There really is, but I would also proffer that the difficulty is a little important because it makes you afraid of the world and makes your achievements meaningful. A tour of Lordran wouldn't be as enjoyable.
That said, I think this is what Elden Ring was going for. There's a massive amount of content such that you can avoid fighting a tough boss until you're strong enough.
The difficulty certainly adds a level of tension and atmosphere that other games simply don't have.
For the most part, outside of some specific bosses, the games aren't actually thaaat difficult, they're just uncompromising and they punish mistakes. I feel that the Dark Souls 1 marketing focusing on the difficulty so much was a detriment to the series really. Don't get me wrong, the games are definitely not easy, but most of the content can be experienced without too much challenge if you're methodical and take it slow.
I think the punishing elements of the games would be a lot better received if the larger enemies and bosses weren’t as tanky. Or, I’ve noticed a lot of frustration (that prevents the eventual sense of achievement) comes from having to competently hit/dodge a big armoured boss 10-12 times (rather than 3-4).
It starts to feel like an unearned slog, or at worst, a Skinner Box if you luckily pull it off after the nth time.
> I think the punishing elements of the games would be a lot better received if the larger enemies and bosses weren’t as tanky
I think you're right. Its one thing to require me to learn to dodge and find an opening a few times, but having to continuously do it for ten minutes straight might be a bit much for most people.
I'd be interested in hearing your opinion on a different alternative, given you probably have better insight into the game's difficulty than I do. I think fans appreciate a sense of "fairness" [1] from Elden Ring and it seems very similar to Celeste in a lot of ways. Part of me wonders if that's a visual communication thing?
Enemies (and especially bosses) in FromSoftware games usually have big, slow, windups. It's visually interesting and a big part of getting to know the openings like you mention. I find I have to empirically learn the cause/effect of those animations though, or I find I can't necessarily know how big Godrick's wind attack is without experiencing it a few times first. I sometimes wonder how the game would play if there was more visual information on the safe zones of attacks that the player could intuit. Or, I've noticed that my friends have gotten frustrated when they've gotten hit and not known why. Thoughts? Maybe it ruins the magic though.
All that said, I think Elden Ring is overall fine as it is.
Well, what I meant by that is that in FROM games, even the weakest enemy can kill you if you're complacent, but beating or avoiding said enemy is incredibly easy.
I've watched a ton of beginners to FROM games play Bloodborne on streams and there are a few common trends I noticed. For example, players often tend to rush into an area without first observing what's actually there. They get punished for this by getting ambushed or surrounded or whatever. Its not that the area is hard, but the player gets punished for the mistake of rushing in without first taking a good look around. Players also rarely look up... and FROM games love to hide enemies above you.
Another mistake I saw a lot is that players see something that looks scary, get scared and back away. Or they get hit, panic, and back away. But instead of just backing away enough to get out of range of the enemy and then stopping, they continue to back away... right into another group of enemies. They get punished for this mistake.
Actually, panic was a major cause of death.
Consider also that you can basically run through any region or level without engaging in any enemy, all it takes is some understanding of the required spacing and to not be afraid of them. Yet the first time I go through an area, I certainly fear the danger the enemies represent. So the regions aren't actually all that hard, when you really look at it.
The enemies also tend to hit hard, especially bosses. So its harder to just shrug off an attack and brute force your way through. You often have to take a step back and take some time to learn the attack patterns, the openings, etc.
Not that there aren't some truly hard situations or bosses, where even these things are taken to the extreme, because there certainly are, but most of these tend to be optional. Although admittedly there are a few throughout the series that aren't, so I'm definitely not claiming the games are easy. Because they are not.
I think nobody cares about those. Levels with enemies tend not to be that hard at any point in the game. Surprise enemy ambushes are funny. Dying can be fun. Nobody ever feels like they hit a wall on the levels.
It’s the bosses that frustrate people. They break a lot of norms and falsely make people think it’s a stats problem.
My issue with dark souls is that it encourages high variance play styles if you’re not good. Biggest weapon, dodge around and hit the boss in just a few spurts. Allows you to succeed if you suck but does nothing to really improve your skills given enough tries.
Sekiro was much better. It forced you to get competent to succeed. Many bosses were serious inflection points in difficulty and you just felt so much cooler when you nailed it.
You can actually progress until the main capital without killing a single enemy. Like 70% of the games world.
I started as a Wretch and arrived completely under leveled and without gear at the first boss, which felt nearly impossible to beat so I just started adventuring. At some point you get blocked by a barrier that requires you to defeat two main bosses. I was actually a bit disappointed about that.
I was talking about skipping Margit (which is boss 1) and all bosses after. But at the capital after the Dectus lift you will get blocked. I don't wanna spoil too much, but that's basically as far as you can go without killing anything.
That said, I think this is what Elden Ring was going for. There's a massive amount of content such that you can avoid fighting a tough boss until you're strong enough.