I mean a really small change.
For example: Have Fist Weapons in Dark Souls 1 do double damage. That’s a small change, which could be implemented by changing a couple of values. A big change would be: Adding the sixth Archstone in Demon’s Souls with the Northern Limit area. That’s a big change, and it would take a team a couple of weeks to implement, but that’s not what this post is about. I’m talking about really small changes that could be implemented in a lazy afternoon or two.


Easily-missable items, quests, and characters. Absolute nonsense. I didn’t know I had to go back and talk to a character before progressing to the next area. Or that I was supposed to kill an NPC. Or that by following one quest would make another impossible to complete. Too bad, dozens of hours in, and unique NPCs/items are now gone for good. I also shouldn’t have to play the game with the wiki open or fear choosing the wrong dialogue option every time…
I dont mind this kind of thing when the gameplay experience of missing a thing or not killing someone/ killing someone you weren’t “intended to” is equally enjoyable and theres not a fixed “intended” path. I am quite happy for my play through to look nothing like someone else’s, as long as I’m not punished for it. I prefer it, honestly. Let me have an organic play through where consequences matter but are still enjoyable