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You are at:Home » Game Design Secrets of Hidetaka Miyazaki, the Mastermind Behind Elden Ring | Games
Game Design Secrets Of Hidetaka Miyazaki, The Mastermind Behind Elden
Technology June 27, 2024

Game Design Secrets of Hidetaka Miyazaki, the Mastermind Behind Elden Ring | Games

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TThe famously difficult dark fantasy epic Elden Ring is the second best-selling game in the world in 2022, and with the release of its expansion Shadow of the Erdtree last Friday, everyone is once again debating whether the game is too difficult. Every game developed by From Software since Demon’s Souls in 2009 has sparked this debate, but I’m not going to get into it, because it’s neither interesting nor particularly important. These games are what they are, and you can either choose to get into it or, of course, walk away.

This vision is inherited from the game’s director, Hidetaka Miyazaki, who rose to fame with Dark Souls in 2011 and has also served as FromSoftware’s president since 2014. Though tough, there’s also an element of faith and encouragement in this approach to game design: Elden Ring and other games believe that if you just play patiently and ask other players for help, you’ll eventually win and feel much better.

Miyazaki is an interesting character and one of the most influential artists in the gaming and entertainment world. He was named the “100 Most Influential People in the World” by Time magazine. The 100 most influential people I first interviewed him last year, just before the European launch of Demon’s Souls in 2010. Following his career since then has been one of the highlights for me. I recently interviewed him again in Los Angeles, and it might be comforting for some of us to know that playing his games is sometimes painful, even for him.

“With any game, before launch I’ll spend as much time playing it as I can,” he told me, “but after launch I don’t want to touch it too much because I think I’ll find things that I’ve missed or issues that bother me. And once I’m a player, I don’t have the power to do anything significant to change that, so I stop playing it once it’s out.”

“However, in preparation for Shadow of the Erdtree, I played through the main story of Elden Ring. I’m absolutely terrible at video games, so my approach and playstyle was to use everything I had at my disposal, every assistance, every help the game offered, and all of my knowledge as a game designer…The freedom and open-world nature of Elden Ring probably lowered the barrier to entry, and I may have benefited from that more than anyone else as a player.”




Hidetaka Miyazaki at the E3 Expo in California in 2013. Photo: Daniel Botsarski/WireImage

Watching Miyazaki pick up the controller and agonize over the world he’s created (and its imperfections that only he would notice) made me laugh heartily. It’s a true commitment to his game design philosophy of improving through failure, a mantra that seems to permeate his entire life. Miyazaki is a very hands-on director, and all of his games clearly bear his influence, but during his decade as president of From Software, he has tried to pass on his knowledge and artistic approach to others, giving them the space to fail as well.

“The budget, the size, the scope, everything has expanded to a level where I think there is not as much room for failure as there was before,” he told me. “From Software has its own way of hedging, so to speak. For most of our projects, we have partners who fund the projects. … From a business management perspective, we are not betting everything on one project. At the same time, we need to find the right projects where we can afford to fail. Even if they are small in scope or size, or a small module within a bigger one, we need to have room to fail. I think that’s where a lot of young game directors can try and learn from. Understanding and identifying where we can afford to fail is how we develop talent.”

Miyazaki considers Elden Ring a “turning point” for FromSoftware: “There will be a clear difference between before and after Elden Ring… [2023’s mech game] “Armored Core VI,” he says. He expects to see more games from the company’s other directors soon, rather than just himself. “I think Elden Ring is the limit for FromSoftware right now, in terms of scale. We’ve used all the resources and talent available to us. … There are concerns about scaling up even further. Perhaps having multiple projects is the next step, and other younger talents will have the opportunity to manage and oversee the game design of smaller projects.”

Shadow of the Elder Tree is the end of Elden Ring for now. With the exception of Dark Souls, Miyazaki generally doesn’t make sequels. Demon’s Souls, Sekiro, Bloodborne, and Elden Ring are all standalone works, and I get the impression he likes it that way. Interestingly, though, he wouldn’t mind someone else continuing The Land Between in a different medium.

“I don’t see any reason to rule out another interpretation or film of Elden Ring,” he told me, “but I don’t think myself or FromSoftware have the knowledge or the ability to create something in another medium. That’s where a very strong partner would come in. We’d need to build a lot of trust and agreement on whatever we’re trying to achieve, but I’m certainly interested.”

If any Soul Geek readers work in arthouse film production, consider this an opportunity to jump on.

What to Play




Luigi’s Mansion 2 HD. Photo: Nintendo

Now, let’s talk about something completely different. Luigi’s Mansion 2 HD This week there is a welcome blast from the past (I Reviewed by IGNOriginally released on Nintendo 3DS in 2013, this fantastically unique and spooky adventure is better than any Ghostbusters game ever made.

Mario’s clumsy, timid little brother has five elaborate diorama mansions to clear out of ghosts and secrets. The animation here is unparalleled, the ghosts are brimming with personality along with ectoplasm, and Luigi himself is an underrated star of slapstick comedy.

Available on: Nintendo Switch
Estimated play time:
12 hours

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