Gaming News Elden Ring: The Game Director Defends His Approach But Doesn’t Forget The Players!
It’s been a few days since Elden Ring, From Software’s new game, was out and it’s been a hit around the world. Critically acclaimed and played by more than 830,000 players on Steam upon release, the title has established itself as one of the highest rated games in history and seems successful in attracting an audience that Souls has previously remained closed to.
Without denying for a second what constitutes the identity of From Software’s games, Elden Ring completely messes up the approach to the genre. From now on, players will be confronted with a huge open world that we can explore at our leisure. The vicious creatures lurking in the corners are still there, as are the huge and epic bosses, while the overall design is still so twisted and full of mystery.
Miyazaki: between loyalty to his vision and empathy
As usual, The key to success lies in observing your opponents and patience, but this time players have a mount and can escape from an area that is too complicated Try your luck elsewhere before returning. In short, Elden Ring is simpler without being more accessible than the studio’s other games. A flexibility that convinces the world press and attracts a whole new audience.
Still, the games are by Hidetaka Miyazaki known for their high standards, a requirement that inquisitive players cannot overcome. Recently asked by the New Yorker on the matter, the director of Elden Ring defended his approach: while apologizing to players who feel left out:
I’ve never been a very good player. So in my work I want to answer the question: if death is meant to be more than a sign of failure, how can it be given meaning? How do you make death comfortable? My apologies to anyone who thinks there is too much to overcome in my games. I just want there to be as many players as possible who can feel the joy that comes from overcoming difficulties.
We’re always striving to improve, but in our games in particular, difficulty is what gives meaning to the experience. So we’re not ready to give it up just yet. It’s our identity. (We built in trade-offs though) to make people feel like they’re winning is an achievable achievement.
These compromises are the distribution of Fainted Grace points, the presence of the mount, the summoning spells, the ability to leave a dangerous zone to strengthen elsewhere. Without ever revealing the proposal and the identity of the studioThese items offer more flexibility for less frustration.
George RR Martin: What is the type of work being done with From Software?
All of this takes place on Inter-Earth, a vast world created in collaboration with George RR Martinthe author of Iron Throne. If you’ve already started the game, you’re probably wondering where the author’s influence lies, as everything in the game is reminiscent of pure From software. But, behind this apparent discretion lies a real work
In our games, the story should always serve the experience of the player. If George had written the game’s story, I would have feared we would have to move away from it. I wanted him to be free to write and not feel constrained by some obscure mechanic that might need to change during development.
This writing she focused on Draft an overall framework, including text about the universe, the notion of the Elden ring shift, the distribution of fragments containing multiple demigods, or even the different characters and mythologies. A great working document that the developers then exploited and interpreted to bring forth the extraordinary title Elden Ring.
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Through MalloDelicJournalist igamesnews.com
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