Lose without excuses
Absolutely agree. I think the original intent was to make the game more immersive by not having a lot of story cutscenes and to try and figure out the story and lore on your own via talking to NPC’s and via item descriptions, but I think the route they took with Radahn is the best path forward. I was actually hoping for more of that with Elden Ring since it was technically a new IP (even though it’s essentially a reskinned open world DS3, which I don’t mind). Like, I could play different versions of Dark Souls forever, but it does get redundant after awhile and a bit tedious. Since Game of Thrones dude was apart of the writing and story telling to some degree, just had more expectations for the story telling aspects of the game.100%. More explanatory, hype-inducing theatrics before notable bosses. Things like voice lines from Moongrum (maybe hinting at the war between the Golden Order and Raya Lucaria or hinting at what's happened to Rennala, both being reasons he refuses to let you pass) while you fight him just before Rennala, a cutscene chat with Melina before Morgott since she can be summoned for that fight, literally ANYTHING that indicates that Godfrey has come back instead of walking into the room to find him there and being wildly confused who the fuck it is, something to indicate why you're at / what you're looking for in Farum Azula (could just be lines from Melina at the Mountaintop or a separate cutscene), having specific NPCs you've worked with for whatever ending you choose showing up in the final cutscene to hit home what your choice has done, etc.
I don't need an excessive amount of hand holding nor do I expect it in a Fromsoft game, but hot damn give us something to draw us in when there's a very high chance there's 5-10 hours between a player's previous major story step to the next because they've been exploring.