My point is just this: in Dark Souls the core and most basic gameplay mechanic is death. Death is what teaches you. It isn't a mere consequence of poor activity (as it is in so many other games). So, in my view, looking things up before you absolutely need to does a dis-service to yourself and the game. It's why I find the series special. .
It's not though. Death is a consequence we've developed by not being really observant. Off hand, in Dark Souls, I can count on one hand the number of times I was killed strictly due to things completely unforeseen and that I could legitimately say would have taken omniscience to avoid. Sometimes the clues are small, but they are there.
A lot of people talk about the dragon as an example of something that gets a lot of people and isn't avoidable. Well, it is...the bridge is scorched and there are bodies covering it. The scene itself is letting you know something might be wrong If you saw a charred road with smoldering bodies on it in RL, would you strut across like nothing happened? heh, and that's the point, DS is teaching us NOT to treat it like we treat most games, it's teaching us about consequence again, which is sorely lacking in most games (In most games, the "consequence" for not doing something is not getting a reward; so it's kind of like a neutral punishment system. Where DS has a full on negative punishment system. Or, another example, during the arrow traps, a piece of the floor is raised. The first mimic you see in Sen's is not flush against a wall or parallel to one in the center of the room like all the chests in the game were up until that point (You know, like a human would keep stuff). In many of the other traps there are bodies there. For fights? Most bosses will show your their move set as long as your cautious at first and move away a lot. This doesn't ALWAYS work, some fights are just bad at showing mechanics and some areas just have things that fuck you, but MOST areas in DS, there are clues.
Now, I'm not saying I found them. I died like a bitch in almost all those examples hah. But the nice thing about DS for me is looking back? I could see the subtle signs the developers left me. They didn't have some assholes pop up and say "UNDEAD MAN, UNDEAD MAN: That's an X mob, he's going to do Y thing!"...they left it up to me to discern it and made most of the fights fair about displaying them, or clues strong enough that someone really clever could usually avoid it. (Again, not always, some things were just die to learn.) DS brought back the Megaman X learning through showing; it's an art in games that's been lost due to how complex they've gotten but it's great that DS does it.
As for the fun thing? DS is loads of fun for me, not sure what you're smoking man. I agree with Sean on this, I would not play a game "just because it's hard". Difficulty alone does not make something compelling. Smashing your balls with a hammer and remaining concious is probably a difficult thing to do; but I'm not going to prove myself by doing it. DS marries difficulty and fun, that's why it's great. Not because it focuses on difficulty. And part of the byproduct of that marriage is giving the world an aesthetic very few modern games achieve: the feeling like the world is dangerous, like it's a living, breathing place that needs to be paid attention to, or else things will be bad. (The same way you treat the real world, which is why, I think, DS feels so rich, even though it's got a very sparse narrative.)