As anticipation builds for Elden Ring's upcoming DLC, Shadow of the Erdtree, creator Hidetaka Miyazaki has shared insights into the game's development journey and reflected on his previous works that carry the beloved FromSoftware DNA.
Elden Ring Creator Hidetaka Miyazaki Talks FromSoftware Titles and the Studio's Philosophy
FromSoftware's Battle Concepts Evolved Starting with Bloodborne
Through various interviews conducted over the past week during the recent Summer Game Fest, Elden Ring creator Hidetaka Miyazaki offered a rare glimpse into the creative process and philosophy that has shaped some of the most beloved games in the Soulslike genre.
In an interview with Game Informer, Miyazaki delved into the evolution of combat mechanics in FromSoftware's titles, emphasizing the pivotal role of Bloodborne. According to Miyazaki, the shift towards a more fluid and active combat system started with Bloodborne, From's 2015 action RPG. This battle design philosophy was further refined in Sekiro: Shadows Die Twice, shared Miyazaki.
"It’s become something much more fluid and active, which was a very defining characteristic of Sekiro," he explained. "This fluidity in combat was something I’ve been thinking about since Bloodborne. Sekiro was a turning point, but I believe there’s still room to elevate this mechanic even further."
When asked why Bloodborne stands out among FromSoftware's works, Miyazaki pointed to the personal and challenging nature of its development. "It was probably one of the most challenging development cycles we’ve had from a studio perspective," he said. "On a personal level, I imparted a lot of my own ideas into the game, from story and world-building to game mechanics. It’s perhaps the strongest reflection of my personal flavor in game design."
Discussing the making of Elden Ring, Miyazaki revealed that his approach to game development involves balancing high-level conceptual vision with detailed execution. "In Elden Ring, the defining details for me included artwork, level design, animation, and the text players see on screen," he said. "Given the massive scope of Elden Ring, we handed off certain level designs to other designers, which helped the company grow and showcased our collective talent."
Future Games Will Balance Difficulty and Player Agency
In a separate interview with CNET, Miyazaki touched on the future of FromSoftware and the lessons learned from Elden Ring. Unlike previous titles, Elden Ring is heralded as a truly open-world game that demands intensive grinding. "Traditionally, we've always liked the higher-difficulty curve type of games and experiences. But I think that nature in and of itself alienates a portion of the game-playing audience," Miyazaki acknowledged. "The freedom in Elden Ring balanced this by making the game more accessible while maintaining a challenging core."
Miyazaki hinted that this combination of freedom and difficulty might influence future projects. "It’s not just about open-world design but the degree of freedom given to players. This balance will be a key consideration in our future games."
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