I'm not sure how germane this is to the dicussion but there's indie game called Superbrothers: Sword & Sworcery EP that had an interesting gimmick(aside from being a prog rock fantasy rhythm game at times). You started off the game with about 5 or 6 hit points/health segments and each time you'd complete a plot significant battle(there were a couple of random ones here and there) one of your health segments would be gone forever, thus giving you less margin of error for the next fight. In story I believe it was supposed to be the toll the whole ordeal was taking on the PC's health/life and by the endgame, the PC is down to 1 health segment so that a single hit from the final boss was fatal. To make it even more tricky, every so often she would stop briefly to vomit because of how poor her health was at that point.Phoenixmgs said:The problem with Souls is that its progression curve is opposite of what a game is supposed to be. You're not only the most gimped in the beginning but you also just don't know the game. The amount of DPS your character and enemies do basically stays the same throughout the whole game so you die in the same amount of hits you did at the start that you do at the end. With getting more estus flasks as you play means the game gives you more margin for error as you get better, which makes no sense. Sekiro is much much worse in that regard than Souls is. Also, the controls and enemy placement only serve to punish the player for trying to play at a faster pace. The controls and lock-on system are archaic and don't work well outside of 1v1 fights and then From likes to hide enemies in corners and shit to "trap" players into a BS death because the game's controls don't function well enough. An easy difficulty can help players have a better progression curve along with not punishing people for not checking their corners (these games ain't online shooters after all), especially Sekiro at least, which should play a lot faster than it does but it's full of cheap enemy placement as well.
I kinda explained health changes already. For Souls, maybe you should start with a lot of estus flasks and lose them as the game goes on, that would make more sense honestly. Difficulty is really all just increasing/decreasing margin for error and health does that inherently. It's not really hard to change enemy behavior, most spectacle fighters have a taunt move specifically to increase enemy aggressiveness, it's really not hard to do. Also altering the frequency of certain attacks is easy as well or adding some attacks on harder difficulties. Making the player stronger is basically health altering. If you can kill an enemy in 3 hits instead of 4 hits, your margin for error just increased 25%.
It's an system I wouldn't mind seeing adapted for something else.
Back to Dark Souls, I believe there's a mod out there where each boss you defeat assigns you a permanent debuff particular to that boss. It's called Scorched Contract. I don't know if it's actually balanced though.