DS on the other hand, focuses its RPG elements on combat.
I disagree. Simply because every single boss fight can be looked at from two different narrative perspectives. Sometimes 3.
1. I buy the fact that I am the hero of a dying race meant to sacrifice myself to keep their era going.
2. I don't buy the above story, and I choose to end and keep going however I see fit.
Not to mention that there are 4 covenants aimed at non-combat, opposite to 5 that are. I choose to see that as balanced, but I'm sure you'll see that as combat-focused.
DS on the other hand, focuses its RPG elements on combat, but combat is still too much of just action for it to reach bloodlines level. To be clear, by RPG elements here, I mean for instance how different character builds play in different ways. I also mean how many situations have different ways of being played out.
Every single build, except maybe pumping into VIT, has some way to stand out. Pancake master, bow master, flat-out neglection of stamina or poise wreckage - every single one of these builds make for a diverse playthrough. Situations being played out different - the only difference is that it's left up to you - the player, how to deal with them.
For goodness sake, there is a way to end the game by simply flinging poop at your enemies, if you really have the stamina for it.
That is why Dark Souls is good. It changes something in *YOU* the human being playing the game. That is the true mark of a good RPG. When you sit down, you're someone - when you get up, you're a better version of yourself because of the game.
Ultimately, I think one of the worst problems DS has, as far as RPGs are concerned, is that repetition and memorization gameplay work against it.
I've heard this a lot, and interestingly enough for me, from better Dark Souls players than me: "it's all about memorization".
I strongly disagree. I've remembered patterns where they apply (the monsters are usually guilty of this - dragons, or demons - which funny enough fits their profile of being lesser dumber beings), but once you get to know the game, you actually remember stat weaknesses more than move sets.
The Beatles - lightning
Ravelord Neato - fire
Seath - lightning
Gwyn - parry button or fire
Even the holy paternal figure of masturbation himself - Manus - half of him can be easily defied by using a pendant.
And if you thought to, ironically, use Artorias as an example, I can show you multiple clips of P O I S E tanking through his comboes, and people taking him down in two head to head fights.
Also, and I think I am about to either get poetic (which will make you eyeroll) or weird, but generally Dark Souls has a very D&D turn-based structure for me.
Take any medium weapon - the unofficial rule is: don't swing more than twice or you will take damage. Obviously this rule changes for daggers (4) or huge weapons like the Dragon Tooth (1), but you get the point.
Also, don't roll more than twice. Panick rolling can get you in trouble.
And so each "turn" has 2 rolls, and 2 attacks. Sound familiar? ----- If you keep this in mind, you don't have to memorize much at all.
There are, of course, bosses that play with that, like O&S, but if they were all the same, people would scream that it's too formulaic.