i think part of the impact of dark souls esque hard gameyness in indie spaces was coming at a point where a lot of people were sort of looking for a shape that would let them transition from the ludum dare mines into something more economically legible, and here was something with a sense of being kind of new and unexplored at the same time that it was reassuringly solid and productesque.. i think in retrospect it's easier to identify that sense of possibility as like an aesthetic effect of the game itself more than anything else... like a beautiful painting of a road on the side of a cliff that had the unfortunate effect of people trying to drive through it