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| As With All Dreams Good and Bad... |
The Souls franchise (Demon’s Souls, Dark Souls, Bloodborne, etc.) is primarily known for a handful of design elements that run contrary to modern AAA game design philosophy. They are single-player focused, overtly cryptic, and more strictly punishing than any other popular Action-RPG within the mainstream consciousness. These elements however, are not mere gimmicks, but quintessential components of the narrative of each game in the series. The single-player focus inspires feelings of loneliness and self-reliance. The punishing gameplay and harsh death penalty (losing all of the money and experience points in your possession) force one to both respect their environment and fear the beings dwelling within it. And the overtly cryptic story works in tandem with the prior components to encourage slow & methodical progress stemming from a circumspective attention to detail. The last feature I mentioned is the least discussed aspect of these games outside of the dedicated fanbase, however, it is also the primary compositional element of each games’ story.
Every Souls game's story can be broadly summed up as
follows, with minor variations: “A man or woman enters a kingdom/domain that
they know almost nothing about, and by acquiring power through dangerous
exploration comes to understand it in order to make a decision that decides
its fate.” In Demon’s Souls one goes
to Boletaria and becomes trapped in the Nexus. They then learn from the NPCs
around them that in order to escape they must defeat five demons and slay the
Great One. After doing so, they can either lift the fog or consume the Great One’s
soul to become the most powerful being in the world. In Dark Souls, the player character is freed from the Undead Asylum
and carried to Anor Londo where they eventually learn that in order to restore
the world, they must acquire the four pieces of the Lord soul and re-ignite the
First Flame. At which point, they can choose whether or not to do so. And so on
and so forth. Though the setting and how one enters it varies from game to
game, the process of exploring and significance of doing so is always the same (with
one exception in Dark Souls 2 which I’ll
touch on in a separate post).
To better facilitate the player’s interest in exploring,
each game thus ensures that the player and their in-game character(s) have a
unity of knowledge. Aside from players who flatly are not paying attention to
the in-game dialogue or item text, both the player and their character should
know the same things about the world they are both interacting with. As such,
the player can step into their character’s shoes and gain some kind of
investment in realizing their role in the story. In this way each, Souls game
is a true-blue Action Role-Playing Game instead of an Action game with RPG
elements.
With all of that said, in Bloodborne there is a clear dissonance between the player’s
knowledge and that of their character. This is immediately made apparent by the
opening cinematic:
The very first words, “Oh, yes…,” carry the unspoken implication
that your character said something that would spark the mysterious man’s
memory. We never learn what the player character said, however, we get a very
good hint from the third word in that clause, “paleblood.” Based on the
phrasing, one can infer that the player character did not necessarily know what
paleblood was specifically, but rather mentioned what the blood was capable of
doing. The following sentence, “well, you’ve come to the right place,” then
clarifies that the player character was actively seeking paleblood, and thus
agrees to accept a hunter’s contract, receive a blood transfusion in order to
enter the Yharnam of old, and either find paleblood or at least learn more about
it.
For those who haven’t played this game, becoming a hunter
means agreeing to fight large
supernatural beasts – typically some form of lycanthrope – for sport and/or to
acquire blood echoes: this game’s power and currency. Plainly, your character
is signing their life away in order to learn about paleblood.
As a player however, you have absolutely no idea what your
character is doing or why they are doing it – after all, nothing in the game bothers to clue you in. On top of this, the game not only
avoids closing the knowledge gap, like previous entries in the franchise, but
actively extends it by obfuscating the player character’s investment in
uncovering the secrets of paleblood for the first 2/3s of the game.
Every NPC during the early and middle portions of the game –
excluding the two transient beings in the Hunter’s Dream – wishes you luck on
the hunt, is concerned with their own safety, or has some personal goal that
they are working towards. While these three functions don’t directly interfere
with someone recognizing the player-character dissonance, their conversations
hold different meanings for the player and their character, widening the
emotional distance between the two.
For example, when the player finds Alfred and discusses
Byrgenwerth with him he divulges that Byrgenwerth is the home of Blood
Ministration and what led to Yharnam becoming what it is. For the player who
has been reading the notes in the Hunter’s Dream, they know that they need to
find paleblood in order to escape Yharnam and will consequently seek out
Byrgenwerth. But for the player character, they want to know more about
paleblood and will thus seek the same location, but for entirely different
reasons. As a result of the unity of action, but dissonance of motives, the
player cannot fully understand what they are actually doing on the first
playthrough without consulting the Internet – one is incapable of identifying
with their character or making an informed decision at the end of the game…until
the final 1/3.
