Hidetaka Miyazaki interview with Famitsu: Always feel anxious when the game is released

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Elden Ring, the latest title to be directed by FromSoftware CEO Hidetaka Miyazaki, has sold 10 million copies and that number is still growing. Hidetaka Miyazaki has given several interviews around the game, and he recently spoke with Famitsu.

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At the beginning of the interview, Hidetaka Miyazaki was asked how he felt about the game's release. He said it didn't feel very good. He said, "It's been the same with all the past works, not just this one (Elden Ring). I'm really relieved, but I'm more anxious. I've never been used to (that feeling)."

Hidetaka Miyazaki next discussed the expertise and foundation that the Dark Souls series has given to Elden Ring, specifically mentioning the combat system, area design, and balancing challenges. The team started out with the decision to make Elden Ring the biggest title to date and felt that the company's expertise was sufficient for a project of this size. But in the end, they found the project to be larger and more complex than expected.

Elden Ring has been in development for many years. Hidetaka Miyazaki said that he directed two projects at the same time as before: Elden Ring and Sekiro: Shadows Die Twice. He doesn't think Sekiro: Shadows Die Twice had a particularly strong influence on the new work but acknowledges that there is some connection between the two.

George·RR·Martin was involved early in the development phase, coming up with the game's basic mythology system, after which FromSoftware proposed to him ideas similar to the Elden Ring and other special presences and key moments. Things like the Golden Tree have also been proposed afterward.

"At first, it was not called 'Ring', but I think he talked about the existence of something like the Elden Ring and the possible forms in which it could be broken. However, it was only described as an abstract concept, and I don't think he had a figurative theme like the golden tree at the time." says Hidetaka Miyazaki.

On the map, he had some interesting things to say about the concept of map fragments. Hidetaka Miyazaki thinks it adds variety to exploration: you have to explore an unknown area first, which is a feeling, and then you find map fragments, which give you some idea of what might be around, but even then the map won't contain all the details in the world, so there's still a sense of discovery. He added that exploring with the map is fun, which is why the pieces are easy to obtain.

The Famitsu interviewer asked about the game's scenario design, the Lands Between journey, and Hidetaka Miyazaki said the goal was to make "Lands Between" a painterly, fantastical, and mythical landscape with a "romanticism in solitude " feeling. Player freedom is a top priority, which is why it's designed to let players explore areas in any order and only a few places will be blocked by Boss.

On the map, he had some interesting things to say about the concept of map fragments. Hidetaka Miyazaki thinks it adds variety to exploration: you have to explore an unknown area first, which is a feeling, and then you find map fragments, which give you some idea of what might be around, but even then the map won't contain all the details, so there's still a sense of discovery. He added that exploring with the map is fun, which is why the fragments are easy to obtain.

As for the man's own style of play, Hidetaka Miyazaki prefers a "tough" character who can take enemy attacks and overpower them (he is a fan of Berserk and naturally wants to be the main male Kez). But he is still playing casually and hopes to find another style he likes in the future.

Tips for new players? Hidetaka Miyazaki gave a great tip: new players should enjoy themselves, not worry about upgrading and points, not be afraid of dying, but be relaxed about the trial and error of the process. He said that FromSoftware would like nothing more than for players to have fun.

As for the impact of Elden Ring on FromSoftware's future works, Hidetaka Miyazaki believes it will definitely have an impact. He emphasizes that Elden Ring itself became possible because of what came before it and how the team grew during that time and hopes that in turn, it will lead to a more challenging future.

Attribution: Famitsu Magazine

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