“We also wanted to preserve the brutality of the original game, because that’s what inspired games are all about Dark Souls – their difficulty and the consistency of their progress are inspired by sorcery” said Ian. “So we added some quality of life features in such a way that if you really wanted the original experience, you could just turn them off.”
Create an authentic yet accessible version of sorcery For modern gamers, a deep level of digital archaeology was required. “As an engineer, you can see the flow of the original creative decisions just by looking at the code,” Ian said. “sorceryThe code was well written, making it easy to read and understand. So you can see things like a half-implemented feature or a feature that has been removed.”
look in sorceryWith the original code of the original game, Ian was able to see all the information that the original game hides from the prying eyes of players. As RPGs have evolved over the last 40 years, the expectation among players to be able to see this data in advance has grown, so we’ve decided to disclose it.
“In the Apple II sorcerywhen you encounter an enemy, they’re not identified yet, so you roll to try to identify them,” Ian said. “We thought: is there a way to expand on that without affecting how the original system works?”