I'm 1000% certain that everyone who picked Bloodborne, Sekiro or Nioh over other souls game have mainly experienced games as single players, or played the other souls game waaaay past the release date.
Everyone got brainwashed by the "muh difficulty" elite bragging meme and the "correct" way to play is to solo bosses while being naked with a unupgraded club. While it's true that the difficulty ceiling can be as high as you want, it's an absolute travesty to play souls game offline.
Did devs spend a significant time implementing netcode and many online features (often at the cost of refining the single player aspects) just so they can be completely ignored? That is obviously not the case. If someone plays a game while ignoring/disliking half of the mechanics, it's no surprise that they don't like the game.
The truth is that souls games are ephemeral pieces of art that can never be experienced ever again once the player base has moved over to other games. Each release is a firework of peak cinema and janky unpatched mess, and playing without online features is akin to visit an empty club room with no music at 10 am.
Souls games are comedies within tragedies, filled with humor and wit. The desolate loneliness of the world purposefully elevate the meaningful encounters with NPC and strangers. The cold and harsh design is there to funnel players towards multiplayer and make them huddle together against adversity.
Moving through the environment automatically replay the death sequences of other players who died near that spot (and can be reactivated with bloodstain), orange messages display advices or shitposting leaving you with a fulfilling joy whenever someone rate up your shitpost, miracle resonance lets you experience the feeling of cooperating with other player even when you're not directly together like leaving bridges in Death Stranding for other players.
Of the three Dark Souls, DS2 made the most polarizing decisions for the sake of multiplayer and was severely held back by jank mechanics and player hostile designs.
Did you know that DS2 has a fucking voice chat? It's like Lethal Company, you never get tired of getting summoned by a random and hearing them screaming at a trap, an ambush or when they fall from a ledge. But you can't experience that 10 years after the game when there's no clueless beginner anymore. Try playing Lethal company solo or with a bunch of overly serious tryhard, and you're guaranteed to have a completely different experience than the initial playerbase.
You'll never have the full experience of covenants 10 years after release. There's a covenant to invade, another one to call help when invaded, and another one to help the invaded. There's no shot any player is still available to experience the chaos of seeing a blue guy chasing a red guy chasing another guy. There's a covenant that lets you get equipments and spells by helping other players to kill bosses, but after the playerbase has moved, no one will ever request your help, and you'll never unlock Solaire's equipment.
You'll never experience again:
-summoning a white phantom and him spontaneously teaching you secret passages on the map with emotes because no mic
-snipe your friends and invade them instead of helping them (like Mildred NPC from DS1)
-getting invaded during mirror knight boss
-getting invaded by a moving crate (chameleon spell)
-getting beaten up by an invader with a laddle
-invading cosplayers (communists with hammer and shotel, capitalists whiping peasant with pitchfork and miners with pickaxes)
-seeing the ground littered with summon signs and holding fight clubs
-getting stunlocked by a spin2win beyblade
-expecting honorable duels and ending up farmed by a gank squad
DS2 has a harsher penalty when dying (losing max hp and the ability to summon help), and in single player there's no other way but to spend limited humanity items which is punishing. But in multiplayer, you can restore humanity by:
- killing an invader (if you have a friend with a red soapstone, you can farm humanities by holding duels with them)
- invading a poor lad
- leave your small soapstone, get summoned by someone and survive 8 minutes (you don't even need to reach the boss.)
- leave your white soapstone, get summoned and kill the boss
- getting summoned and beg the host for humanities in voice chat (just to receive green moss instead)
As such, summoning other players, even when you didn't need them, was an act of kindness. Moreover, each ally increases the hp of enemies, so summoning clueless beginners actually make the game more difficult but more meaningful to carry.
While dying as host is very punishing, dying as white phantom has NO consequence. There's nothing funnier than playing with other white phantoms recklessly. And before you know it, you've mastered the map and got over leveled.
Multiplayer pervaded so many aspects of DS2 that you can't help but be impressed by the devs' commitment. For instance, there's the pursuer, a boss that presents a sudden difficulty spike to the player. But the game foreshadowed the use of ballista, and that it can damage both players and enemies. With a bit of observation, you notice that there's a ballista in the pursuer's room, and that an obvious solution is to bring a white phantom so that one can lure the pursuer to the right spot and have another operate the ballista. But if you fuck up, you can friendly fire and kill your friend instead.
DS message is "you can overcome anything with the power of friendship," and the "the real kings are the white phantoms you met all along"
Now, the player base has moved to Elden Ring. You get invaded by drip inspectors who judge how cool you look with a binocular, and you get help from legends like Let me solo her and Let me tank him. And that's something you won't be able to experience once these guys stop playing.
Multiplayer in souls game is a live beast that can't be replicated. You actually have no choice but to hop on the latest game to chase after it if you want to experience those unforgettable memories. Remove it and all you're left with is a scuffed single player action RPG.