@DJJoeJoe: I think you put forth your reasoning really well and in a fair way. The way I see it is that while some people are better at acting and reacting, others are really into learning and understanding the mechanics of a game, observing and experimenting. I'm sort of inbetween when it comes to that though so this part:
some people find this the opposite way to have fun playing games (me) and others think it's the only way they have fun playing games (people who like Dark Souls). I don't want to be aware of the mechanics behind what I'm seeing on screen, basically, I want to react to what I see and feel like I have a fair chance to succeed based on what the game shows me.
is not true at all since I enjoy both kinds of games, even if the ones that stick with me longer are the games with mechanics I like. Regardless, there are also a lot of other things I come to Dark Souls to besides the mechanics, but I digress.
As I said I believe the divide simply comes from people being different and having a different set of skills. I myself suck whenever I'm thrown into an unfamiliar situation where I have to act quickly, usually dying a couple of times every other encounter when playing third person shooters with agressive enemies. In short, to act quickly is not my strong suit. Because of this I usually prefer to stay back for a moment and observe, which just so happens to be a playstyle this game greatly accommodates. Putting up your shield is the fastest action you can take in the game aside from walking, so to turtle down and observe your enemy becomes fairly easy. Once I'm comfortable in a situation I can even get pretty agressive (sometimes you need to be).
For me, the weighty animations and, more importantly, the equally weighty animations of your enemies, sets the pace of the game to be much slower than a game where there's no extended vunerability to any action. It's one of the ways that it puts more of a emphasis on timing and less on pure reaction skills or hand eye coordination and it gives players like me who have these different strenghts an opportunity to use them. Once you do understand the mechanics and learn the timing, the game can be quite easy and it's a rewarding feeling because even if you start a new character and abandon all your gained levels, you still have the skill and understanding that you earned from your previous one. You feel like you genuinely got better, not just your character. That's not to say that there isn't any depth or skill involved in the games that don't follow this formula, but rather they just rarely ever require you to get really good at the game to finish it.
In the end it's not a playstyle that everyone enjoys and I sorta wish that there was more of an understanding of this by both sides sometimes, myself included.
One other thing, the following video talks a bit about the different game designs of the two first Castlevania games. Because they share some similarities design wise with the Souls games I thought I'd share it, though maybe ironically some of the points made against Castlevania 2 can also be leveled against Dark Souls. It has some interesting points..
...however I make no guarantee that you will enjoy Egoraptors particular brand of humor (I love it).
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