Hidetaka Miyazaki, the iconic FromSoftware auteur who helmed beloved games like Dark Souls and Elden Ring, is known for imbuing his games with complex, expansive, and mysterious lore which can be difficult to decipher.
What makes it even tougher is FromSoftware titles’ signature fragmented storytelling format, which unlike other AAA games, doesn’t progress the narrative using cutscenes and dialogue, but environmental hints and text from in-game items. According to Miyazaki, his most incomprehensible game wasn’t Bloodborne or Elden Ring, but his directorial debut.
Miyazaki’s Games Alternate In Comprehensibility
Speaking to Future Press in an interview about Bloodborne, Miyazaki veered off-topic for a moment, revealing a fascinating concept that guides his storytelling:
I kind of have a virtual pendulum in my mind. Generally, every other game I make is inscrutable and interpretive, then the next one is easier to understand.
Miyazaki elaborated on the “virtual pendulum” notion by citing examples of his previous work. “Armored Core 4 was my first game as a director. That was really hard to understand, but then my next one, For Answer was a lot more approachable. Then Demon’s Souls was inscrutable, Dark Souls more approachable, and now we have Bloodborne,” said Miyazaki.
Amidst all these challenging games, though, he believes Armored Core 4, the very first game he directed, is the most difficult one to understand. “Of course, generally speaking they’re all on the hard-to-understand side, so I bet some would say “They’re all the same!” to that (laughs). But Armored Core 4, the first one… that one’s especially hard to follow,” explained Miyazaki.
Armored Core 4 Baffled Even Hidetaka Miyazaki’s Team
Hardest to follow game aside, Miyazaki also emphasizes the importance of player interpretation in his games. While some might find the lack of clear explanations frustrating, he believes the joy of unraveling mysteries is a key part of the experience:
I think the fun of imagining things for yourself is one of the core tenets I follow. I like trying to focus on the fun of exploring this really dark place, then attempting to shine a light upon it. If that winds up simply being too hard to understand, then that’s just another sign that I’m stretching it a bit, I think.
Some players might find the lack of clarity frustrating and want everything spoon-fed to them, but others relish the challenge, the feeling of satisfaction that comes from figuring things out for themselves. However, Miyazaki admits that sometimes his vision can exceed the comprehension of even the most astute of players, and in the case of Armored Core 4, even his development team.
Released in 2006, Armored Core 4 was a mecha action game filled with complex lore that was notoriously difficult to understand. Miyazaki recalled a team member finally grasping the story after watching a fan-made summary online after the game’s launch. “It shows there’s such a thing as too much, you know?” he reflects on the experience, which invoked mixed emotions for him.
This anecdote highlights a crucial aspect of Miyazaki’s development as a storyteller. While he champions player interpretation and the satisfaction of piecing together cryptic stories, he also recognizes the importance of a clear foundation. His “virtual pendulum” concept indicates a balancing act between intriguing ambiguity and accessible storytelling.
This journey, with its occasional missteps like Armored Core 4, has undoubtedly shaped Miyazaki into the visionary storyteller he is today. He’s learned from his experiences, understanding that there’s a fine line between creating a world shrouded in mystery and leaving players completely lost.