When Elden Ring checked its network, feedback was positive, but Miyazaki mentioned that by the time feedback from the rest of the team reached him, it was a more holistic view of the picture. He mentioned things that the players find difficult that the team wouldn’t notice without player feedback. However, he said that there isn’t anything particularly troubling for players. And he emphasized once again wanting people to explore this open world at their own pace and go fresh.
In decided to make an open world game, the freedom is extremely important and is done carefully to avoid the often criticized problems of open world games, including the feeling of emptiness and balance. Combine that with FromSoftware’s legendary boss battles and events, with some darkness, of course.
He emphasized that they try to make the design beautiful as well as grotesque and you will see both light and darkness in the world of Elden Ring. This was a deliberate design choice made along the way, both to make people want to play a game meant to be played at the player’s own pace without just being gritty and dark. or this or that. It’s both, intentionally.
Miyazaki also mentioned that there are multiplayer elements but a lower barrier to entry to expand more to more players across platforms. As for multiplayer, he said the team hopes that “players accept the idea of getting help from others” with the system here..
The interview addresses the ongoing conversation about accessibility and soul difficulty of the game as an example. After noting the discussion, he noted that Elden Ring says that there is no intention to reduce the difficulty of the game but he believes more players will complete it because there is more freedom and you play at your own pace.
Elden Ring will be released on February 25th. Read the full interview on the PlayStation blog.
https://www.mmorpg.com/news/hidetaka-miyazaki-talks-elden-rings-open-world-lessons-from-playtests-multiplayer-and-accessibility-2000124213 Hidetaka Miyazaki on Elden Ring’s Open World, Lessons Learned, Multiplayer, and Accessibility