Dark Souls 1 has...
1 - A very robust single-player mode with constant progression.
2 - A low skill execution level (uses all buttons, but no need to do button combos or motions more complicated than a single direction) - Easy to learn, hard to master.
3 - Huge variety in possible player builds.
4 - Relatively slow-paced but high impact combat.
5 - Tons of secrets to discover and share among other players.
6 - The ability to help other players instead of just PvP.
As far as the skill execution debate goes, I feel like people are dismissing concerns as "People just to win all the time" when what new players want is to be able to "Just focus on playing the game and having fun." I can play someone who's better at me at Smash Bros and have fun because I'm playing Smash Bros, not fighting the controls, but playing something like P4U is far more stressful, because I can't focus on just playing the game; I also have to worry that I'm going to mess up my inputs. And from what I understand, P4U is considered one of the easier fighting games.
I have a puzzle game that's rather fun on the iPad, but very stressful on a phone because the spaces are so small that unless you really concentrate, it's easy to press the wrong space and lose a life. When controls cause stress, it drastically changes the vibe of a game. Saying that new players just need to practice and get better so that the controls are no longer stressful is like telling people that Final Fantasy XIII gets good after you've played it for 30 hours. These are meant to be recreational and if you want your game to be fun to new players then they should be able to get better at the game while playing it and having fun.
Not every game needs to be for everyone, so it's perfectly fine to make games that are just for veteran fans of the genre, but don't be surprised if new players find such games unfun and dismissing such players as losers who just want to be handed wins doesn't give the FGC a good look.