Analysis and testing/Dark souls : comment utiliser la verticalité pour construire une carte
Dark souls : comment utiliser la verticalité pour construire une carte

Dark souls : comment utiliser la verticalité pour construire une carte

TheGreatReview6 minJun 23, 2018
5 chapters
  • Introduction - Dark Souls' Impact and Exceptional Map Design(0'000'40)
    Dark Souls marked 2011 by reminding players that conquering a game is more rewarding than simply finishing it.
    Dark Souls' map stands out through exemplary construction that surpasses many competitors.
    The analysis focuses on the near-flawless use of verticality in map design.
    • Distance compression allowing observation of other game areas • Zone connectivity made possible through verticality
  • Distance Compression - Observation and Nostalgia(0'401'31)
    Climbing to the top of the World's End Crag allows you to see autumn forests to the south and the plains around Whiterun to the north.
    • Already-visited zones: trigger nostalgia and memories of accomplishments • Unexplored zones: spark excitement and desire to explore
    The compression effect only works from the peak of a mountain.
    The smaller, vertical map literally stacks levels on top of each other, creating this effect everywhere in the game.
  • The Catacombs and Giant's Tomb - Vertical Revelation(1'313'41)
    • A particularly difficult zone near the starting point • Cramped, dark, oppressive with enemies that revive without warning • Creates a progression of discovery into an even worse zone below
    The Catacombs without light—darkness prevents seeing enemies before they attack, each step becomes a gamble between advancing or falling 30 meters.
    After a difficult passage, the first bonfire in Giant's Tomb sits on a cliff edge, a place where players can catch their breath and recover.
    From the bonfire, you glimpse the glowing Demon Ruins in the distance—a zone you thought was far away but turns out to be at the same level, revealing the depth of the path traveled.
  • Zone Connectivity - Shortcuts and Interconnections(3'416'04)
    The elevator linking the Undead Parish to the Firelink Shrine—after 20 seconds of descent, the shock of realizing you've returned to the starting point.
    • By unlocking doors and finding more elevators, a long list of practical shortcuts accumulates • Each discovery expands movement options across the map
    From the Drake Valley to the Firelink Shrine: four totally different routes (doors, elevator, cave, secret bridge) offer varied options depending on progression.
    This connectivity forces players to memorize shortcuts and zone connections, creating excellent world retention—years later, players can draw an accurate mental map of Dark Souls.
  • Conclusion - No Map and Design Mastery(6'046'55)
    There is no zone map and no fast travel, at least not for a long time.
    Players must become highly skilled at memorizing shortcuts and connections between different zones.
    This design creates exceptional world memorization—players retain Dark Souls' universe far better than 90% of RPGs they complete.
    Dark Souls is considered an absolute masterpiece partly due to its exemplary vertical map construction and ingenious connectivity.