Elden Ring vs Modern Game Design (The utilisation of FOMO)
FOMO. "Fear of Missing Out." The concept is used in many, if not 90% of facets of capitalism to get you to buy in, to try this new toaster, watch this new show, play this new game so you don't miss out on THE DISCUSSION. The Discussion is a concept I'll be using in this shitpost repeatedly to refer to the cultural zeitgeist, mainly because zeitgeist is a pretentious word that people only say to make their peers believe they're cultured when in reality we can tell you took that take off Twitter Joe.
The Discussion, to explain a little more, is the cyberspace, the discord, twitter, reddit, your friends, your coworkers all talking about the same thing. "oh did you see Man U last night?" "Benedict Townsend dropped a new video did you watch it?" "Damn did you get the last boss?" and this has been weaponised for most of the modern age to get you to buy into products for fear of missing out on The Discussion.
Now video games are no stranger to this desire to be part of The Discussion but lately games have wanted their players and talkers to talk about everything. EVERYTHING. Right now. Everything needs to be discussed, all that hard work and artistic vision NEEDS to be seen, to be fawned over, to be critcised. And you can't miss out otherwise everyone will race ahead of you, so get on your PC! Get that new Genshin character, buy the battlepass and make sure you get that fried chicken gun or Tina from Accounting will laugh at you!
FOMO is weaponised not only in multiplayer games but in Single Player games too. Take for example God of War Ragnarok. Great game. Super fun. Does it have incredible gameplay, graphics, story, love within every aspect to the point you can tell this is nigh perfect? Yes. But it also utilises FOMO to great extent in the form of the map.
So the devs have made it so you do not miss a single thing. Every post is marked, every chest every draugr hole, every "secret" boss is shown clearly for our lovely ideal ADHD player who was concieved of in a boardroom that every game making company has to adhere to.
Every game company bar one.
Hey, Hey! Stop writing that note! I am aware of Indie Developers doing shit like what I'm about to describe for years but this is about the mainstream damnit so stay in your lane (the next post will be about them)
So From Software. The guys that changed the ga- scene with their title Demons Souls and iterated it again and again until we got the behemoth that is Elden Ring. Let me take you back a decadeeand a bit, to the wonderful, military shooter filled, Obama-lusted times of 2009.
this wont have any repurcussions
2009 was a big year for video games, notable releases such as Call of Duty 6 Modern Warfare 2, Skate 2 and the critically acclaimed Sandy Beach for the Nintendo Wii
i cried at the end because someone threw sand in my eyes
The gaming scene was getting bland. This was the zero dawn point of the Horizon that was oncoming, that is to say Call of Duty became nuclear popular and every game was about to copy it and be even worse. The scene had many good games but all of them had little booklets, tutorials, checkpoints, save points, proper wuss shit for the average gamer. You couldn't walk 10 metres without a "checkpoint reached" littering your very cluttered UI.
this is america's joe biden
In comes Demon Souls, a game that flew in the face of this hand holding, quite far from it actually. there were barely any tutorials, you got killed in one shot by most enemies. Your only reliable defence was a roll and everything was hard. Most importantly, you didn't know wtf was going on. There's a vague character here, a secret you missed there, some weird world tendency bullshit going on in the background, people had no clue. It was a ball of black mystery dropped in a sea of devs enticing you with shiny gimmicks.
And that's why people still talk about it today.
Demons Souls was the blueprint. It had winding levels that double backed on themselves in ways you wouldn't imagine, side characters who had quests which made 0 sense on how to progress, difficulty upon difficulty for new gamers, it was so different. The beauty of it flying in the face of conventional gaming meant people HAD to talk about it. It didn't just grab The Discussion, it had it a nigh permanent place the other forms of media would die for.
You had to talk to other people to progress. Whether it be to find clues to secret weapons, to notice shortcuts others had found, to even finding boss weaknesses to give tips and tricks on how to progress.
By making all this knowledge unavailable from the get go, Demons Souls had forced players to become each others guides, and as a result people would keep playing it because you'd find something new someone else said that you'd wanna check out. It might not even be true, some guy could start a rumour about the penetrators armour being available and players would go and see if he was correct and find out the liar was ahead, but the wonder of naiivete had returned. From Software had taken a weary artform, and showed everyone there was another way.
And then they got good at it.
sony greenlit horizon 2 but never want anyone to mention this game for some reason
Admittedly I never played Dark Souls 1 or 2 (I'm sorry) but the one game where I felt From Software peaked in terms of utilising FOMO was Bloodborne.
Bloodborne is another From Software game that's set in 1990s England, where London has run out of beans so the denizens put blood from an alien on their toast instead and go crazy at the lack of flatulence it gave them. The gameplay was tight and faster paced than Dark Souls, and the aesthetic had gone from Dark Fantasy to Victorian Gothic architecture (if ur a smartass pls correct me on this).
