And when it comes to the definition of 'art' actually is, we don't really have a consensus on what the exact definition should be but how I see art, is as an exploration of what it is to be human.
Dark Souls excels not just as a piece of art but also as a technology - such as innovative gameplay elements, level design and resource optimisations. But overall, Dark Souls impresses the most as a work of art and I'll talk mostly about this aspect, but mention some technical bits towards the end.
Examples from the game
While all games in the 'SoulsBourne' series are great, I feel Dark Souls (part 1) is the best and I will take it as an example. Demon Souls came out before Dark Souls 1 but i haven't been able to play it since it's a Playstation exclusive. At this point in time however, it is generally considered that Dark Souls is a more fleshed out version of Demon Souls (which had limited budget and scope due to the publisher Sony being difficult to convince, as the game seemed too risky and expertimental) and so Dark Souls 1 should be a better representation of what the series is about.
A unique thing about Dark Souls is how the story is not really handed out to the player to easily understand and you've to put in some effort to really figure out what's going on, and even then you mostly only get hints and not a clear narrative. It's a fresh approach to storytelling in an age where mainstream games and even movies are filled with exposition to the brim, with characters explaining the story to the viewer all the time. The game encourages you to have your own interpretations of the story including moral implications, while possibly maintaining an actual version of the story in the lead designer Miyazaki's head (though this isn't spelt out anywhere). Apparently, this method of storytelling is inspired by Miyazaki's childhood experience of reading western fiction while not fully understanding English and thus him having to make up some stories himself to fill in the gaps of what he did not understand.
It's a little difficult to talk about Dark Souls without spoilers so the section ahead will have spoilers which are hidden by default, reveal them if you've already played the game or 100% sure you will not. Any text that you dont have to press a button to reveal will not spoil the story or key gameplay elements.
The following are aspects that I feel make Dark Souls a great work of art and a great game in general- doing things in a different or better way compared to most other games and/or other forms or art.
1. You are not the Hero at any point : In Dark Souls (DS hereafter), you are what is called a 'undead' which is pretty much a zombie, due to a curse and hence can never die. You start off locked up in an asylum since undead tend to go crazy because of staying alive for too long. The world around is called Lordran, filled with harsh enemies since the world is a bit fucked up at this point in time. There is no real backstory to your character and the only backstory that the game gives in its intro which gives some vague history about the world and how light is fading from it - I'll talk more about that later. There is nothing unique about you that makes you the hero of the story- even the fact that you're undead isn't a unique thing as you see plenty of undead around you, both inside and outside the asylum.
This means that the characters you meet dont care about you and consider you useless - they might even give you false advice is some cases. In terms of power, you dont have any extra power or skills compared to the enemies or other characters you come across, and as a result you will have to become fairly good at combat in the game to even stand a chance. The game is difficult and if you give up at any point (a lot of people do) it's pretty realistic as the undead character in the fictional world of DS would likely do the same as well. I first played DS around 6 years back and gave up within a week. I picked it up again a couple of years back after finishing Dark Souls 3 (DS3) and still found it too difficult and gave up. Third time was the charm as I started and finished the game at the time of lockdown due to Covid 19. In spite of the difficulty, the game never feels cheap and almost all of your deaths are due to clear mistakes that you made. There are plenty of people who can go through the entire game without taking a single hit from enemies.
Most people live their life not being the center of attention of the whole world (unlike the protagonist in say Skyrim or Mass Effect or Witcher- to a lesser extent) and so it's nice that a game, which is by design expected to make you feel good since you're paying for it - has the courage to reflect this aspect of realisem this in its setting for a change. There are plenty of NPCs (Non Playable Characters) who are heroes of their own stories in this world and if they told the story from their point of view, you could even be the villain in several of those stories.