*SPOILERS: If you have any interest in playing Bloodborne or seeing
its story first hand, stop reading right now and pick the game up as I am about
to spoil the most interesting part of it.*
During the final third of the game, the paleblood moon rises
and the game reveals that it is not
inspired by simple gothic horror, but eldritch horror. From here until the end
of the game, the enemies that the player encounters are all twisted
abominations or incomprehensibly strange cosmic deities, and the NPCs almost
all begin succumbing to physical or mental illnesses. Whether the player and
their character fully unravel the mystery of paleblood is not a fixed part of
the game’s story. But what is certain is that once the final third starts, they
both know that seeking paleblood leads to the
rise of Lovecraftian monsters and others’ despair.
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| This is also the game's moment of fridge horror where you realize that these abominations have been skulking around for the entire game. |
rise of Lovecraftian monsters and others’ despair.
It is here that, for the first time since the game’s
beginning, both the player and their character’s knowledge bases align so that
they can finally hold a unity of motive. Witnessing the effects of the
supernatural moon will either spur the player and their character to end the
nightmare (the player’s original motive), or pique their interest to understand
the eldritch beings (the player character’s original motive). Which motive the
player actually settles on, varies and determines which ending the player
ultimately chooses.
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| "Paleblood" moons are understandably more horrifying, yet notably less "pale" than normal blood moons. Go figure. |
In the context of everything one experiences in this game,
the first decision where the player doesn’t fight at all is the morally “good”
decision – you have determined that understanding paleblood only leads to
insanity & suffering and thus is not worth pursuing. It is the only ending
where no one else dies and the only ending that leaves the player and their
character with any feeling of liberation.
The second ending in which the player refuses Gehrman’s
offer, but doesn’t understand what is happening in Yharnam is the “worst”
ending because it denies the player the freedom of the first ending as well as
the power of the third ending, and curses them to a hollow existence of
watching and guiding others through the same tasks that they just accomplished.
It’s essentially a punishment for being contrarian.
The third ending where the player slays the Moon Presence
and becomes an eldritch god is the morally “bad” decision, in that one has to
succumb to the same madness that plagued the past scholars of Yharnam in order
to achieve a power that, as the success of your tribulations demonstrate, is wholly vacuous.
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| Pictured: The rare spider-jackass |
It would have been very easy for From Software to make the
opening cutscene or an NPC (likely Alfred) explain that the Paleblood moon
gives rise to unspeakable horrors, but is the only way to end the night. And
yet, they deliberately refrain from giving any clear answers about it throughout
the entirety of the game, instead allowing the narrative shift to elicit its
own response.
If the devs had simply explained the effects of the moon,
most players would willingly choose to end the night. While the gore and
werewolves are striking the first time one sees them, the lack of context
coupled with the disproportionately long amount of time spent dealing with them
ensures that they eventually become mundane. And in achieving that mundanity,
any interest that a player may have held towards learning more about them and
their place in the world becomes largely nullified. Thus the player-character
dissonance creates an impartiality that lasts until the unity is finally
attained during the game’s final act.
And fortunately, I don’t have to speculate (much) about that
either as the player reaction to this transparent approach versus the one that Bloodborne actually takes can be
discerned by juxtaposing the trophy acquisition rates of Bloodborne’s endings with those of Demon’s Souls.
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| Boy, I wonder which choice the game wants me to make? |
Demon’s Souls and Bloodborne have almost identical overarching stories (among other commonalities): the player characters both enter a strange land in pursuit of power, both become trapped in a horrific space, and both are tasked with either escaping it or becoming its ruler. So, the final decision of both games’ are pretty much identical and worthy of comparison (it's worth noting that Demon's Souls is WAY more on the nose than Bloodborne with the good choice-evil choice dynamic).
In Demon’s Souls,
which explains everything to the player about making both the “good” and “bad”
ending decisions, according to current (July 7, 2015) Playstation trophy
statistics, 22.8% of all online players defeated all of the bosses* and 19.2%
of online players experienced the good ending (which is only possible if the
prior condition is met). In other words, 84% of players who finished the game,
saw the good ending. In Bloodborne,
however, which has a clear counter for each ending, 11.7% of players chose the
“good” ending, 17.1% of players chose the “worst” ending and 17.4% of players
chose the “bad” ending. In this case 32% more players saw the “worst” ending
than the good ending and 33% more saw the “bad” ending.
