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Well, ER wins game of the year by default because nothing else comes out this year. All the games that are potential contenders are delayed. Except for Horizon Forbidden West, but that game isn't that great.
You don't need to interact with every single NPC in a souls game, you likely won't ever even use what ever items you might get out of it. You don't have to pull up a google page to find out what to do next, that's a choice you are making for yourself that's breaking your own immersion. Play the game and let it happen naturally.
I feel like you people ignore how the experience with previous souls titles was. Tell me again, how you easily did npc quests in previous titles.
NPC quests here are extremely immersive. The npcs have their own agenda, they move through the world just like you. You aren't the focus of their world (except for stalker Gideon, lol).
Nobody ever said any souls game had linear npc quest lines. You always triggered them doing things without being able to know it before.
I mean, if you want linear, there's Hyetta's quest, who walks a few hundred meters further, after giving her a grabe. Meaning, you literally trigger a linear quest path for her. And if you listen and read flavor texts, you slowly start to understand what's happening, at least vaguely and you can make your own interpretations.
You should list that example as a positive, but no, you just wanna crap on something popular, because you don't like a game that everyone knows has those elements.
You know, over 90% of all games are not like Elden Ring and the souls series. Why do you want the last 10% to be the same? Can't you let other people enjoy something different? You don't have to play Elden Ring. If your profile wasn't private, I would give you an example of a game you like, where I would never think about coming to the forum and demanding changes because the game is not how I like it, despite never being advertised as being like I would like it.
Good one!
Also, maybe change the word "challenged" to "triggered". It fits more with 2022 current year argument popculture.
And the old dark souls quests are linear as hell, because they just move to the next location in the linear map, and not somewhere here on this entire huge open world. They don't need to say anything because you can easily find them in the next area most of time by spending a little bit of time exploring the new area
I can agree with what's written here.
Main difference between Elden Ring and Dark Souls is the way both games' worlds are built: It's way, way harder to miss them in Dark Souls, since the world is more constricted and NPCs tend to be more directly placed in your path. They give you absolutely no hints on where they go next because they don't really need to: The level structure does that for you, by placing their next location somewhere ahead of you, where you might realistically bump into them again.
In Elden RIng, it is effortlessly easy to miss NPCs, even if you're only off by a few meters, because of how vast the world is and how small NPCs are — I know I certainly missed Millicent a dozen times or more when she moved to Altus, despite warping to the nearest Grace more times than I could count wandering off in different directions.
Elden Ring's NPCs tend to move absolutely vast distances between locations, and like before, give you literally no indication of where they're going next. Let me give an example:
If you were passively trying to follow Alexander's progression, you'd be able to track him up to Redmane Castle fairly easily (Gael Tunnel is vaguely on the way and it's skippable, but Alexander doesn't mention it and Gael Tunnel is literally on the opposite side of Caelid). But, after you defeat Radahn, Alexander doesn't give you any hints on what landmarks you could use to triangulate his next location, or even what region on the world map he's headed to. There's not even a cryptic hint for you to unravel.
He just vanishes unceremoniously.
I don't need a navigation arrow pointing directly toward Alexander's next meet, or for his icon to show up on the map, or any non-diagetic aids like that. All I want here is for him to mention where he's going in a roundabout manner, so I can feel clever when I connect the dots and explore the nearby area to find him there.
That's really really lame. The vast majority of the content shouldn't be completely unfindable.
From what I've seen, NPCs are in the same place until the player talks to them or does something that makes them move. And it usually doesn't make much sense from the NPCs perspective. (for example Rya will be at the Lift of Dectus if the player has completed the Dectus medallion only, but if you haven't she won't be there.)
I also don't find anything immersive about a frail woman standing in the middle of a swamp lake surrounded by mobs waiting for the player to pass by so she can ask him to retrieve a necklace.
Or a guy also standing forever in the middle of nowhere with mobs near him shouting for someone to clear a castle for him.
"they move through the world just like you"
You don't seriously believe that...
Anyway, you all can argue about quest logs all you want, but at the end of the day, the "quests" themselves in ER are low effort and nothing to write home about.
What if I want the items? I would have never found the dragon Communion seal without looking it up. You literally have to go back to where you start the game and put in a sword key to find it but you get dragon spells further into the game to where you would not assume it was there. Second, how can I even be immersed if i don't know wtf im doing or where to go in the first place? Its not a choice because you're not given one.