Dark Souls is a game infamous for its difficulty and definite high death counts. However this part of the game can be deemed essential for another layer of gameplay. Steven Strom (2016) comments that, “…other RPGs use experience points to bolster your abilities Dark Souls uses actual experience.” The repetitive nature is described as a way to make players create new methods to overcome an area of difficulty.
However it is this difficulty and repetitive nature that forces players to feel a great sense of reward. “When you do finally take down that villain who wiped you out, you’ll feel a sense of accomplishment that will floor you…That’s a feeling unlike any other in gaming. Defeating an enemy in Dark Souls is a high that no other game can create.” (Marcus 2016) The gratification of the repetition is further corroborated by reviewer Adam Smith (2016) stating Dark Souls is, “…at its best when it’s teaching you how to succeed, through a process of repetition and gradual improvement.” Dark Souls may be infamous for its difficulty, however through the evidence provided, the game uses its difficulty and repetition in a successful way.
Marcus, B. (2016). ‘Dark Souls III’ and the Reward of Repetition. [online] Fandom – Powered by Wikia. Available at: http://fandom.wikia.com/articles/dark-souls-reward-repetition
McMullan, T. (2016). Dark Souls 3 and the terror of repetition Dark Souls 3 and the terror of repetition Dark Souls 3 and the terror of repetition Dark S…. [online] Alphr. Available at: http://www.alphr.com/games/1003326/dark-souls-3-and-the-terror-of-repetition-dark-souls-3-and-the-terror-of-repetition
Smith, A. (2016). Early Impressions: Dark Souls III. [online] Rock Paper Shotgun. Available at: https://www.rockpapershotgun.com/2016/03/29/dark-souls-iii-pc-impressions/
Strom, S. (2016). How Dark Souls III designs around our expectations. [online] ZAM. Available at: http://www.zam.com/article/408/how-dark-souls-iii-designs-around-our-expectations