How was Dark Souls designed?
Lordran is the design. Dark Souls’ first half is a single interconnected structure, shrine, parish, depths, garden, fortress, and the shining city above all of it, in which shortcuts keep returning the player to the one safe fire. The geography is the difficulty curve, the tutorial, and the story’s evidence locker at once. Miyazaki, who has final say on level design across his games, builds from architecture: Anor Londo, the city of the gods, takes its forms in part from Milan Cathedral and the Château de Chambord.
The bonfire is the other half of the design. Resting restores everything, health, spells, the world’s enemies. Safety and reset are the same button, so every rest is a decision: the design makes comfort cost exactly the progress it protects.