‘That would break the game itself’
Hidetaka Miyazaki and FromSoftware have earned a reputation for creating games that have become known for their brutal difficulty and complicated worlds. From Dark Souls and Bloodborne to Elden Ring, their games challenge players with punishing environments and even harder mechanics. And they are intentionally as hard as they are.
But when asked if he’d ever consider lowering the difficulty of these titles, Miyazaki firmly believes otherwise. According to him, reducing the difficulty would not only diminish the sense of achievement but “break the game itself.” This is rooted in his philosophy about how challenge and failure are essential to the experience.
Hidetaka Miyazaki Knows Exactly What He’s Doing
Miyazaki’s philosophy stems from his belief that the world, much like his games, is harsh and unforgiving. This worldview deeply influences the design of Elden Ring and other FromSoftware titles. The challenging gameplay mechanics are deliberate and intended to push players to their limits.
According to Miyazaki, overcoming these trials provides a unique sense of fulfillment, an emotional payoff that would be lost if the difficulty were watered down. Miyazaki told The Guardian:
If we really wanted the whole world to play the game, we could just crank the difficulty down more and more. But that wasn’t the right approach. Had we taken that approach, I don’t think the game would have done what it did.
Miyazaki believes that if he were to ease up on the difficulty, Elden Ring would lose its sense of achievement. This philosophy reflects Miyazaki’s broader view of game design, where failure is not something to be avoided but embraced as a tool for growth.
The sense of accomplishment that players gain from overcoming hurdles is such a fundamental part of the experience. Turning down difficulty would strip the game of that joy—which, in my eyes, would break the game itself.
Despite its reputation for difficulty, Elden Ring also introduced more options for players compared to earlier titles. The open-world structure allows players to explore and level up in different areas, rather than forcing them to repeatedly face the same near-impossible boss.
FromSoft And Miyazaki’s Formula Don’t Have To Be For Everyone
When Elden Ring launched in 2022, it quickly became FromSoftware’s most successful game, selling 25 million copies worldwide. While many fans applauded the slightly more approachable structure compared to previous games, others hoped that future expansions might ease the difficulty further.
ELDEN RING has reached 25 million players. pic.twitter.com/opuyQ9ruO4
— The Game Awards (@thegameawards) June 12, 2024
The release of the game’s first DLC, Shadow of the Erdtree, made it clear that Miyazaki had no intention of reducing the challenge. In fact, the DLC was even harder than the base game to everyone’s surprise.
The DLC features new bosses and areas that push even experienced players to their limits. Even the best players didn’t have an easy ride. As Miyazaki sees it, this is exactly what his core audience expects and desires.
Elden Ring: Shadow of the Erdtree Reviews:
IGN 10/10
VideoGamer 10/10
PSU 10/10
RPG Site 10/10
Press Start 10/10
GamingBolt 10/10
FandomWire 10/10
Bazimag 10/10
Checkpoint Gaming 10/10
Dexerto 10/10
ComicBook 10/10
VG247 10/10
But Why Tho? 10/10
Carole Quintaine 10/10
GGRecon… pic.twitter.com/aInDYpO9L4— GermanStrands (@GermanStrands) June 18, 2024
At the same time, Miyazaki knows that not all players will be able to complete his games, but he doesn’t see this as a flaw. For him, the purpose of Elden Ring and other Soulsborne games is not to cater to everyone but to offer a FronSoft experience to those willing to invest the time and effort.
In an industry where many developers are pressured to make games more accessible, Miyazaki’s commitment to maintaining difficulty as a central design element is a rare stance. And we gamers love it.
What do you think of Miyazaki’s philosophy? Let us know in the comments!
#break #game