2.There is no handholding: Almost all mainstream games start off with elaborate tutorials and give you clear directions as to what you have to do next. These games typically have detailed maps visible at all times that give you an idea of the broader world while games these days go to the extent of adding a large arrow on the sceen to point to exactly where you have to go. From GTA games to Skyrim this has become the new normal. Some of the older games did this better - Morrowind would require you to talk to a lot of people or read secret books to find out how to reach specific areas. DS takes this to another level - it has no in game map, plus it gives you very vague directions on what you have to do/where you have to go if at all any and exploring such a world is more of an adventure without quest markers, detailed journals (you're an undead zombie - why would you maintain a journal) and maps. Coupled with the fact that you are not recognised as a hero, no one really bothers to give you any directions, except a couple of merchants who will give you minor tips only if you buy stuff from them (although this is something you have to figure out yourself). In spite of a seemingly difficult to navigate world, clever world design makes exploration not only feasible but also rewarding.
In addition to this, DS has my favourite implementation of death in any game and death is has been 'gamified' into a game mechanic (Bioshock also has a great system where death is a game mechanic). Due to being cursed and hence being 'undead', you do not die permanently in the game but respawn at the nearest bonfire that you rested at. This avoids having to load games or using quicksave which are completely immersion breaking in games. While respawning you lose all the 'souls' that you gained by killing enemies although the game gives you one last chance to retrieve them if you reach the place you died. This is a great risk-reward mechanic and forces you to carefully consider going to more difficult areas when you're holding onto a lot of souls (souls are used for everything from leveling up your character to buying items and upgrading equipment) . While there is no permanent death, the game suggests to you that going 'hollow inside' or giving up on life is basically the equivalent of dying if you're undead (probably after repeated failures of getting anything done). The real life equivalent would be of you stopping playing the game after giving up.
The optional side quests in this game have great backstories but most of it isn't evident unless you pay close attention. They're mostly difficult to do (unlike for eg. a quest in Witcher 3 where if I remember correctly, a lady needs a pan from her house while standing just outside) and without quest markers, difficult to figure out even how to do. For example, some NPC might ask you to save their loved one who got lost in some area (sometimes the area will be unknown) but just finding out how to go about this can be a huge challenge and it makes sense because if it was as easy as going somewhere are beating a few weak enemies most characters might just do this themselves or the rewards wouldn't be high. Rewarding the player to follow the quest marker and pressing a button seems a bit insulting to me, and so the DS method where you can go through the whole game without even knowding there were sidequests in the game, is refreshing.
Which leads me into my next point
3. You learn the best through your own experience : As in real life, most of the things you learn are from trying and failing, including combat skills and navigation of the world around. The best dark souls players are those who have tried the maximum number of things in the game and possibly failed the most as well when initially trying out things. Some learn slow while others learn faster but ultimately with enough experience (moderate and ability to learn), you will improve for sure.
Learning what attacks enemies use and their strengths and weaknesses is important to beat them. When it comes to learning and adapting to enemy attacks - this is something that goes into your subconscious without you even realising it. After fighting a number of similar enemies you can easily beat them with the knowledge of how they fight. After a while you will be good enough to face new enemies you've never faced before and beat them on the first try itself by carefully observing how they move and attack.
You can feel a slow progression of how the combat and the world become more familiar to you and so you become stronger as you progress. While this is true for some other games I feel that most games have to induce an artificial feeling of growth in skill in the player by making you very powerful through items and attributes which you get through progression of your character in the game rather than the player himself/herself. In Skyrim, you get level your character and weapons so much that combat becomes trivial towards the end. Witcher games do this better and stats matter a bit less compared to Skyrim and you actually have to be decent at combat. Dark Souls does it the best. You can beat the game with starting stats for your character and the starting weapon if you're good enough at the game and even if you level up stuff - they dont become so strong as to make the combat trivial - you will still probably die. Reading guides and walkthroughs will make the game easier but never trivial - ultimately you need to learn through your own experience to progress.
4. What you know is what your character knows and gameplay is (pretty much) the story: This is something a lot of works of fiction get wrong. In games like Witcher and Mass Effect, you feel like you're observing the world as an outsider at certain points in the story because there are so many things that the protagonist is supposed to know in his world, that you as someone playing a video game does not know. Witcher 1 takes care of this partly by making Geralt lose all his memory at the beginning of the game, but it's far from a perfect way to do things and as time goes on you can be pretty detached from the story while your in game protagonist Geralt seems to know exactly what is going on - even throwing in some exposition himself at times to help you get on a level field in terms of understanding the story.
