Nah, I love it getting an item and it having a interesting description, succint and good way to pass information in a quick manner. Plus the games give you a lot through NPCs, people talk like the stories in these games are like engineering.
Item descriptions are bad storytelling, full stop. A few sentences of vague, often badly-translated text are a poor substitute for exploring a narrative. NPC conversations in the Souls series range from obtuse to straight-up nonsense. Very rarely do you meet an NPC whose dialogue in regards to expanding your understanding of the world is clear-cut and to the point.
I'd argue Dark Souls 2 has some of the best NPCs in regards to storytelling, such as Straid of Olaphis (whose entire character is built around the fact that he's from a cycle that occurred between Dark Souls 1 and 2, originating from a kingdom that no longer exists).
There
is good stuff in these games, but if I have to watch VaatiVidya for a few hours to understand the plots of the games I just played in full, context and everything (i.e., have a story told to me), then the game failed to actually tell me a story, and I had to seek out another source to have the narrative relayed to me.
Keep in mind Bloodborne straight up
never tells you what Yharnam really is, why the beast blood is mutating people, how they found the blood in the first place, and so on, and you only clues to the truth of the city lie in the Chalice Dungeons, which most players won't play, much less realize are actually a vector for a critical point of the narrative to be relayed to the player.
Even still, the Chalice Dungeons still fail to clearly communicate any sort of story, to which I return to my point about VaatiVidya: having people on YouTube tell you their interpretation of vague hints and (often poorly translated) lines of dialogue is indicative that the kind of storytelling seen in FS games is
far from the "best storytelling in mainstresm" (sic), as you put it.
Item descriptions aren't so much story as lore. Something for those that wonder, "What the heck was that thing I just cut down?" or "What is/was this place" rather than being the story the player plays through.
Sounds interesting though, the thought of a From game with an explicit focus on story.
The exact words of the post I was responding to were "they already have the best storytelling in mainstresm" (sic). I'm not trying to dig into the logistics of Soulslike worldbuilding in From Software games. I like the lore, I like the characters, and I like the mystery of it all. But it's not a good storytelling, which is my point.