According to a report today from VG 24/7, From Software director Yui Tanimura said he designed Dark Souls 2 with the idea of not giving gamers exactly what they want, challenging expectations and perceptions.
“I also want to include stuff that is somehow iffy. It’s also about challenging expectations and not necessarily giving people what they want,” Tanimura said. “That, in a way, is the essence of Dark Souls: upsetting expectations.”
Dark Souls has been notorious for its difficulty, but in a gamer-friendly type of way, said Tanimura. He said he doesn’t want to design Dark Souls 2, or any game in the series for that matter, in a way that the difficult is just frustrating.
“If people talk about difficulty, it’s crucial that it’s never discussed in terms of, say, the control scheme or the character not doing the things the player wants it to,” Tanimura said. “That kind of ‘difficulty’ leads to pure frustration.”
Tanimura said he aspired for forcing players to use knowledge, along with chances to go back and make better decisions, when designing Dark Souls 2.
“We’re designing to inspire players to make poor decisions. That might seem perverse, but it is where the game’s power is found: Anyone can play and succeed, regardless of natural talent. They just need to pay attention.”
Dark Souls 2 hits shelves for the Xbox 360, PlayStation 3 and PC on March 11 in North America.