One of the most recognized elements of games created by Hidetaka Miyazaki is how they pose an outrageous amount of challenge to whomsoever who plays them. This is particularly true for his creations such as the Dark Souls series, Elden Ring, and even Sekiro: Shadows Die Twice.
Likewise, an intriguing question that has come to everybody’s mind at least once is how the renowned director decides on what level of difficulty he wants in an area of the game. Talking about the same, he revealed in an interview via VG247 what goes through his mind when deciding on the difficulty.
Hidetaka Miyazaki Reveals How He Plans The Difficulty In His Video Games
Stating how while the major areas of a video game might not require his direct supervision, something that does is deciding what level of difficulty is required to be put in. Talking about the same, Hidetaka Miyazaki said-
“Well, there were of course several moments where I had to stop things and take a step back and consider the difficulty. But it’s not necessarily that I say ‘oh, this is too difficult,’ but instead the term I usually use is ‘unreasonable.’ So, that’s the term I tend to use when I have these conversations with the development team.”
The director further gave an example of how the Dark Souls franchise up until that point has been something the players have been eventually able to come over, and he uses the term unreasonable with the team only when required. He essentially revealed how it is about striking a balance in these games, rather than creating an insanely difficult title.
While Miyazaki is the ultimate voice when it comes to creating these games, he has revealed in another interview how he does not have the final say in many of these matters. The best example of the same would be how he was not allowed to change the destiny of a character in Bloodborne.
How The Director Of Bloodborne Was Forbidden From Saving This Character In The Game
We are talking about none other than Losefka, who meets an unfortunate end in the storyline. When asked if there was anything else he could have planned for the character, Hidetaka Miyazaki revealed how he attempted to make a storyline where she would be safe, but his team members simply did not allow him to do so.
This is just another example of how the director respects the opinions of his team members when it comes to creating a game, as he takes joy in working with other people. This is without a doubt a part of his personality that has helped him create such a long portfolio of successful video game titles.