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Thanks, this comment really made me think. I noticed a lot of the same things you did, but my impression was much less negative.

Maybe it’s because of the presentation. In many open world games the UI makes it clear that there are “X towers to climb” or “Y camps to clear”… there’s a checklist of goals. Elden Ring just lets players stumble on things as they will. Even as the map design may be similar to other open world games I feel less pressure to “do all the things”; as a result my personal journey feels more organic.

I did recognize the template pieces used in caves/mines and it did turn me off a bit. But because I’m not guided to clear all of them checkbox style it was less offensive. In a way it’s smoke and mirrors: a lack of information makes the design more mysterious than it really is.

A sibling comment mentions that the length makes multiple playthroughs a pain, but I generally am a one and done for souls games.

In another thread I commented that the open world gives a casual player more options instead of getting forever stuck on a single challenge. I think that feeling of freedom combined with faster (but buggy) movement is responsible for the broader appeal and high scores. Oh and the art direction doesn’t hurt.




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