But compared to Witcher and Mass Effect, there are games which handle this issue really well - the Elder Scrolls series, including the latest entry Skyrim does a great job of making sure that you, the protagonist does not have any real backstory at all - you start off in a dungeon and escape for the first time as the game begins. This means that you learn stuff about the world mostly together with the in-game protagonist. But again, as the game progresses there is a divergence between you and the protagonist and there would be so many things going on in the game world (you travel cities, meet hundreds of people etc.) that it isn't possible to know exactly as much as your protagonist in the game. There was one time when I stopped playing Skyrim for a few months and came back and did not really know anything much about the game world but still managed to do stuff and finish the game thanks to quest markers which tell you where to go and what to do next. No exactly helping immersion here.
There's really no game which makes you the protagonist quite like DS. Before the game starts you are locked up in a dungeon similar to the Elder Scrolls series. You can choose from a few options what you want your character background to be (thief/knight etc) but this has almost no consequence on the gameplay except a few starting items and almost seems to be poking fun at other games (Fallout 3 is a great example) where you can decide your character's abilities to make them super strong in certain areas even before the game starts, as a baby in the case of Fallout 3. As a person playing the game, you have all the knowledge that the protagonist has and there's nothing extra that the protagonist knows (he/she doesnt really know anything by himself/herself) that you don't. There is no exposition in which your character (or other non-playable-characters) explain what is going on. Even when NPCs do, its false information half of the time. You character mostly communicates with other characters through his/her actions and not words. The most that you get to say in any situation is a yes or a no OR what item you want to buy from a merchant. This seems realistic as well since most of the characters are hostile towards the player anyway and even those who seem friendly can be reasonably expected to be trying to cheat the player. Why would the protagonist even want to talk more with these characters then?
Any knowledge of the game world, its characters and location, shortcuts, history of the world and what to do for a better future are gained by you, the player as you play the game. You're not simply playing a section of the game to get to the next cutscene where others come and explain what is going on. And because of this, different people playing the game will have different experiences : they wouldn't have been to the same locations (note that some locations are hidden and you could miss then completely, as I also have), spoken to the same characters, or simply paid enough attention to things in general. This is not to say that there isn't a real story. All characters in the game, all locations and even objects have a deep history and a clear reason for why they are the way they are - eventhough you may not be able to see all of it while playing the game once or twice - like if real life where the story of your life is your own and these isn't any exposition to tell you what's going on. The story and lore of DS are arguably more vast than those of any of the other games I mention here. There are extremely large youtube channels (example of VaatiVidya) dedicated to simply explaining the story of DS - but you dont need all that to enjoy the story when you play. The same way you dont need to understand quantum mechanics or molecular biology or human psychology to enjoy real life - but having that extra bit of depth makes things more interesting for sure.
Let me really try to drive this point home with one last example. Lets say you started playing the following modern open world games (or their sequels) at the same point in time - Bioshock, Mass Effect, Elder Scrolls 4 or 5, Witcher, Assasins Creed, Fallout 3 or later, Red Dead Redemption, Grand Theft Auto and lastly DS 1. After playing these games for a few months and spending lets say 10-15 hours in each game you decide to stop playing and gift the game along with their progress to your brother so that he can complete them. You brother has played a few games before but is by no means a veteran gamer or anything. All the other games apart from DS would be a breeze to take over from someone else's save file (thanks to journals, quest markers and what not), but DS would be near (although not exactly) impossible. Your brother would mostly have to spend time travelling through all the places you've already travelled and get an understanding of how the world is structured. If you really do want to try doing this experiment, I would recommend that you leave your brother in either
5. There are tradeoffs to everything; There are neither heroes/villains nor good/evil: I hate stories where a villain exists for the sake of being a villain, devoid of any backstory. In Skyrim for example, an ancient evil dragon is prophecised to destroy the world and your job is to kill it and save the world.
