Humanity, weapon upgrades, plus equip burden and its effects on dodging are the main ones I can think of off the top of my head.
Weapon upgrades in Dark Souls require players to actually be willing to delve into experimentation—unfortunately, I think too many players these days are too lazy to try anything unless they know exactly what's going to happen. I have no sympathy for those players.
And there's nothing wrong with the equipment burden system in Dark Souls.
Give the player a better idea as where to go but don't physically bar the player from exploring places if he so chooses.
No no no no no. Same thing as above—players are too lazy these days. When I played the original Legend of Zelda, I was given a sword and told to go do stuff. That's what I did. Why does there have to be so much hand-holding in games?
-Those who played through the game once or twice probably missed a lot of small things they would have enjoyed without communities to tell them where to go or what is available, making some misrepresent the game.
This is another thing about modern-day game mentality that bugs me: the idea that players should be able to see or do everything, especially on one play through (though I know you aren't directly saying that second part). Players
should miss things if they don't put effort into finding them. When I played the original Metroid, I ran around the game and bombed every segment of the world I could find, looking for secrets. I tried the wall climb in nearly every door. I made maps. Games used to require that of players, and if players didn't put in the effort, the game wouldn't reward them. That's changed so much over time.
Yes, I'm (slightly) old, and possibly quite bitter. I love the Souls games, because they remind me of games that don't exist anymore, and because it forced me to actually earn whatever reward I was given.
Games don't "need" to do anything. I'd just like them to in this case.
I just feel like in the case of Dark Souls, there was so much story there that they WANTED to tell us but just didn't.
That's another part of Dark Souls that I love, though. I love not knowing exactly what happened in and to this world. I love being given only small snippets of story, instead of having narrative and cutscenes shoved down my throat. I love the minimalism of it all, and the opportunity to decide for myself what happened here. I think that vague style of storytelling adds to the game, and it wouldn't be the same if it told too much.