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MMOexp: Elden's Level Design Is A Prime Example


Published: 2024-09-15
Views: 46
Author: AventurineLe
Published in: Arts & Entertainment
MMOexp: Elden's Level Design Is A Prime Example

The moment Bruno Dias, a writer and director at FailBetter Games, tweeted a picture with arrows that pointed at both the point where the starting point of the game as well as its combat tutorials are an area of discussion, a few arguments ensued, with one camp suggesting that Elden's level design is a prime example of Elden Ring Runes encouraging and rewarding the player's exploration, with another group arguing that the game needs to be more explicit in indicating that the cave has a tutorial area.

"This could be a genius idea since if you've played a souls game in the past, you'll be hesitant to jump down into the pit and run for the door," wrote one Twitter user. "While new players can talk to and be able to trust the ghost , as the games haven't created trust issues yet."

"I think the message could be more clear," wrote former MMOexp Australia editor Alex Walker. "I was unable to be able to see the flame from my vantage point or even from the platform, so I saw it like the previous messages I'd seen up to then: "This is meant to fool me.'"

It's commonly said that reading is fundamental, and that's certainly true in Elden Ring. In reality, the game is very clear that the dark plunge can lead to a tutorial area, through a note written by the developers themselves in a note scrawled at the precipice into the pit.

"The Cave of Knowledge lies below," reads the message You might believe that this, in conjunction with the ghost's words of encouragement, would suffice to push those who are looking to grasp how to play into the waiting room. But, the only thing that distinguishes the messages left by developers from those left by cheap Elden Ring Runes other players is the ability to judge them, which is an esoteric distinction which is easy to miss.

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