compare this to dark souls 3 where havel is standing near a dead wyvern (not even a dragon come the fuck on) and its like wow this guy kills dragons what a toughy.
one interesting thing about havel in dark souls 3 is his gear's placement on lothric bridge by the stray demon. i still haven't figured out why it's there and why you get havel's ring from the demon's soul. and i have a hard time believing lothric would just have a friendly chaos demon guarding the bridge for them - i get the sense the demon may have been havel at one point (or at least a 'havel knight' from the same order, but i'm not sure about that) i kind of wonder if the havel you fight at archdragon peak isn't even the real havel, or if archdragon peak is temporally displaced from the rest of the world.
that said, i agree that dark souls 1 was better with this than 3. the occult weapon by havel's set is classic. but 3 does have some stuff, like the corvian item drops/aldrich's lifehunt scythe/painting guardian set/snowy irithyll suggesting stuff about the painted world merging with anor londo. it's not a single crystal clear example but it's still interesting how you slowly make that connection as you pick up more and more evidence for it.
i also like the way 3 has a few instances of enemies from different factions fighting each other (darkwraiths vs. ghru/wolfblood followers and the black knight vs. demons). it's not a subtle thing, but it is a form of environmental storytelling that gives you a better feel for the relationships between factions that 1 didn't do.
Is environmental storytelling the same as narrative architecture?
narrative architecture is a subset of environmental storytelling, yeah.
edit: actually sorry it depends on what you mean by that. if you mean like building architecture that suggests a narrative, then yeah, but if you mean the game itself as architecture for a narrative, then no, that would be closer to the idea of ludonarrative. ludonarrative is the story of what happened as you played the game that you would tell your friends about ('i did this, then that happened, then this happened'), and narrative architecture would be the practice of designing games to cultivate certain kinds of ludonarrative (environmental storytelling could still be part of this though).