>>13990373I'm pretty sure these graphs can be simplified. Although, it seems to me that cyclomatic complexity deals with this problem.
Additionally an exit point-based cyclomatic calculation(from the same wiki page): ?-s+2:
8-4+2=6
13-7+2=8
5-4+2=3
But for some godamn reason the theory is constructed such that the more exit points you have, the less complex your flow graph is.
OP, after reading the subtitles for your pictures I realized that using this kind of complexity is wrong for your game. First of all, you need certain items to go a certain way, which makes the possible outcomes smaller, but in a way complifies the game. Secondly this is not a computer program. More like a maze searching algorithm. Where you have to step on each edge at least once. Very different.
Instead i recommend you to redraw these graphs, simplify parts like Firelink Shrine-> Road of Sacrificies as one journey, additionally delete the arrows from paths where a player would traditionally walk backwards to get to a different area.
Instead I propose a few other ways to make calculations on these graphs, starting with the easiest to understand, number of exits if the player can't turn back as the arrows direct him:
DS1: 4 exits
DS2: 8 exits
DS3: 4 exits
Generally each DLC adds an additional exit.
Second method is simply counting the possible paths without being able to turn back:
https://en.wikipedia.org/wiki/Path_(graph_theory)I will do it for DS3 cause I'm lazy, but you are lazy too, so you can try doing the other games!
I drew in an example path/run for you, the red circles are the exit points. Thus in this analysis, the player doesn't turn back when gets to the exit points, but stops playing. In the lime-colored path the 'Untended Graves' is the exit point.
The total number of paths in DS3 when the player can't walk backwards is thus: