Minimalism in UX : The Dark Souls Case
- Nicolas Ferron
- Jun 10
- 2 min read
For several articles now, I’ve been highlighting smooth, intuitive, and rewarding user experiences. Clear interfaces, well-designed systems, natural onboarding… so many best practices that make games accessible and enjoyable.
But today, I’d like to talk to you about a UFO. A game that follows almost none of these recommendations — and yet has been a massive critical and commercial success.
I’m of course talking about the Dark Souls series (and, by extension, Elden Ring).

A Minimalist and Brutal UX
Dark Souls is a merciless game. No proper tutorial, very few explanations about the mechanics, items with cryptic descriptions, and an almost total absence of markers or quest logs. Even the quests themselves are deliberately opaque.
It’s the pinnacle of “sink or swim”: you’re dropped into an unknown world and… figure it out.
From a UX point of view, it’s a perfect counter-example. No guidance, no clear feedback, few visual cues. One might think it’s a user experience disaster.
And yet…

A UX Paradox: Everything You Shouldn’t Do… That Works
Why does it work? Why have millions of players fallen in love with these games even though they seem to ignore the basic rules of modern UX? It’s clearly not for lack of resources.
Because Dark Souls offers a rewarding UX. Demanding, harsh, but incredibly satisfying.
Every challenge overcome, every shortcut discovered, every boss defeated after dozens of attempts gives you a real sense of achievement. It’s not the game holding your hand: it’s you earning every inch of progress.
Challenging But Fair: The Core of Dark Souls’ UX
That’s the genius of the series: it’s hard, but never unfair.
The game respects your time and efforts. When you fail, it’s rarely because the game cheated. It’s because you weren’t ready. Or because you haven’t figured it out yet. And when you succeed… the reward is worth it: a unique weapon, a shortcut to a familiar area, an unforgettable cutscene.
Dark Souls rewards learning, perseverance, and intelligence. Sometimes, a clever approach or careful observation can defeat an otherwise terrifying boss. The game tells you nothing, but shows everything to those who take the time to look.

Dark Souls and Niche UX Design
Dark Souls doesn’t try to please everyone. And that’s probably one of the biggest UX lessons to take from it.
Trying to create an experience for “everyone” is often the best way to create something bland. On the contrary, Dark Souls clearly addresses a specific audience: players looking for challenge, meaningful rewards, and a demanding yet respectful relationship with the game.
It’s a niche UX, but perfectly executed. And that’s what makes it a cult classic.

Conclusion: A Rewarding UX Above All
Dark Souls proves that good UX doesn’t necessarily mean “ease”, “accessibility”, or “constant guidance”. A UX can be minimalist, even seemingly hostile, as long as it remains coherent and rewarding. That’s why it’s essential to know who your game is for.
The player is never disrespected. They’re tested, but never abandoned. And it’s precisely that stance that made the series successful.
When it comes to user experience, it’s not so much what you show that matters… but what you make the player feel.
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