It is fantastic. The story and lore created by this game is given to you in drips and drabs from small item descriptions and minimal lines from NPCs who either try to kill you or die from you trying to help them. This happens a lot.
This game was released in 2015, and never got a sequel, nor a remaster, just 1 dlc and that's it. It didn't follow convention, sticking to the tried and true method of lore and story you have to dig out, bosses who you'd need to look online to help with, sidequests that make 0 sense, Areas that require moon logic to enter, but goddamn it did it well. And, as a result, people STILL have discussions about Bloodborne to this day.
The Pale Blood Hunt is essential reading for any Bloodboner out there looking for lore btw, but I'm losing focus.
So this strategy of lack of direct information, lack of direction, no easy hints to what you have to do has led to a higher barrier of entry but also it leads people to WANT to explore more of your game. There is no checklist on a map, it's more "I found a spooky ass castle did you find the vampire in it?" and then you ask wtf what castle. Your next hours are spent trawling through nightmares again to find an invitation to a spooky carriage that whisks you away to 10 more hours of wonder.
again, you're found wanting more, and the game giving it to you. Your friends, people online, youtubers are all diving into the content to find the nooks and crannies instead of having it all laid out to you as quest markers or on your map. The Discussion is still holding a round table for avid fans to talk about Bloodborne. This felt like peak From Software game making at the time. An interesting world, so much content, incredible gameplay, what more could they do?
Little did The Discussers know, From Software hadn't even begun to peak.
I'll shatter anything and anyone for a chance with you babydoll
ALL OF THIS you can visit
Elden Fucking Ring. The best open world ever created, the magnum opus of design, absolutely shattering the philosophies about overworld design and creating such an inviting vista that you beg to explore, rather than begging you to check out the neat trick it conveniently has marked for you.
The biggest beauty of Elden Ring to me compared to God of War is that God of War is afraid. God of War is scared you'll miss out on what they've worked hard on so they have voicelines reminding you of the berserker's existence, of any objective or sidequest you haven't accomplished, it has an exhaustive checklist so you can guiltlessly leave from any area without having your anxiety spike thinking you might miss something. Elden Ring says fuck tthat.
To get to the hardest boss in God of War Ragnarok, you just go to the marked berserker locations, smack em up and then find the final man.
he is really fun to fight to be fair
To get to the hardest boss in Elden Ring you have to get one half of a medallion by robbing a homeless person:
he tweaked so hard after i stole from him.
the 2nd half by beating up an angry paraplegic (if this isn't the correct term pls can someone lemme know) :
look i'm the one in trouble here
THEN you take that to a secret elevator
you then end up here and have to find a secret town:
After finding the secret town you're treated to the invisible locals who have knives that wanna kill you:
after solving the puzzle you get to ANOTHER area:
i wonder if that's edible
murder every innocent being in there to gain access to the SECRET CASTLE underneath:
it's more like a fort really
and take a giant elevator to see her sleeping:
and... this is all barely hinted at. This boss became a legend, one that could heal with every hit, one that had an "undodgeable move", and I went through all of this just to have a taste of what OTHER people were talking about. Nobody gives a rats ass about the Berserkers from God of War nowadays even though they were front and centre but Malenia, blade of miquella, is still talked about 2 years after the game released and will be for years on. She's a phenomenal design, the build is amazing and, most importantly, she utilises FOMO in the opposite way.
The Berserkers are there to say "hey! i know you have no content left but there's a superhard boss here for you to kill!" so the player does exactly that to get some rewards for a new armour.
Malenia is hinted at in the game but there is so much to uncover to get to her in the first place. And it's all discovered by The Discussion. Where to get the medallion, where the town is, what the puzzle fucking meant, how to beat the Haligtree and finally how to beat that waterfowl dance.
The Discussion loves this shit, there's so much implied, so much to talk about and the developers don't worry about the boardroom created ADHD gamer missing out because, in reality, one guy will find one step, one girl another, then someone else and someone else and that buzz, that wonder that curiosity will fuel people into going for the ultimate prize. Not the boss, not the rewards but the journey itself, the discovery, helping others, finding weaknesses of the boss, finding new shortcuts to get to her, and having it all documented, discussed because any shred of information discovered becomes invaluable in attaining the goal.
The game is FILLED with things like this but I've gone on long enough already, with more secret bosses, unassuming caves containing game changing items, weapons you need to go through confusing mazes to find, From Software don't beg you to engage with their content. They just give everyone a world and relies on every human's unique perspective and desire to help to find out everything for them. You're never going to be missing out when you start, you're just finally joining in.
anyways this was really long, i will make it a youtube video soon. until then, developers, keep it real. I did find GOW fun but Elden Ring will always be something else.