

Counterpoint: Dark Souls is hard, because it gives a lot of options from the get go, and no information on which ones will be approachable or not. NO other major Soulslike I’ve played does this in the way DS did.
I disagree with this. I think Dark Souls does tell you which are approachable or not. It’s just not as obvious as other games. Some games will have a sign for the player that says “this path is dangerous” but DS doesn’t. It has characters talk about venturing into the catacombs. It has characters point out the aquaduct is the path to the first (and at the time the only you know of) Bell of Awakening. It tucks the elevator into New Londo behind the bonfire, where stuff will be later but you won’t see yet. It also tells you a lot about locations in item descriptions.
I’ll also say the only bad path is The Catacombs, because the climb out is so bad. I think there’s leftover stuff indicating a different start, so maybe it’s a fluke it’s this big an issue. Every path has a benefit though. New Londo is easy at the start, and has the first blacksmith you can get access to. The Catacombs has the Bonfire Ascetic. The Aquaduct has the Bell of Awakening, and is the critical path. None are that hard when entering. You just get pushed out of getting deep into most.
Most games talk to the player. FS talks to the character almost always. It’s less obvious to the player, but it makes the world feel richer. It doesn’t hold the player’s hand though.
It also relies very hard on death alone as a teaching tool even when it says nothing. Players don’t see “You died. This boss is too tough! Maybe you should go back and upgrade your weapons.” They just see “You Died.” and interpret “Should have dodged that 87th swing!”
Yeah, I don’t know how to fix this without speaking to the player. I guess they could take the typical Crestfallen Warrior character, but instead of getting depressed and dying he upgrades his kit and talks about how upgrading helped him overcome a challenge?
Worse, it has BAD lessons through the lost souls system. It makes sense as a pressure tool to make you fear death, but it teaches new players the wrong thing: For players to immediately beeline for the spot of their death without considering exploration, build changes, etc.
I agree with this. I think the need to have an infinite homeward bone item from the start. There should be a way to return to your bonfire once you recover, because yeah, sometimes people get stuck in FOMO mode and can’t give up a few souls. Once you’re used to the games it becomes obvious the souls are next to worthless and to not worry about it. You can always farm more. But for the struggling new player I agree, it re-enforces a playstyle.
Like I said, Ne Londo has the first blacksmith you can get to, so going there isn’t bad, and that’s before the ghosts. Yeah, you’re going to need to back out once you get to the ghosts. If you try to force your way through that then yeah, it’ll be bad, but that one is really obvious you shouldn’t be doing it.
I talked about the Catacombs a lot, in how it failed. I think you ignored it. It’s supposed to be approachable for new players, but it failed, mostly in the escape. The necromancers are solvable with a divine weapon. They can’t revive skeletons killed by them. You’re supposed to back out of it at the very start, but return once you get a divine weapon. Again, it failed at what it was supposed to do, but the goal was for struggling players to go there are get the Rite of Kindling. That’s why Pinwheel is such a joke. He’s supposed to be fought early.
I haven’t played it, but I’ve watched it. I think Demon’s Souls actually probably does a better job. It’s very similar, but less ambitious without a connected world. Obviously Elden Ring also does it better, but it makes it somewhat boring too. It’s almost trivial.