The game will rely on both difficulty and social elements to create it

Dec 20, 2013 23:25 GMT  ·  By

Yui Tanimura, the co-director of Dark Souls II, says that his team is designing Dark Souls II in order to deliver the maximum level of satisfaction possible for players, which can only be achieved by making success difficult to achieve.

He is quoted by Edge as saying that, “We aim for players to achieve a huge sense of satisfaction as they proceed through the game – for the highest sense of achievement possible, we make the game challenging.”

The sense of achievement can also be created by allowing players to communicate with their peers in Dark Souls II via blood stains, messages, invasion and summoning, which can create a feeling for how others are coping with the same challenge.

Tanimura adds, “Our main intent for Dark Souls II was to enhance the experience to better express these underlining concepts more directly to the players, and to cut away a lot of the tediousness that was included in Dark Souls that did not have to do with the communication of these concepts.”

The developers at From Software also want to keep a layer of mystery around the core gameplay mechanics before the game launches because they want to see how players managed to discover all their details.

The co-director says that all those who find the game too hard to complete can watch others play or can try out other titles in order to build up the level of skill that they need and then try once more.

Dark Souls II will be launched on the Xbox 360 from Microsoft, the PlayStation 3 from Sony and the PC on March 11 in North America and on March 14 in Europe.

From Software says that at the moment it has no plans to create a version of the experience for the Xbox One and the PlayStation 4.