

This has a functional justification, as the challenge is very much built on your opponents’ location. What is this clarity, exactly? In the midst of other action-adventure games from the last and current generation of consoles, Dark Souls’ spaces have an unusually concentrated organization. Dark Souls has no map for us to consult, yet the general consensus seems to be that navigating Lordran on its own terms works anyway. The world is interconnected but can be easily and enjoyably divided into distinct rooms, or spaces. Beside this is a sense of structural clarity.


It also taps into a common pleasure of being able to break trips up into parts, which may be why some of us choose to take comparatively rural side roads to get somewhere when driving instead of a highway, where all we have to look at is an endless gray strip lined with advertisements. In a curious way, it’s a type of design that recalls traditional models of civic planning. You have distinct things to look forward to, and distinct things to look back upon once you’re there. These lend your journey’s progression a rich visual drama and spatial perspective. Dark Souls’ environments are in part distinguished by their emphasis on focal points.
