with miners  digging out smithing stones. Loads of ruins,   each with a secret basement. Every  mage's tower has a memory stone.   Every church has a sacred tear. Every  Erdtree Avatar has a crystal tear. Plus, iconic, zone-specific enemies  start to show up again later on in   the game. Those bonkers walking  mausoleums reappear. And even the   bosses repeat. You might first fight  this spooky weirdo, the Godskin Apostle,   in the Divine Tower of Caelid. But then he shows  up again in the windmill village on Altus Plateau,   and again in a cave later in the game, and again  as a mandatory boss in a later legacy dungeon. Now, to be fair, it's not like previous  Souls games are completely immune to   copy-and-paste content. And Elden Ring has  better variety in its loot and enemies than,   basically any other game of this scale. But this level of repetition  really hurts the game's sense   of mystery and discovery - which  I praised so highly a minute ago. Because as soon as you start to see the  patterns and formulas that make up a world,   the artifice is shattered, and the game is  revealed. A catacomb is not a mysterious   archaeological find but a formulaic chunk of video  game. It becomes predictable, familiar, content. Perhaps FromSoft simply bit off  more than it could chew. Because,   going back to our recap... well, the game  certainly ain't over once we reach the centre   of Leyndell. In fact, we’re only about  half way through the game at this point. So, with Morgott dead we can take a  quick hike through the Forbidden Lands,   and then it's up the Grand Lift of Rold  to reach the Mountaintops of the Giants. This is... technically another open world zone,  like Limgrave or Caelid. But your path is a lot   more constrained, and there's a lot less to  explore here. If we go by the number of sites   of grace, the Mountaintops of the Giants  has half as many as Liurnia of the Lakes,   simply because there are fewer catacombs,  graves, and other interesting landmarks to find. Okay, so there is one big thing to discover.  With another medallion - one half can be found   on the Mountaintops, and the other's back  in Liurnia - we can ride Rold to another,   secret stop: the Consecrated Snowfields.  Here we'll find a teleporter to Mohg's   palace, and a hidden path to Miquella's  Haligtree - another legacy dungeon,   and headquarters of Malenia, Blade  of Miquella. Have fun with her. So, it's cool that the game still  has significant secrets to find in   this late game zone. But, beyond  this, the game really closes in. After toppling the Fire Giant, and setting  this lady on fire for some reason - sorry,   I'm bad at following the stories in these games -  we can pop to the last legacy dungeon - Crumbling   Farum Azula. At the end of this, we can  then thrash Maliketh, The Black Blade,   and we're back to Leyndell for a conveyer belt  queue of big boss bastards: Sir Gideon Ofnir;   Godfrey, First Elden Lord; Radagon of the  Golden Order; and the Elden Beast. Phew! So Elden Ring's extremely freeform first half  folds in for a much more linear and constrained   second half. There's less to explore, we're  given far less freedom in how we tackle things,   and we're back to just beating our head against  the wall in order to fight these bosses. Now it's only natural for an open game to pinch  in tight at some point - but that's either right   at the very end, or perhaps a mid-game moment  before the game opens back up again. Elden Ring,   instead, feels more like a funnel, where half the  game is an open world adventure, and the other   half is... well, it's just Dark Souls. Which  is... you know, still better than most games. When Miyazaki was asked why Elden  Ring has such a massive landmass,   he said that he wanted to give  players a “sense of adventure”. That giant world was essential to delivering  the fantasy of being able to hop on a horse,   and freely explore a complete  continent of titanic boss monsters,   secret dungeons, and towering mountains. And, in many ways - and especially at  the beginning of the adventure - Elden   Ring absolutely delivers on Miyazaki's goal. You can see it in the way players get near  total freedom in how they roam the Lands   Between. In the way only a tiny amount of  content is mandatory, so every play-through   is unique. And how From eschews typical open  world design, to make exploration more organic. But there are other ways that going open world  actually hampered the Soulsborne experience. Static enemy levels don't work  so well when you give the player   complete freedom to explore - and  From did nothing to address this. And that oversized ambition forced From  to repeat and reuse content - which makes   every subsequent discovery feel less  special. And it may be the reason why   the end game ends up feeling  rather rushed and restrictive. Thanks very much for watching. If you're  still jonesing for Souls-like stuff,   then check out this video for a  look at the world design of Lordran:   the twisty world of Dark Souls  1. Until next time, see ya.
Info
Channel: Game Maker's Toolkit
Views: 810,521
Rating: undefined out of 5
Keywords:
Id: LvnlvB9n6ic
Channel Id: undefined
Length: 19min 50sec (1190 seconds)
Published: Thu Nov 10 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.