Seriously of all the games that were in the previous round Dark Souls was the only one where I had to cheese just to make forward progress. Video games shouldn't encourage you to break the game systems just to make it to the end. If you're going to accept killing a dragon by making him clip through the game world and call that revolutionary design then I feel bad for you. There may have been glitches in Red Dead but almost none of them interrupted or even affected progress through the main game. All I know is there has not been a spaghetti western experience as fully realized as Red Dead Redemption in the history of games (sorry Law of the West). There have always been difficult games in a dark fantasy setting and while Dark Souls may be one of the most punishing it's not necessarily the best. It may have soul but it doesn't have the heart of something like RDR.
There is no way to say this without sounding smug, so here goes anyway; just because you had to resort to cheese tactics doesn't mean the game required it. There are a multitude of ways to approach every enemy in the game legitimately with a variety of tactics that fit an equal variety of play styles. I assume the dragon you are referring to is the red dragon on the bridge in the early game; the entirely by-passable dragon that in no way should have been an impediment to forward progress. The same dragon you could kill by firing a single arrow at it from atop the tower behind him. This was a bug that people exploited because they wanted an easy break, or were incapable of dealing with it otherwise. No one considered the exploitable bug to be "revolutionary design," and it was fixed shortly after release. The only predominant glitches/exploits in Dark Souls are those that actually help you succeed, not interrupt you from proceeding, and many of them were fixed.
I really, really can't seem to find the appeal everyone here has for Dark Souls.
It is a game that encourage perfect knowledge or perfect memory. There is little in the way of skills if the strategy for beating a boss is "stand behind that wall and clip hit it to death..."; however, every time I hear one of those stories about being killed for a falling rock that you had no way to avoid unless you already knew it was there, it sounds like a terrible way to design a game.
On the other hand, the monsters and setting design seems rather generic: fight Minotaur in a castle, fight skeletons in a cemetery, fight lizard men in a cave, fight dragon in a tower, fight knight armor in a catacomb... There is little there that I haven't seen on a D&D manual.
It hardly requires "perfect knowledge" or "perfect memory." It requires patience, awareness, tactics, and adaptability. The bosses don't even execute patterns (doing actions in a preset order so you know exactly when you need to attack, etc.) What they do have are tells. You need to be able to read the enemy and react accordingly. Vinny's fight with Artorias is the perfect example. He didn't memorize a predetermined pattern, he actively learnedas he fought him and developed a winning strategy over time through experience.
Also, "being killed for a falling rock that you had no way to avoid unless you already knew it was there" sounds like something someone would say if they have never played the game. The only instance I can think of in the game where you would have no way of preparing for a surprise instant death is the first (and only the first) time you encounter a mimic chest. All of the other scenarios (of which there are few) where a rock rolls down a staircase of something like that, there is always context that will prepare you to avoid it if you are paying attention, and they very rarely kill you instantly unless you are at low health or something.
And with the enemy designs...regardless of whether you find them especially original or not still says nothing of their artistic merit. Dark Souls has some really cool looking enemies, and some of the best looking armor I've seen in video games. And the enemy aesthetics aren't necessarily the draw...it's the fact that every time you encounter a new enemy type, you know they are gonna have some way of fucking wrecking you, but you have no idea how. It makes combat really tense and exciting.
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