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Hidetaka Miyazaki sees death as a feature, not a bug

newyorker.com

11–20 of 233 posts

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#12
I doubt that some New Yorker journalist can really appreciate the gravity of what Miyazaki has done to gaming. The man switched careers in his 30s and literally changed the face of video games, releasing one highly influential game after another. Yes, you die a lot in his games, and they are hard, but that isn't the point. The point is that the influences of Miyazaki games are now visible in almost every AAA game these days. It's tough to really know how much Dark Souls changed the game design zeitgeist unless you play a lot of games (like me). With Elden Ring, he has only cemented his place as once of the great game designers of all time - I really hope some of the design decisions influence other games in the same way.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#13

The popular discourse seems to focus on the difficulty of From's games, but that's just one part of the entire experience. FromSoft has a holistic approach to game design that very few other studios manage to match. There's just an incredible amount of depth to their world building, and the gameplay, difficulty level, online mechanics, level design, characters, music, story, and themes all work to reinforce and compl…

I think the probably biggest mistake from other studios that try to replicate FromSoft's success is to try to make the games as difficult and punishing as possible.

That really isn't the point. The secret sauce is arguably that FromSoft makes puzzle games disguised as action games. Everything is a mystery, from the lore to the game play. They are rewarding to play because it is rewarding to solve puzzles.

The "difficulty" stems from the game developers anticipating how you will approach situations based on earlier situations, and adding new caveats to the rules. If you don't understand that dialogue between player and game designer, it may appear like it's just really punishing. It's really not, it's always easy if you know what to do. The difficulty comes from constantly being forced to adapt your approach.

It's pretty brilliant how they consistently re-use enemy archetypes between the games. A rat is a rat and a dog is a dog, in Dark Souls and in Elden Ring. They form archetypes, elements of design language. You need that to have that sort of predictability on your easel to be able to pull off the sort of unpredictability they do.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#14
I bought ER the other day after hearing rave review and was super disappointed. I ended up returning it after a couple hours.

* Visuals: Disappointing. Looked like a cheap free-to-play MMO. Cheap-looking textures, stock-looking characters, bad rigging (e.g. characters holding things in unnatural poses), etc.

* Controls: Unpleasant. Controls felt very sluggish. If this is supposed to make the game more challenging or something, this isn't a very fun mechanic.

* Software quality: Terrible. Performance is not good, tons of bugs, graphics issues, wouldn't recognize my controller when I had multiple input devices plugged in.

* Dialogue: What little I saw was super corny. Used as a crutch for poor level design. E.g. a ghost telling you something to the effect of "you need to jump into this hole to continue the game".

* Multiplayer felt like a cheap gimmick. I wanted to turn it off.

And so on. This honestly felt like someone's first attempt at making a Unity game, not a magnum opus from an experienced developer.

Am I missing something? This is my first souls game; is feeling cheap and clunky part of the aesthetic?

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#15

The popular discourse seems to focus on the difficulty of From's games, but that's just one part of the entire experience. FromSoft has a holistic approach to game design that very few other studios manage to match. There's just an incredible amount of depth to their world building, and the gameplay, difficulty level, online mechanics, level design, characters, music, story, and themes all work to reinforce and compl…

I think the probably biggest mistake from other studios that try to replicate FromSoft's success is to try to make the games as difficult and punishing as possible. That really isn't the point. The secret sauce is arguably that FromSoft makes puzzle games disguised as action games. Everything is a mystery, from the lore to the game play. They are rewarding to play because it is rewarding to solve puzzles. The "diffic…

Exactly, it's almost a "cargo cult game design" problem. A lot of other studios are just picking pieces of FromSoft's designs without really understanding why those pieces were there in the first place.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#16
I heard about these gamed and watched a few hours of gameplay each. I was unconvinced and closed the YouTube tabs after it became too boring.

