What Game Designers Love (And Don't Love) About Dark Souls

Kirk Hamilton asked a bunch of game designers about Dark Souls and the result is a fascinating mix of insights and perspectives:
“To make a world seem alive and gripping you have to have the possibility that the player may miss things, big and small,” says Night In The Woods’ Benson. “So many games desperately want you to see everything in them, and that’s fine, but I feel it does a disservice to the experience of exploring a world. The Souls games will let you walk past half of the world, or wander into the darkest places with little warning. That’s a world that feels alive. You can miss so much and that means that finding something—be it a clue about the world, the odd NPC off doing their own thing, a strange little area—means something. It’s beautiful.”
Full Story: HERE