Firstly:
The crux of the issue surrounding DS2 is that there are two conflicting camps making demands:
A) those who want the original 'no compromise' Dark Souls
B) those who want some clarity of direction and some accessibility introduced.
. . the problem is that one is in direct conflict with the other as 'accessibility' is entirely dependent on its context and use within the game environment:
- In most games the atmosphere and 'core' gameplay isnt dependent on fear, tension or obtuseness so you can afford to play around with accessibility features like simplified mechanics, intrinsic help systems or explicit directions and descriptions without them detracting from the central core of what makes the game work.
- In stark contrast, Dark Souls is utterly dependent on tension, fear and ambiguity, they are the very foundations upon which its reputation and its gameplay rest, ultimately its lack of compromise. Players have discovered a real love in scraping around for clues, reading between the lines and struggling to stay alive, its a pure distilled gaming experience!
The Conclusion:
Its clear that explicit explanation, descriptions or overarching 'accessibility' would blatantly violate the core of what makes DS so appealing, so the big question is why change it or settle for an 'all or nothing' approach? Instead, why not let the player manage the context themselves in the options menu? ON or OFF. Black or White. zeroes and ones. . .. Monkey Island 2 did it 20 yrs ago ffs so its hardly impossible!
Ive no idea if FROM have chosen to use such an option, but it seems rational to offer both 'accessibility' and 'no compromise' within the same game, because technically how difficult can it be to design the game around the original raw DS gameplay, then introduce an optional help/hint system that can be switched either ON or OFF in the options menu.
OFF gives you Dark Souls just as the devil intended, no help, no hints, same trial and error gameplay for the vets. Dark, obscure. . .
ON gives you extended item and npc descriptions, in-game hints and direction, tutorial style messages and an easier difficulty curve at the earlier stages.
From a business point of view, Bamco would get the sales of all the existing fans, and lure in newcomers with the promise of an easier ride and more clear explanations of the lore etc, seemigly everybody gets what they want, it makes sense to me so im interested to hear what you think?