[{quoted}](name=PICKLE RICK REEE,realm=NA,application-id=3ErqAdtq,discussion-id=Ffcg4zNt,comment-id=0002000000000000,timestamp=2018-07-11T22:03:48.133+0000)
Dark Souls and Demon Souls are not the same game lmfao. DS1,2,3 are all the same exact structure just new content.
A lot of things change between Souls games.
As aforementioned, Demon Souls is a completely different game to Dark Souls. Demon Souls game is closer to Megaman/MegamanX than it is to the other Souls games.
And in-between the different Souls trilogy after Demon Souls, there is also a massive difference between them, too. For instance,
- Dark Souls 2 is a lot more pvp oriented than the other 2, and the pvp system is massively different with the fundamental changes to backstab and all that stuff and is argued by some to be the most balanced between the 3 games in terms of pvp.
- Dark Souls 2 and 3 are vastly more fast-paced than Dark Souls 1, with Dark Souls 3 being the fastest, taking notes from Bloodborne, another Souls game from FromSoft. Dark Souls 1's combat is more defensive and counter-oriented at its core (though you can definitely be the aggressor with do away with the high-damage glass cannon play style), whereas by the time in Dark Souls 3 the 2 switch place.
- Bonfire system receives an sort of overhaul with each installment. In the first game, you only have access to bonfire-teleport half-way through the game by acquiring the Lordvessel; and in for instance, Dark Souls 3, players have access to it since the very start of the game (but ofc, they can only teleport to areas they have physically been to).
- Dark Souls 2 is also unique in the Dark Souls trilogy in that it uses more 'swarm' fights and enemies noticeably uses more tracking than the other 2, which was a major criticism of the game and why Dark Souls 3 backed away from the design to employ level and combat scenario designs more similar to the first game.
- In Dark Souls 1 you do not have access to merchants and blacksmith at your "hub" like Firelink Shrine, and you have to either go out and find or 'recruit' them back to base (not everyone will go back to base after you meet them, for instance, in Dark Souls 1 you have to go out and find blacksmith every time you want to do something; though the good news is that they are usually placed in a way you can easily access them if you have the shortcut and the means). In Dark Souls 3, you do, or at least you have 2 at the start which can get more as you meet more people. And your character in Dark Souls 3 is also not a hollow, unlike your other Souls counterparts.
- Summoning and invasion also gets tweaked in every installment, and supports for fight-club/arena are introduced.
- Weapons continues to evolve between the trilogy. Dark Souls used to have a default emphasis on a weapon and a shield (not including spell mediums and 2-handing your main hand weapon), as offensive weapons on off-hand are typically not ideal and duel-wielding are "niche" to say the least. Dark Souls 2 makes QoL improvement to duel-wielding and makes it more viable and appealing. In Dark Souls 3, paired-weapons are also introduced to legitimatise duel-wielding. This is just an example, and the advancement in the weapon design isn't just limited to duel wielding.
- The introduction of weapon-art in Dark Souls 3 also fundamentally changes the dynamics of weapons.
- New spells are introduced with every installment.
- etc etc.
.........
Point is, while stagnation may be comforting and sometimes crucial in remind oneself what something is truly about and not to deviate form the intended goal. However beyond that, one still needs to evolve to some extent or the other, in order to be better at what it sets out to do.
The end results may or may not be satisfactory, but there is nothing wrong with the idea of evolving to become better.