Hidetaka Miyazaki, the creative director of the RPG, explains that the biggest challenge in creating the title was getting the Midlands to offer freedom while engaging.

The biggest game design challenge FromSoftware has faced in creating Elden Ring is establishing an open world that balances offering exciting activities and offering a vast setting to roam freely. At least, that’s what Hidetaka Miyazaki, creative director of the action RPG published by Bandai Namco, answered when asked in EDGE magazine number 367 about “a particular mechanic or game system that was particularly difficult to get right.”

“There were a handful of challenges that, of course, came with the dimension of this game and the world. Since we created the Dark Souls series, there are several areas where we had to try and fail, iterating on those mechanics and formulas, expanding on them. for this new scale “, says the president of FromSoftware according to the statements collected in ComicBook. “A lot of it was related to the tempo of the game – the rhythm and flow of the game to keep the player from getting bored, to keep the player interested, exploring and having fun.”

“Of course,” continues the creative director, “in this huge new world that we have created, we wanted to prioritize that fun and freedom of the player more than anything. That’s why you try to add many characters, many events, and you don’t want anything to step on the rest. You want everything to mix and match the player and their motivations well. ” Miyazaki concludes: “But you want all of it to be there, and you want it to offer the encouragement to progress and explore. So that was probably one of the biggest challenges.”

Less than two months to launch

The wait since its announcement in the summer of 2019 has been long, but the Elden Ring is already around the corner. Bandai Namco will release the title on February 25 for PS5, PS4, Xbox series, Xbox One, and PC.


Source 1: EDGE
Source 2: ComicBook
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