Compared to who ? The general public or Dark Soul's target audience ?
Compared to the number of people on average who paid money for a product. I think that your experience is almost exactly typical of most of the more vocal defenders of what a lot of people see as flaws in the series.
Hmm... if you know you don't have sufficient info, why would you go and fight the boss unprepared ? The game simply change the formula by putting you in charge of your own judgement. If you think you're ready, go for it. If not, you can summon Blue Phantom, or you can do a dry run by being a Blue Phantom yourself. If you prefer to think a little bit, very often you can also find ways to cheese your enemy too. That's why I never claim Demon's Souls or Dark Souls is a hard game, except for particular boss fights.
I've touched on this a few times, but maybe I wasn't clear. Allow me to take another stab.
There's a push and pull here. I have no problem with a boss demanding a bit of trial and error. What is a problem is that every time you die, you have to run back through a bunch of crap that you already completed and you drop all of your souls in the process.
In Dark Souls, this isn't *as* bad because the distance from checkpoint to boss is shorter, making it easier to spend your souls more frequently, but it's still not particularly wonderful.
If the punishment for death is going to be something really irritating (which it is), then it should be reasonable for a player to avoid almost any deaths. Bosses break this contract badly. Summoning co-op partners is not a solution. Not only is this mechanic not available to all players, it removes a lot of individual player skill as a factor. You may be fine with that, I find that to be a crutch fix in line with difficulty sliders, not an actual solution to the underlying problem.
Demon's Souls halves your health when you die. Yes, it is harsh and broken by today's gaming standard. But if enough gamers liked Demon's Souls enough to warrant a second game, it may mean the pendulum have swung to far to the easy side for these people.
Will the developers keep the same formula ? Not always. Dark Souls restore your full health, restock your heal potion and spell budget automagically.
But without Demon's Souls broken, harsh penalty for death, it may not gain the attention it enjoys today.
I disagree. This is another thing I hear big supporters of the game say a lot. Outside of those people (and reviewers who are pandering), most of the word of mouth I hear about the Souls games is "rent, don't buy, you'll probably give up anyway."
I think the core Souls community has a very distorted view of what a huge segment of people who played the game and never completed it really feel about it.
The word of mouth about these games would have been *better* if they were more fun to play. In fact, with a less harsh death penalty, the developers could have afforded to make the levels even harder than they were without it being a huge burden on the player.
... or they figured out that they should use Blue Phantoms.
As I said, it's great that this is the option, but it doesn't work for everyone and some might not want the only reason for their success to be the actions of another player.
The damage a boss deals is relative to your level. If you attempt a boss when you're too low level, then yes, it may kill you in one hit. If the boss takes little damage from you, then you may be over-leveled. The cheesing mechanism (ranged attack) is a backdoor for players to advance quickly.
I brought up the cheesing mechanism because you seem to have a lot of trouble with the bosses. There are only a handful of difficult bosses in Dark Souls (Capra, Ornstein + Smough, and may be Quelagg). In Demon's Souls, _all_ the bosses can be cheesed. You don't need to go for "unlimited" grass (There is a cap right ?).
I stopped having trouble with the bosses when I just looked up videos of them before walking in and started cheesing them all. However, this doesn't make the bosses *good*, it just mhakes them *less irritating*.
Many of the bosses in the souls games have skill-based strategies for fighting them, but the player is encouraged *not* to fight the bosses that way. Would you say that the penalty for death did not discourage you the way it did me? That could explain some of our difference in opinion.
I don't see how reducing the number of weapons help.
There is no character build in the Souls series. A magician can melee as well as a barbarian. It's the player's skills that count (e.g., parry timing). As for play style, the key factors are weight vs speed, ranged vs melee. You can tell already by looking at the weapon attributes. As for what types of enemies it's strong or weak against, it's more efficient to do it via user messages in the map. If a boss is weak against Fire, you can use any Fire weapon.
There are many very similar weapons in the game that differ only by a smalla mount of weight. Removing things that are very similar to each other makes the game easier to understand.
As far as character builds, of course there are. There are entire pages dedicated to different builds and playstyles. I would actually argue that the game would be greatly improved by having some set of pre-set "classes" that you could choose to use on a first playthrough, which would dovetail nicely with tying in-game weapon descriptions to.
I would say though that of the things I mentioned, this is the one that I feel *least* strongly about. It is an "ease of learning" issue more than a "quality of design" issue.
b) is essentially no penalty because I'll just make sure I don't carry a lot of souls before the boss encounter. Today, you can wear the Ring of Sacrifice to restart immediately at the boss _without_ losing any souls.
You're talking about a rare ring that breaks after one use. That is not the same as "having a core mechanic where you can retry a boss." Also, it wasn't always trivial to "not carry a lot of souls before the boss" in Demon's Souls. Many levels had no reasonable way to *spend* your souls without returning to the nexus and having to reclear nearly the entire level (5-1, for example).
As I mentioned before though, that problem is mitigated somewhat in Dark Souls. The trek back is the bigger frustration.
The only one hit kill boss is the Dragon God in Demon's Souls. Other than that, all the bosses deal their damage relative to your stats and equipment attributes.
Based on what you mentioned so far, I'm not sure how it's better. By insisting on no one-hit kills (ever ?), you want bosses that deal little damage even when your character is low level ? And you want them to be unpredictable instead of telegraphed ? Plus you want them to be small ? I'm afraid that boss would be the Mosquitoes in Blighttown.
Did you die a lot from the bosses ? You mentioned above that big supporters of the game die less at boss fights. If you think the boss fights are boring and easy, then where is the problem ?
I 1-shot almost every boss once I started looking up cheese strategies in advance. But it's not *fun*. Not even remotely.
There don't have to be no 1-hit kills. What I'm saying is that the combination of the overly-punative penalty for death creates a situation where if boss attacks aren't extremely heavily telegraphed, it makes the boss cheap and not fun. By having harder to avoid attacks that come out more frequently but do less damage, you can make a much more dynamic boss fights.
And, yes, both games have a couple bosses that aren't huge (Fools Idol, Penetrator, chick from Painted World, and so on). And there are a bunch of mini-bosses that are smaller. But they are a huge minority. Large bosses should be the ones that are few and far between. But it is the opposite.
I feel like there is a disconnect where I am trying to touch on things that I believe are common issues with the game, and many of the responses that you're making are in references to small exceptions. My argument is not that every encounter or every thing is a particular way, but that in a general sense the game operates in some way. Both games (especially taken together) are simply too big and have too much content for there not to be exceptions. It's one of the great strengths of the series.
My point isn't that the everything and every boss in these games is bad. It's clearly not. In fact, although I used Armor Spider as an example of cheatable bosses, I think it's one of the best bosses in Demon's Souls. Penetrator is also an excellent boss. But for each of those there's a whole handful of Adjudicators, Phalanxes, Dragon Gods and Taurus Demons.
Edit: I wasn't happy with some of the wording. Upon reread some of it seemed too confrontational when what I'm really trying to do here is bridge the experience/perception gap that we seem to have. I think some of this is that I have not been entirely clear in some of my criticisms. I hope the updated wording is more neutral in tone.