“Everyone’s purpose was the same…”: Hidetaka Miyazaki Refuses to Be Angry Over the Soulslike Genre as Long as They Follow the 1 Rule He Did with Demon’s Souls

Miyazaki is happy for other developers to follow in his footsteps, as long as they do so with the same goal.

Demon Souls game

SUMMARY

  • FromSoftware’s Hidetaka Miyazaki has a guiding principle when it comes to game creation.
  • When developing Demon’s Souls, he discovered other game creators shared a similar goal for their titles.
  • Everyone wanted to create games that offered players a better experience.
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Hidetaka Miyazaki’s guiding principles for game design should be enshrined in a book for current and future game developers. While the man does not give too many interviews, the few times he does speak, his love for his craft and the gaming industry is evident with everything he says.

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To Hidetaka Miyazaki, the goal is to create a game that compels rather than a game that just sells. His approach to game design consists of meticulous attention to detail. This philosophy has been in place since Demon’s Souls, and it’s something he is happy other developers are adopting.

Hidetaka Miyazaki’s Philosophy of Game Design Is Player-Focused

Hidetaka Miyazaki is all for a challenging and rewarding gaming experience.
Hidetaka Miyazaki is all for a challenging and rewarding gaming experience.

Creating a game can be easy. However, creating a truly enjoyable game that has several layers of storytelling and a world that entices you to explore every corner is a very intensive task. Yet, FromSoftware has managed to do just this time and time again, bringing players challenges and stories that stick with us for years.

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Hidetaka Miyazaki’s games have been so influential that they laid the framework for hundreds of games going forward under the unofficial genre of Soulslike. The president of FromSoftware has also indulged in these games and is not worried when it comes to new entrants to the genre.

In an interview with Chinese outlet Zhuanlan, he shared the collective goal of everyone at the studio. Miyazaki said:

In fact, when we first developed “Demon’s Souls,” we followed the trend of the times and developed something that met user expectations.

He continued:

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We and other developers jointly explored and studied each other, and everyone’s purpose was the same, which was “Give players a better gaming experience.

The interview is translated from Chinese, so the quote may be missing some nuances. Placing the player at the center of every decision ensures the title offers a good experience, as every choice is ultimately for the player’s benefit. It’s also why Hidetaka Miyazaki does not mind other games following his formula, as long as they follow this principle as well.

Shadow of the Erdtree to Follow Similar Guidelines

Consistency in quality is of paramount importance to Miyazaki.
Consistency in quality is of paramount importance to Miyazaki.

Given that the philosophy hasn’t changed since Demon’s Souls, we can expect the upcoming Elden Ring DLC to be built on the same foundation. Even though it is the biggest expansion the studio has created to date, the amount of time and effort that has gone into its creation will reflect in the story and gameplay elements.

Following the footsteps of the demigod Miquella, the player is going to explore the Land of Shadow. New foes and friends await in this new realm, which is said to be the size of Limgrave. While we do not know much of the story, we do know Miquella has moved to the Land of Shadow with some purpose that we must understand.

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On the way, we will inevitably encounter Messmer, a new mysterious figure whom Hidetaka Miyazaki has described as a “hero.” Promotional posters show him sitting on a throne similar to the ones we see in Morgott’s fight arena, so his story definitely has some depth to it.

What are some of your favorite Soulslikes so far? Is Demon’s Souls on your list? Let us know in the comments below!

Sagar Nerala

Written by Sagar Nerala

Articles Published: 219

Gaming was one of my earliest passions then along came writing, and here we are. I've been in the content creation space for several years now and as gamer for even longer. From understanding the complexities of a multilayer narrative to the simply joy of "big gun go boom", my goal is to capture all the emotions in between and put them down in an engaging manner.