I’ve not read through this thread as I’m in the middle (probably the start tbh) of Elden Ring and I’m loosely trying to avoid spoilers, so sorry if this is trodden ground, but a few thoughts on Dark Souls as a metaphor for depression and ‘the healing power of others’.
I came late to the DS1 party, got into it when I finally felt I could let myself just enjoy some of my evenings, after getting stable work after a few years of scrabbling for income. I played the old Xbox 360 version, fully offline, only letting myself look up hints after getting stuck for a good hour or more at any given section (which of course meant I still looked a lot up!) and I beat the fucker!
That was nice. Fed into a genuine sense of ability and accomplishment. I feel it’s a little silly to get those feelings from the game, but one aspect I appreciate of DS is that it’s (for the most part) fair. Brutal, sneaky, frustrating and shitty, but for the most part, if you die you know it’s cos you didn’t bother to check in that dark corner, or you got overeager to get one. last. hit. when you ought to have rolled away. And it’s a fucker to work out, and it’s dark and hidden and who the hell knows what the story is, but if you get somewhere it’s cos you worked it out (or stumbled there by sheer accident). People moan about the UX in fromsoft games, but there’s stark realism to them - you’re a stranger who’s found themselves in a mysterious dark land, and there’s no clear rulebook or purpose and you’re just kinda fuddling around. Existentialism for fantasy nerds.
(Iirc NakeJakey has a good video on the curative sense of accomplishment in relation to depression.)
So far, so obvious. It’s dark, you get punished, there’s no sense to it. The universe feels like a malevolent force interested only in your death, or not interested at all. Depression writ large.
I played that ‘rugged individualist’ mode and got through it. And, encouraged by the rhetoric of some of the scene, believed that is the true way. I kinda spurned the idea of messages, coop and the like. Even tho I used a few cheeses, I felt bad about it. Melee builds, ofc. Lern 2 roll.
Which again - depression metaphor. There’s a mode many of us enter when depressed of ‘I have to do this alone. People can’t help. They don’t know or understand. It’s a cop out to use medicine or therapy’ et-fucking-cetera.
When, actually, the game has all this stuff built in. Especially in the later games or Elden Ring, you’ve got NPC summons easily available, there are messages everywhere. Outside of the game, forums, videos. You can still play ‘hard, rugged macho mode’ if you like, but, I think more and more, that’s missing the point.
Miyazaki has said inspiration for the game came from seeing drivers help one another up an icy slope then never see one another again.
From the difficulty and the RIDICULOUS obscurity of some of the aspects of the game, we could take away ‘haha here’s a sadist making people suffer’, or we can say ‘here’s someone making a gaming experience that pushes us to assist one-another.’ Messages telling you to be wary of right. Wikis where people have figured out what stupidness you have to pursue to continue a questline. People ready to come fight the boss with you.
‘Yeah it’s dark and it makes no sense and you’ll die. So. Many. Times. And you kind of have to get through it by yourself. But you’re not entirely alone. And if you want, there are all these kinds of ways that you can make things easier on yourself, if you’ll just look to other people.’
And it’s not a copout - if I get a summons for this boss, I learn enough about the boss to beat it solo (or help others!) the next time round. If I look at the wiki, I get to the next bit, rather than giving up on the game.
There’s all sorts of other stuff I could go on about, in terms of the quality of Elden Ring and FromSoft’s vision - the ways they enable discovery and play compared to something like Horizon (and the way these differences make some people uncomfortable. Is a game that doesn’t highlight the hit points and weaknesses of a baddie obtuse and sadistic, or is it just a different ‘realist’ take on what play is for?), but this is my current big takeaway - the kindness and the humour in the midst of harshness, and this massive, incredibly skilful metaphor for life alone and with the other, and the difficulties and goodness therein.