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sc94597 said:

Maybe I've played too many games in my time, but a stamina meter is the standard for real-time RPG's. And its management is also a standard. It is pretty much the core feature of any melee class in an MMORPG/Western RPG. Enemies in souls games are pretty scripted, so the response to behavior isn't that tough. After fighting the boss five times it is quite easy to predict the chain of actions they'll perform. While this is a fun mechanic, I wouldn't really call the most strategic element I've experienced in a game. And it certainly isn't a feature exclusive to this game either. Monster Hunter is a series that has a very similar "strategy" system, but it is enhanced by having up to four playable characters - each with a role to perform (tank, support, etc, etc.) I've yet to play Co-op in Dark Souls, so I won't comment on how it works there. 

I mostly play a pyromancer in Dark Souls by the way. 

With turn-based games you have more control. Not just over one character, but over four (or more) characters. Not only do you have to perfect the stats of your main character, but you also make sure the party is balanced. That you have enough magical and physical offense and defense, that your skills won't negate each-other, and the same things that you need to consider in dark soul also apply in turn-based games. You can't be so overtly offensive with a defensive boss. You must first remove their extra defense, somehow. But you aren't precluded to just that. The games with the best strategic systems give you multiple means of doing things. Dark souls is a game in which you have one way depending on your class and pretty much only one way. That is why I don't really consider it that strategic. Now not all party-based games need to be turn-based, but then there is a problem of a working system to control the characters which arises. Games like Dragon Age allow you to pause the game and control as much or as little of your party as you'd like. When fighting hard bosses on max difficulty, this usually means you have to pause every party member on every single cool-down. You need to micro-mangage and use your attacks as efficiently as possible based on the party combination you created. Now some RPG's, like tactical RPG's go even further and you have dozens of characters to control based of placement and turn-based combat. They add the element of "war" strategy to the gameplay. Overall, with a turn-based game you not only have strategy on the how can I approach this enemy level, but also on how can I synchronize my party and how can I utilize my limited turns. How can I control all members of my party to maximize my damage output on the enemy and defeat him. The only way a real-time game can emulate this is by being multiplayer. 

Dark Souls system might not be unique for you but it is for me. I think you are much more experienced in rpgs than I am.

DS reviews do talk a lot about the system depth. While I agree the enemies are scripted, but the variety of enemies in each area keep the experience fresh and changing.

In Dark Souls the balance also comes from equipment not only stats, there is not only physical defense but also fire, lightning, magic, poison, bleed and dark defense, in addition to poise system. Keeping you character balanced is more about your equipment than your stats really. Not to forget that That the physical damage has three different types. Also, buff and debuff system can easly be implied in action based system. You really need to plan things ahead. A boss becomes easy after 5 death is 100% true, that is my point actually.

Now I agree with you party management is deeper in turn-based systems. But I disagree that you have more control. Not being able to move around or to dodge / block, or to interact with the elements in battlefield is a lot of sacrifice in comparison to action based system. Don't forget that party management in action based system can be implied through gambit-like system like in FF XV (although the direct control over all members was removed). You set rules and manage the behavior of each party member in advance. How detailed it is depends on the game.