Pretty much any idea can work in literature if executed well and the right audience reads it. There's a few aspects to souls games that they all have in common with their storytelling that you should be aware of before attempting this
1: The lore of the story and the motives for characters within the game's are usually found within item descriptions or environmental storytelling.
2: The actual story of the game's themselves are usually pretty simple. DS1 is just ring the two bells then collect the four lord souls to rekindle the first flame. I haven't played DS2 so I don't know much except that the game just revolves around breaking the undead curse that leads to reviving after death. DS3 is pretty much the same as the first game only this time with much more dread and melancholy and the lack of bells. BB is to kill an infant God to stop the hunt. Sekiro is to save the Divine Heir then sever the immortal oath. ER is to reach the Great Erdtree and become Elden Lord.
3: You'd have to figure out how to write about the death mechanic while still managing to give risks and the sense of urgency to the characters. If you want an example of how its done well, watch or read Re:Zero. There's two seasons of the anime and the main character's power is to revive at a random save point after death so its probably the best reference of the video game death mechanic you can see.
These three things are going to be your biggest hurdles and before even writing the first word you'd need to figure out the best way to deal with
Pretty much any idea can work in literature if executed well and the right audience reads it. There's a few aspects to souls games that they all have in common with their storytelling that you should be aware of before attempting this
1: The lore of the story and the motives for characters within the game's are usually found within item descriptions or environmental storytelling.
2: The actual story of the game's themselves are usually pretty simple. DS1 is just ring the two bells then collect the four lord souls to rekindle the first flame. I haven't played DS2 so I don't know much except that the game just revolves around breaking the undead curse that leads to reviving after death. DS3 is pretty much the same as the first game only this time with much more dread and melancholy and the lack of bells. BB is to kill an infant God to stop the hunt. Sekiro is to save the Divine Heir then sever the immortal oath. ER is to reach the Great Erdtree and become Elden Lord.
3: You'd have to figure out how to write about the death mechanic while still managing to give risks and the sense of urgency to the characters. If you want an example of how its done well, watch or read Re:Zero. There's two seasons of the anime and the main character's power is to revive at a random save point after death so its probably the best reference of the video game death mechanic you can see.
These three things are going to be your biggest hurdles and before even writing the first word you'd need to figure out the best way to deal with them.
All excellent points. I’d be very curious to hear what you think of my first attempt at this idea. I considered a lot of the things people have brought up here, but not everything, so I’ve got some new things to consider when I get around to editing. As far as the item descriptions go, which is one of the Souls hallmarks, I tried to learn from how they were both evasive and expository at the same time and apply that to the writing voice of the whole novel.
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