Good Thing You Became a Game Designer, CEO Chen-Otherwise Society Would Be Much More Dangerous
There was no end to the plot analysis posts about "Elden Ring" online. While its story was still as obscure as ever, it was comparatively clear.
It did not have the riddle-filled nature of Dark Souls and Bloodborne, where any interpretation could somehow make sense.
The main reason was that, as an Open World game, "Elden Ring" simply contained too much content.
If everything had followed that riddle-like approach, players would probably have been completely lost by the end of a playthrough.
Other than knowing they liked Ranni, they would know practically nothing. Though, to be fair, things were not much better even now.
After all, for many players of Souls-like games, the story was not what they cared about. They did not read the text or listen to the dialogue. They just swung their weapons. As long as it had a health bar overhead and a red name, they would beat the hell out of it!
If one path did not work, they would note down the key item they needed, turn around and hack their way down another route. If they found it, they came back and continued. If they could not, they checked a guide.
But that was one kind of fun in gaming too. Games were meant to bring players joy, and nobody said playing without following the story could not be enjoyable.
But for players experiencing Soulslike games for the first time, who also refused to look at guides for either the story or gameplay, "Elden Ring" gave them the purest possible taste of suffering.
Inside Nebula Games' office, Chen Xu grinned as he looked over the compiled statistics.
"Tree Guardian and Margit the Fell Omen are absolutely carrying! More players died to those two bosses than to Valkyrie and Elden Beast combined!"
Looking at