*The 22.8% number is from the number of players who defeated
the False King. As was previously stated, in order to access the ending one
must defeat 5 particular bosses, one of which is the False King. Since this
boss is the hardest to reach, most difficult to fight, and the one that (according
to the trophy stats) the fewest number of players have beaten, I assumed that
if a player had beaten this boss they had also probably seen the ending. I’m
sure this isn’t true in all circumstances, but it’s probably true for most.*
Granted many people, like myself, have simply seen all of
the endings muddying these statistics. But, because the data also indicates
that more people saw the bad ending than the worst ending, we know with certainty that more people were willing
to put in an unnecessary amount of extra labor to uncover the mystery of
paleblood, than those who only wanted to end the night. There are undoubtedly
many possible meta-factors that promote the difference in choices. However, the
biggest in-game contributor is actually the gameplay mechanics themselves.
Every Souls game is built around acquiring power (souls/blood
echoes) to achieve one’s goals. Due to the series’ harsh death penalty, where
you die and lose all of the souls you were carrying, this power is always
precarious and consequently far more precious than is typical of RPGs. This
power is also necessary as the enemies continually increase in difficulty
throughout the game. And finally, acquiring power is (for non-extreme players)
endless. The level cap is so extraordinarily high that almost no one will ever
realistically reach it without cheating in some way. So, all players have an impetus to seek more power
throughout the game and no reason other than restraint to ever stop.
Now, all of these mechanical components are also present in
every game in the Souls franchise, so they alone do not explain the difference
in player approaches. Rather, the fundamental difference between Bloodborne and every other Souls game is
that it builds on top of these series-spanning systems in ways that contradict
the game design philosophies of its predecessors.
The beasts of Bloodborne
are faster, stronger, more aggressive, and more intelligent than any of the
enemies in past souls games. Right from the outset a player will find that most
enemies can take them down in two to three clean hits, compared to the five or
six of past souls games. The enemies also have far more health than they used to and take longer to put down. And
to further extend the difficulty, now if an enemy walks over the spot where the
player died they will acquire their blood echoes, forcing the player to not
only reach the same spot where they died, but also defeat an enemy to reclaim
their lost power. Collectively, the death penalty of the Souls game has shifted
from a knowledge test – “prove that you know how to reach this spot” – into a
skill test – “prove that you’re good enough to get your power back.”
But, Bloodborne
extended players’ potential strength by introducing Bloodgems – special gems
which can be socketed into weapons to further increase their power. A few Bloodgems
are littered throughout the town of Yharnam with fixed stat boosts, however the
best Bloodgems can only be acquired by exploring dangerous Chalice Dungeons,
and all of them have random stat allocations. For comparison of just how much
stronger player characters are in Bloodborne, in Dark Souls a player with 50 Dexterity and a fully reinforced Uchigatana (the ideal Dexterity weapon) has 425 AR. In Bloodborne, a character with 50 Bloodtinge, a Lost Chikage (the ideal Bloodtinge weapon), and three strong (butnot optimal) Bloodgems has an AR of over 750 – nearly twice as powerful as the
past damage ceiling. Because this extra
power is not acquirable at fixed intervals and only through struggle and
persistence, players have to be far more willing to seek it – actively prizing
it – than they did in previous games where it was a basic necessity, but not
the sole purpose for exploration.
Lastly, the application of this increased power is far more “liberal”
in Bloodborne than its predecessors.
As I stated at the very beginning of this post, the Souls games are built on
the player advancing carefully in both combat and exploration. Bloodborne spits
in the face of this idea by introducing the Rally System in the aforementioned hostile
environment. Whenever the player takes damage, they are given a brief window of
time in which they can attack other enemies to regain that lost health. This in
tandem with the increased enemy damage and removal of shields means that
players are now rewarded for their aggression and punished for their passivity.
Collectively, the list of changes ensures that players are mechanically
incentivized to behave as myopic, amoral, power-hungry beasts. There are no
narrative invectives compelling one to think of anything other their own
self-preservation, and numerous mechanical pressures communicating that the
only way to battle the monsters of Bloodborne
is to become something far far worse.





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