Batman comics do a brilliant job at giving a background story to every 'villain' in its stories - while you can't entirely empathise with the villains, you can for a large part understand how they ended up as villlains. As an example, Poison Ivy has good the good intentions of restoring nature but goes overboard with the idea to the extent that she devalues the life of humans in favour of those of plants and animals - it seems evil but in a world as harsh as Gotham City you probably need to go a little overboard if you want to get anything done at all.
The morality of DS is probably the most realistic I've seen across games. Unlike games like Mass Effect and Fallout (clear moral choices with expected results), Skyrim (slightly less clear moral choices but with expected results), Witcher (fairly unclear moral choices with unexpected results), DS approaches morality the best by not even considering morality in choices.
In DS, it's difficult for you to even judge after the results of a decision are clear whether it was absolutely the right decision. Although most people would have their interpretation of right and wrong choices, there is no absolute truth in this. It's kind of like asking the question - is capitalism (which favours the individual) or communism (which favours the group) the right choice? There is no right choice here and what we see is that a system that is in between both is probably the best. Similarly, liberal and conservative values are not absolutely good or bad - we need a mix of both.
There are plenty of metaphors in the game to aid you in making decisions, amidst all this moral grayness. Linking the flame could be a metaphor for a mixture of sustaining life/capitalism/conservatism/doing one's duty, whereas the opposite could be a mixture of communism/exercising free will/liberalism.
While it's great to have gray morality systems in games to reflect real life and the different tradeoffs, it's important that we value certain fundamental good and condemn fundamental evil. There are people and gods in DS who kill children and experiment on women to deform and dehumanise them to make themselves more powerful. Characters such as this help us maintain a sense of good and evil and guide our decisions in a world which is mostly gray in morality otherwise.
6. Innovations in game design and mechanics: DS improved upon a lot of game mechanics/design elements that existed before it and invented a few new ones as well.
The stamina bar which balances how you much you can walk, run, dodge, block, cast spells and attack within a set amount of time is an incredible resource which was probably used for the first time extensively in an action RPG game (outside of the Demon Souls, the humble previous entry in the series). The result is a very balanced fighting system, so much so that the online PvP scene is going strong to this day.
The estus flask method of healing which gives you a finite number of heals from bonfire to bonfire (these are save points) is a brand new concept and so are bonfires themselves. These are game mechanics that fit perfectly into the lore of the game and do not seem out of place. Estus flasks (which are filled with fire, a metaphor for life in this game) are refilled at bonfires.
There are no loading screens in DS and to achieve this is an amazing technical feat for game of this scope. This is done through clever use of elevators, foliage etc. in a way that never seems artificial.
There is a huge variety of weapons (almost all of which are viable) along with a nice mixture of casting magic and enchantments which help create a combat system that is a thousand times better than other Action RPGs of this decade, including Skyrim and Witcher. The combat is realistic in the sense that fighting multiple enemies using swords or arrows is very difficult as in real life - even when taking on relatively weaker enemies.
The level design is very organic. You find enemies in places you'd expect them to be in terms of a natural setting- for example 'tree-like' enemies in the forest and 'sword and shield wielding' enemies in towns/towers. Enemies and the setting play a huge role in 'environmental storytelling' wherein you get an idea about the history of a place just by exploring and observing.
Although the world is very open and you're not generally told where exactly to go to get to the end of an area, clever use of verticality in levels makes progress intuitive. Also, the way shortcuts are implemented in this game is incredible. Shortcuts help the curious and creative explorers avoid repetition of sections of the game without using bonfires (which are checkpoints) and are an even more organic way to implement save points than bonfires in a large interconnected world. This is something that took the developer so much time and effort to design that they gave up this type of design altogether for future games. Heck, they couldn't even bother to design shortcuts in the second half of DS with the same quality as they did in the first - the level design and interconnected world of the first half of DS is something that may not be superceded at all.
7. All the other stuff I can't here/cant recollect/haven't discovered: There are youtube channels which uncover story and game world details to this day and help revise and refine previous understandings. For example, the last dark souls story/secret related video from 'VaatiVidya' which has around 1.5M subscribers came out recently. The first one came a full seven years back in 2013, 2 years after the game's release.