I guess I have to play it to feel it? But most of the games I enjoy playing are fun to watch. Duke3d and Baldurs Gate are two examples. Can someone elaborate why Dark Soul is actually fun to play, and more importantly why sold for so many copies? I read other comments and the thing they mentioned (world building and music and game design) isn't really particularly recognizable from the few hours (actually about 10 hours) I watched, and even if they are excellent surely there are other games that match?

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#17
post #14

I bought ER the other day after hearing rave review and was super disappointed. I ended up returning it after a couple hours. * Visuals: Disappointing. Looked like a cheap free-to-play MMO. Cheap-looking textures, stock-looking characters, bad rigging (e.g. characters holding things in unnatural poses), etc. * Controls: Unpleasant. Controls felt very sluggish. If this is supposed to make the game more challenging or…

Making up excuses for why you died so much/taking it out on the other parts of the game is 100% part of the experience. There's even t-shirts with common new player complaints. For example: https://mobile.twitter.com/jasperrolls/status/87390752244861...

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#18
post #14

I bought ER the other day after hearing rave review and was super disappointed. I ended up returning it after a couple hours. * Visuals: Disappointing. Looked like a cheap free-to-play MMO. Cheap-looking textures, stock-looking characters, bad rigging (e.g. characters holding things in unnatural poses), etc. * Controls: Unpleasant. Controls felt very sluggish. If this is supposed to make the game more challenging or…

For the visuals, FromSoft has always been a step behind from a graphical fidelity level. But they make up for it in art design, which is some of the best in the industry. Some of the areas in Elden Ring are legitimately jaw dropping. But the graphical fidelity is certainly nowhere near the level of something like Horizon (or even the Demon's Souls Remake, which was done by another team).

For the controls, the game is all about animation timing. You may be used to games where you can cancel animations. FromSoft's games instead require you to commit to your actions, giving everything a lot of weight. It takes getting used to. In some ways it's more like a fighting game than a lot of other action games. It's also possible that you were playing a character with heavier equipment load: try taking things off, so you have a faster roll.

There's no excuse for the performance / port issues. It released in a pretty poor state, but they are at least working on patches. I'd imagine it'll be a lot better after a few more patches.

The dialogue is a bit of an acquired taste. I find the writing to be brilliant, but at first it just feels odd. It helps to realize you're meant to feel out of place, without enough initial context to understand fully what's happening. You have to put the pieces together as you play, and then things finally begin to make sense.

The multiplayer is quirky and different, and probably not for everyone. You can always turn it off if it's not your thing.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#19

I heard about these gamed and watched a few hours of gameplay each. I was unconvinced and closed the YouTube tabs after it became too boring. I guess I have to play it to feel it? But most of the games I enjoy playing are fun to watch. Duke3d and Baldurs Gate are two examples. Can someone elaborate why Dark Soul is actually fun to play, and more importantly why sold for so many copies? I read other comments and the t…

Very simply, no other game series does the "mastery" thing so well. The game is both wide and deep, and even though there's superficially a leveling system, it won't save you if you can't actually play.

This raises some accessability issues, definitely. I'd love to see Fromsoft games take that challenge on next. (Or another studio, there are plenty of great Souls-like games out there.) Especially as I'm getting older, I definitely feel like I have a lot more "knocking the rust off" to do when I start up each new Soulslike game before I'm competent enough to play well.

But once I'm in the zone, once I've achieved that mastery, enemies that I had previously been decrying as "absolute bullshit, what the hell am I even supposed to DO about them?", I'm just carving through casually, while theorizing in my head what stats I'm going to raise at the next level up or where I should head next.

At least for me, there's no other game series that does that quite so well.

Re: Hidetaka Miyazaki sees death as a feature, not a bug

#20
The difficulty isn’t particularly high, it’s just high for a mainstream AAA game in the year it was released, and was probably the first time many in the generation of Dark Souls encountered actual challenging gameplay. There are much, much more punishing games out there from the mainstream (Ninja Gaiden and Nioh) to Indie (IWBTG and Super Meat Boy).

I think Dark Souls is celebrated less for its difficulty and more for its beautiful world building.

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