From Hidetaka Miyazaki of Software on the secrets of developing Elden Ring


when of software elden ring released in February, it took the gaming world by storm. Bringing together fans of previous From games with new players, elden ring delivered one of the most streamlined and accessible experiences the team has ever created. Plus, for the first time in a From game, it was all wrapped up in a beautiful and expansive open world that begged to be explored. The game was a huge success from the start, with millions of players striving to sit on top of the Elden Throne.

We recently had the opportunity to speak with Hidetaka Miyazaki, the long-time director of From Software, who has been instrumental in bringing games like Dark souls, Sekiro: Shadows Die TwiceY elden ring to fans around the world. He gave us an idea of ​​how elden ring was designed, which bosses were his favourites, and how to deal with nightmarish Fingercreepers.


Xbox Wire: How has open world design changed your creative process from your previous games?

Hidetaka Miyazaki: In terms of overall game design, the sense of accomplishment is a theme that has carried over from Dark Souls and the like. In addition to that, we mainly focus on a “sense of adventure” that allows the player to engage in this huge world, with its many unknowns and threats, in their freedom.

From an actual production perspective, the game became much bigger than anything we’d done before, so you could also say that the responsibilities handed over to staff other than me were much bigger this time.

To put it another way, there are now a lot of staff here who have grown and gained experience over the years, and the fact that they could be trusted so much was one of the reasons we decided to make Elden Ring when we did.

Xbox Wire: What was the thinking behind the Ashes of War system? Was it designed with flexibility in mind?

Hidetaka Miyazaki: Flexibility was definitely part of it. We wanted to put an emphasis on giving the player more freedom in a number of ways, and Ashes of War represents a link in a number of such efforts.

The goal was to increase the degree of freedom in the context of strengthening your weapons and customizing them your way, and I think this feeling of weapon customization ended up being quite expansive and fun.

Also, the skill system itself was created with Dark Souls 3, as a way to improve the different characteristics of each category of weapons. It entrenched the nuance of power needed to fight in a high fantasy world of myth and legend, resulting in a greater variety of flashy or idiosyncratic Abilities in the Elden Ring.

Xbox Wire: How did you design the different types of Ashes you could summon?

Hidetaka Miyazaki: Spirit Ashes were essentially chosen from enemies, but it came down to how they worked in-game. Whenever possible, during the selection and design process, we tried to be aware of the unique qualities of each summon and what they brought to the game.

Then on top of that, a layer of personality was added from a role-playing perspective. While this wasn’t true for everyone, I personally have some interest in the role-playing aspect, so it’s something I hope players can enjoy in that regard as well.

Xbox Wire: Were there design decisions that helped determine which boss was in a particular area in the open world?

Hidetaka Miyazaki: When we start designing an area, the setup establishes from an early stage which boss will spawn in that area, particularly for the bigger ones.

In this way, the gameplay of the boss character forms a premise for the layout of the area, and the gameplay of the boss can also be adjusted depending on the map it appears on.

Xbox Wire: Who is your personal favorite boss in Elden Ring?

Hidetaka Miyazaki: It is very difficult to decide, but I would have to say Radahn. I find him fascinating as an individual character, and I like the Radahn Festival as a situation. As well as capturing that literal festive atmosphere and sense of elation, I suppose it has that feeling of loneliness and oppression that you might associate with our games.

It seems like only yesterday that we were talking about the idea of ​​”Radahn Festival”… No one in the team took me seriously at the time! (laughs)

If there is a second prize, it would go to Godrick and Rykard.

Xbox Wire: Did any open world game in particular inspire your design choices in Elden Ring?

Hidetaka Miyazaki: There was no specific game that was the inspiration, but we have enjoyed many classic open world games from the player’s perspective and each one has given us a unique and wonderful incentive.

This list of titles is endless, but “The Elder Scrolls” series and “The Witcher 3” are there, plus “The Legend of Zelda: Breath of the Wild” as a more recent example.

Xbox Wire: Is there a way to stop seeing Spider Hand enemies? I see them every time I close my eyes…

Hidetaka Miyazaki: What can I say to make up for this… I’m so sorry… The Fingercreeper is actually one of my favorite designs…

I think that making a conscious effort not to see them will have an adverse effect. If you want to knock down their trauma, you need to set your gaze squarely on them, without looking away as you knock them down. Maybe that will work…?

Xbox Wire: Has the success of Elden Ring had any effect on your state of mind?

Hidetaka Miyazaki: As a member of the production team, the fact that so many people are playing Elden Ring brings me great joy and has been a great surprise.

Speaking both for myself and for everyone at FromSoftware, as game developers we have always felt extremely lucky, and this time has really driven that feeling home.

I’m not sure if you’d call it a state of mind, but our stance towards game production hasn’t been affected.

So far, we’ve made the games that we find fun ourselves, and I don’t see that changing in the future.

We will continue to create new and fun games in this way. I think that is the best method to convey our delight and appreciation to the players.

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ELDEN RING

BANDAI NAMCO Entertainment America Inc.


1425

$59.99

THE NEW FANTASY ACTION RPG. Arise, tarnished, and be guided by grace to wield the power of the Elden Ring and become an Elden Lord in the Midlands. • A vast world full of excitement A vast world where open fields with a variety of situations and huge dungeons with complex and three-dimensional layouts are seamlessly connected. As you explore, the joy of discovering overwhelming unknown threats awaits you, leading to a great sense of accomplishment. • Create your own character In addition to customizing your character’s appearance, you can freely combine the weapons, armor, and magic you equip. You can develop your character according to your style of play, such as increasing your muscle strength to become a strong warrior or mastering magic. • An epic drama born from a myth A multilayered story told in fragments. An epic drama in which the diverse thoughts of the characters intersect in the Middle Lands. • Unique online gameplay that freely connects you with others In addition to the multiplayer mode, where you can directly connect with other players and travel together, the game supports a unique asynchronous online element that allows you to feel the presence of others.

xbox live

ELDEN RING Deluxe Edition

BANDAI NAMCO Entertainment America Inc.


12106

$79.99

The Deluxe Edition includes: • ELDEN RING (full game) • Digital Artbook and Original Soundtrack Allows players to enjoy viewing the concept art and listening to the in-game music of ELDEN RING exclusive to the Deluxe Edition. THE NEW FANTASY ACTION RPG. Arise, tarnished, and be guided by grace to wield the power of the Elden Ring and become an Elden Lord in the Midlands. • A vast world full of excitement A vast world where open fields with a variety of situations and huge dungeons with complex and three-dimensional layouts are seamlessly connected. As you explore, the joy of discovering overwhelming unknown threats awaits you, leading to a great sense of accomplishment. • Create your own character In addition to customizing your character’s appearance, you can freely combine the weapons, armor, and magic you equip. You can develop your character according to your style of play, such as increasing your muscle strength to become a strong warrior or mastering magic. • An epic drama born from a myth A multilayered story told in fragments. An epic drama in which the diverse thoughts of the characters intersect in the Middle Lands. • Unique online gameplay that freely connects you with others In addition to the multiplayer mode, where you can directly connect with other players and travel together, the game supports a unique asynchronous online element that allows you to feel the presence of others.