MisterMajesty
All Star
What do you mean by that? That sounds interesting.
Most books, Won't sit there and spell out to the end-user/reader what exactly it's trying to tell you. There's more space to expand upon things so as a result, you can be far more in depth with the theme or feeling you want to convey. Translating books to films very often lose this to varying degrees (perfect example is monologues)
Dark souls pretty much bucks this trend, and its actually built INTO the design of the game. This is also likely why there is no easy mode in the game either, as the souls games are quite short if u know where to go. You're expected to effectively walk around, ask questions in your own head and come to your own conclusion, much like a main character in a novel would. The NPC's are also like this too, they simply give u their own thoughts to the world which also hints at who or what they are. Which is a far more realistic depiction than you get in most films or shows, where you have to insert a "character establishing moment" (a scene that tells you a major facet of a character. Think of the iconic Indiana jones shooting scene for example) Instead, when you meet a lot of the NPC's they're just slanted by a wall or chilling out, and they have their own story that will play out independent of yours typical RPG things, yes. But that element of RPGs has diminished heavily with the exception of the Witcher 3.
Simply put, the souls games put subtlety and world building first, building it into every aspect of their game from the way it approaches the options (it doesn't outright TELL you you're too low level for an area. You just get one shotted instead. A game version of the classic "show, don't tell" rule) down to the way you can interpret a situation (the multiple different versions of the same builds you can have) right down the pacing of the game (with the exception of bosses, it's only hinted at what most peoples end game/general persona is)