Dark Souls doesn't give a fig about being fun enough to keep you playing, anymore than War&Peace cares about stringing together exciting cliffhangers to keep you reading. It's why it's established within the narrative of the game. All these enemies you're fighting? Dudes who gave up and turned hollow.
What's that? The game's too hard, and you want to stop playing?
Well, fuck you then.
I think it's a mistake, and I think it's very limiting, to operate under the assumption that a game must bend over backwards to keep you playing, and that if you stop playing, it's the game's fault. I think this is a fundamentally wrong idea, I think it runs completely counter to the very idea of what challenge represents, and I think it cripples the ability of games to expand their reach and say anything meaningful, if we're asking them to drip-feed us "fun" every ten minutes. Or even that neutered version of fun, "engagement," which has become the new game design hot-word.
I object!
I say fuck engagement!
A game doesn't have to be "engaging" any more than a book does. Is War&Peace engaging? Jesus Christ, no, it's an absolute snore, same as most Russian lit. Does that make it less important? Of course not. A book only has to be the bare minimum of "logistically READABLE in my written language" -- like a game has to be the bare minimum of PLAYABLE. That's it. Nothing more.
Is Dark Souls "fun"? Sometimes. Not usually.
Is it engaging? Sometimes. Not for a while, though. In fact, it spends a lot of time trying to convince you to give up, and turn around, and go back to where the sun is shining and everything is safe.
But is it playable?
Oh god yes.
And is it Important, with a capital I?
Absolutely and unequivocally.
A game doesn't have to be accessible to anyone and everyone to be good. It doesn't have to open up and be capable of spilling its secrets to you, your grandma, and everyone in between. There are books that some people will never be able to understand. Not everyone is going to be able to read Cormac McCarthy. And not everyone will be able to complete Dark Souls. And THAT'S OKAY. And in fact absent of that, and absent of every single completely uncompromising and singlemindedly PURPOSEFUL design choice present at EVERY LEVEL of Dark Souls -- it wouldn't be noteworthy at all! The game would be completely unremarkable. Dark Souls is one of those few games where, when you're playing it, you're confronted with the sense that, whether you agree with it or not, every creative decision is 100% deliberate, and whatever the game is up to, it's certainly doing it consistently.
"And I wonder WHY this decision was made this way? What were they trying to say there...?"
And that lofty praise in no way applies to "any and all games which are really challenging." This isn't some wishy-washy Jane McGonigal -inspired editorial about the beauty of challenge, and how gamers are uniquely gifted to face it, and yadda yadda yadda, bla bla bla. That's bullshit, too. Ninja Gaiden, Devil May Cry, and Battletoads are all hard as hell, and they have nothing new or interesting to say about the art of game design, much less the human condition.
Dark Souls does.