an rpg shouldn't be easily finishable in under 3 hours once you've done it a couple times.
Not that I'm wanting to challenge this statement, because I can totally understand where you're coming from when you say it, but I'm honestly curious why this should be the case? Like, people speedrun all sorts of games all the time, unless your point is that the amount of replays until one gets good at Dark Souls is too low for an RPG?
If you had 600 damage in one hit the first time you went to Blighttown, you were way overpowered for that area. No ifs, ands, or buts. The area was much much easier for you than the average person.
^ In fact I'm now sort of curious what you were using. What was your main weapon and how was it upgraded?
First, let me say that the 600 damage I was doing was not with a light attack, but with a quick two-handed heavy jump attack, so it's not like I was one-shotting everything. A well-placed backstab would usually take out one of the big dudes, though. When I first entered, actually, I was using a zweihander one-handed, though by the time I got to the bottom bonfire I managed to put those last few points into DEX that I needed in order to wield my Black Knight Greatsword. I have done very little upgrading because my usual pool of weapons encompassed about 18 different handheld items.
Off the top of my head from that period:
Right hand: Zweihander, Black Knight Greatsword, Greataxe, Divine Spear (maybe Divine Spear +2 or something) for the Catacombs, Winged Spear, Jagged Ghost Blade from and for New Londo Ruins, two-handing Black Knight Greataxe,
Left hand: Grass Crest Shield (always on), Longbow, Light Crossbow, Heavy Crossbow, Skull Lantern, Pyromancy Flame+...3? +4? it wasn't much
The "main" path for Dark Souls is the one they expected players to do first. Yes, you have the ability to go to Blighttown before the Undead Parish, but then you miss out on a large number of experiences you were supposed to have and you probably won't know to do that until your second playthrough or later. The "main" path is the one most people follow, since the odds are much higher you are naturally funneled through the Depths than that you try to go in the "wrong" way with the Master Key.
^ This particular thing was not really a commentary on the game's difficulty so much as a response to the post above it.
Okay, point taken. yeah, I can see how the game kind of leads you through several areas via doors, bosses, and level caps. Less a "main" path and more an "intended" path. My bad on that point.
For all of it's open world, Dark Souls doesn't harbor that much new or that many surprises once you've beaten it and been to most of the areas. About halfway through the 3rd playthrough (assuming you do NG+) the game starts to get a bit boring because it's too easy and the only difficulty comes from doing stupid challenge runs that are really you hog-tying yourself because the developers didn't balance the thing properly.
It's VERY good the first time through, but it's not well designed.
Personally, I do not equate "low replay value" with "well balanced". Again, most of the point of Dark Souls is you as a player learning its tricks. It's actually extremely old-school in its level design -- like NES-era level design, in more ways than one. And really, very, very few games are balanced beyond the first playthrough, and even less beyond that; most games with NG+ only increase the numbers involved in the game to
actually artificially inflate the difficulty for people who want additional challenge.
I don't know if I mentioned here, but I find Sen's Funhouse the easiest to point out the fantastic level design, at least as far as I have gotten into it, and I noticed it because of how old-school the design sense was for the area.
I feel I should also mention at this point that I both agree with Yahtzee's sentiment that it feels they designed the world first and the game second as well loving that aspect of it. The level of environmental storytelling in Dark Souls is super refreshing and extremely enjoyable.