Hidetaka Miyazaki Admits Bloodborne’s Best Feature wasn’t Included in Dark Souls or Demon Souls for 1 Reason

Bloodborne's chalice dungeons have an interesting story behind their existence.

Hidetaka Miyazaki Admits Bloodborne's Best Feature wasn't Included in Dark Souls or Demon Souls for 1 Reason

SUMMARY

  • Miyazaki credits a unified workflow involving all director-level staff for the birth of Bloodborne's chalice dungeons.
  • The shift from low to high expectations surrounding Bloodborne's development both eased and challenged the team.
  • Miyazaki expresses sincere gratitude to fans for their support, acknowledging their role in the success of FromSoftware's titles.
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Hidetaka Miyazaki’s brain from when he made Bloodborne really needs to be studied. The critically aclaimed Soulslike game is one-of-a-kind, and for diehard fans, any peak into the development process is like hitting a goldmine.

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There’s several mechanics BB introduced that were absent from Dark Souls and Demon Souls. Lucky for us, he’s explained the rationale behind this decision in interviews, and the answer might not be what you think it is.

Hidetaka Miyazaki Explains Why the Bloodborne Team Could Take Risks

Hidetaka Miyazaki explains why Bloodborne did what it's predecessors couldn't
Hidetaka Miyazaki explains why Bloodborne did what it’s predecessors couldn’t

In an interview conducted by FuturePress, Miyazaki opened up about the similarities and differences between Bloodborne and his previous works, revealing one key feature that set BB apart.

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When asked about the development process of BB compared to Demon’s Souls or Dark Souls, Miyazaki highlighted two crucial points.

The first, he explained, was the shift towards a unified production workflow, involving all director-level staff in the company. Miyazaki admitted that in previous projects, he tended to procrastinate and verbalize only the bare minimum necessary.

However, with BB, involving others in the operation forced him to articulate his concepts and aims more clearly:

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The chalice dungeons, one of the biggest elements we added to this game, are something that came out precisely because I got other people involved in the operation.

Thanks to this shift toward a collaborative work model, BB was able to birth chalice dungeons.

This feature unfortunately hasn’t really been realized in the FromSoftware games that came after BB. Maybe we’ll see a new-and-improved rehash of the mechanic in a remake or sequel.

Bloodborne Was a Change of Pace for FromSoftware

Changing the production environment did wonders for FromSoftware
Changing the production environment did wonders for FromSoftware

A unified workflow wasn’t the only reason for BB taking risks. Miyazaki also noted a major change in the environment surrounding the production of BB compared to his previous titles.

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He explained that while working on Demon’s Souls and Dark Souls, the expectations were low, with doubts about the game’s potential success. By the time the team started work on BB, the expectations were much higher. This was a double-edged sword, as it made it both easier and more challenging to develop.

Reflecting on this shift, Miyazaki expressed gratitude towards the gamers who supported their previous titles:

We really owe a lot to the gamers who gave so much praise to our previous titles. It’s all thanks to them.

When Miyazaki expresses his gratitude toward his fans, it comes from a place of genuine respect and thankfulness. Demon’s Souls marked his inaugural project at FromSoftware, handed to him during a time when it was deemed a complete failure.

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He turned the whole project around, injecting it with innovation and introducing mechanics that were groundbreaking for its time. This pivotal release gave birth to the Soulslike genre, and its success paved the way for the rest of the Souls games, BB, and ultimately Elden Ring.

What are your thoughts on Bloodborne? Did you like the game’s chalice dungeons feature? Let us know your thoughts in the comments below!

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Written by Vibha Hegde

Articles Published: 193

Vibha is an avid gamer that has been in the content writing space for over three years. With a Bachelors in Computer Applications, Vibha chooses to explore their passion for pop culture and gaming. When not hunkered over a controller trying to beat the Demon of Hatred in Sekiro, you can find Vibha relaxing to jazz during a digital painting session.