It has been a fantastic year for gaming already despite the year just getting under way – January brought some big PC releases that were previously only on console, the launch of a new Pokémon game, and news of future releases. February brought huge titles like Dying Light 2, Lost Ark, Horizon Forbidden West, and of course a current game of the year contender in Elden Ring. The same has also been true on mobile with many other genres continuing with the fantastic numbers that have been seen, here are some popular sites for example that have been capturing huge player numbers recently and carving out the new mobile niche – but for big RPG games, though, could the Elden Ring success bring about more permanent change in the future?

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Other studios had been quite vocal about the more minimalist direction that Elden Ring had adapted, but it’s not exactly anything new for the FromSoftware team. The Souls series has historically been quite light on HUD features as a whole anyway and are games that tend not to tell players too much either, and initially had received some mixed reviews from newcomers who weren’t used to the very stripped back display. For things like immersion, there is something to be said for not having many elements being displayed on the HUD and how this can draw players into the world without the distractions of too many elements around.

There have been minor changes since release. The first major update to the game brought about the introduction of merchant locations on the map and compass which adds a little extra, but had been done in such a way not to be overly obtrusive – as users have become more used to the lack of real direction the game gives outside of the sites of grace gently pointing the way, it has been more well received and something suggested that could fit in other games very well if implemented properly.

It has to be said though, much of the success for the introduction of this comes from the very simplistic controls and progression in the game not having any real linearity too it – by sticking to the same control scheme used in other games it doesn’t complicate the need to have additional things displayed on the HUD, and with very few mandatory bosses too, players can instead decide their own direction whether that be grinding a little in the overworld to get some critical levels to make any challenge easier, or by making the game a bit more difficult by going into the bosses without being too overpowered.