@indzman If we go by Self-determination Theory, we can find a good reason on why we play video games. They fulfill 3 psychological needs that one might not get as easily elsewhere. They are competence, agency and psychological relatability. I will be using those in my counter argument.
Dark Souls combat has several crippling issues.
First and foremost, both archery and magic are terribly implemented. The melee combat is the only part of combat that shines. While it is responsive and does a great job making you feel like you are hitting enemies (thus making each blow satisfying), the combat is also rather shallow, with a PvP that in DaS1 was essentially a lagstab fest. The combat in the game was mostly carried by excellent boss design, and how coherrently the combat worked with the atmosphere and feel the game wants to provide. As I said, the bosses is where the game excels, the bosses have specific patterns that must be mastered, less the player die, and overcoming them provides players with a good sence of mastery (or competence), but the generic grunts arent quite as satisfying to beat up.
In Divinity: OS, all 4 schools of combat work. Because of the large ammount of variables to play at, each encounter can be solved in multiple ways and each of those solutions can have multiple ways to achieve it (agency). Oftentimes, especially in Tactician mode, players will have to adapt to new situations as they arise in combat, something I never found myself doing in Dark Souls. And some encounters were designed so that they may seem outright impossible at first with redicilous tactics thrown against you. You may fail the encounter a few times, but once you come on top, it feels extremley satisfying, like you have truly mastered another part ofthe game, possibly learning something new with the game (competence). The fact is, the combat in divinity is significantly more interactive than it is in Dark Souls or Bloodborne. Allowing you to use the enemy's moves against them, countering them in a much more significant degree than Dark Souls does. The skill ceiling is higher too as a result. One emphasizes pattern memorization and reflexes and spacial ability. The other one emphasizes tactics, adaptability, positioning and predicting enemy actions.
Some of the music in morrowind was remixed in Skyrim. Some of the music in Skyrim is iconic.
No, I am being mostly objective here. Unfortunately, jRPGs just fell far behind wRPGs, mostly because they were held back by limited console hardware. And quite frankly, a lack of ambition compared to wRPG devs... who have had a habit of being overambitious (unfortunately). Whereas jRPG devs seemed to mainly be invested in telling a story, and providing a fun enjoyable experience. They were also more risk averse than wRPG developers. Who often wanted to one up another in producing the ultimate RPG, the thing that will replace tabletop gaming, or emulate it as best they can. And you saw the results of the difference in ambition, risk taking and technlogy,
While mainstream jRPGs were doing this,
Mainstream wRPGs were doing this.
Notice the gap in technology between both. One features a fully interactive open world, with day and night cycles, NPCs that go through NPC schedules and interact with the world around them and no battle screens. Not saying all jRPG devs were unambitious... the non mainstream jRPG devs were just as ambitious as Origin was. Sadly, the non-mainstream jRPGs, were not the ones being followed, despite some of them being technological and creative marvels.
Edit: we see this now too. Whereas games like Persona 5 and Final Fantasy 15 are mostly trying to meet the bar and catching up to current gen expectations. Games like Divinity: Original Sin 2 looks to set the bar all others will try to match. Nothing in Persona 5 or FF15 looks new for the genre. Whereas, Divinity: Original Sin 2 aims to do things that havent really been explored in computer games as a whole. And no, it is not burrowing elements from other genres, like how Persona burrowed nearly the entire social linking section from dating sims. Unlike the Atlus and Square Enix who are playing it rather safe, Larian is taking a big risk with a lot of the design choices in D:OS2.
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