Chaos2Frozen
Member
you are ignoring the pacing difference by simplifying it down to "action", effectively- dark souls effectively uses its level design and long haul pacing to create a goal of clearing an area- combat is designed around wearing the players resources down through multiple encounters and limited resources (otherwise you get hoarding as guardian said)
the goal in souls is to create a feeling of exploring and conquering the unknown- kinda like spelunking. sliw, deliberate.
dmc is a short jaunt with high risk encounters- arcade style progression. you are equally expected to make mistakes but the design is about rewarding play so instead of estus and draining resources you get green orbs and white orbs that are rewards for playing and keeping you on a fast pace
I get that but I think this is something DMC can adapt to its genre without actually going full Souls.
I guess you're right that I overlooked the "Arcadey" style of the franchise, but I feel like that's something the game can afford to move away from. Yes there would be some disappointment in the decision, but I think the benefits of a DMC that makes it fun to explore would outweigh keeping Th Arcadey system.
It can't be a one for one adaptation of course.