The Spread of Soulslike Design: Evolution or Homogenization?
DiscussionComments
There is also the contradiction of these friction systems being paired with excessive QoL markers. Many current Soulslikes use the punishment of the combat loop but then add map markers and fast travel that erase the original exploration tension.
I wonder about the item description claim... doesn't that often just coexist with traditional dialogue in the newer titles... is it really a replacement or just an extra layer?
The problem isn't just the storytelling style, it is the mechanical padding. We see too many games adding stamina bars to slow down combat that was originally designed for speed, just to fit the label.
This looks less like evolution and more like the risk aversion mentioned in the Nuclear Throne producer's recent talk. Using a proven formula is safer than inventing a new combat language from scratch.