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Hidetaka Miyazaki sees death as a feature, not a bug

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

#21

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…

> The "difficulty" stems from the game developers anticipating how you will approach situations based on earlier situations, and adding new caveats to the rules.

This assessment seems very strange to me. Their games are hard because you need to be rather competent in their demanding mechanics to progress, and you need to learn every encounter perfectly to get past it. That’s why so many reviewers trashed Sekiro, because they were simply unable to play it.

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

#22

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…

I will say: I find these games to be extremely fun to watch (and a lot of others do as well, as they consistently get very high views on Twitch and YouTube), but maybe not so much if I wasn't already into playing them as well. I think the viewing experience is greatly improved by having a personal experience of the game itself, and the skill that goes into what you're watching.

This is perhaps similar to watching a fighting game: it's probably hard to enjoy watching somebody play Street Fighter if you haven't actually put hours into it yourself, and understand the depth and nuance of what you're watching.

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

#23

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…

Avid Dark Souls fan here.

Somebody in another comment said it... but they're not action games. They're puzzle games.

The satisfaction of playing a Souls-like is in trying a challenge over and over again, recognizing the patterns and actions that will get you through it. The game puts a challenge in front of you, and through practice and tenacity you get through it.

It's almost never unfair. Most of the time, if you fail it's because you didn't understand how to win. Seeing yourself do better at the game not just because you've leveled up your character (in fact, even low-level mooks can wreck you up if you lower your guard), but because you have gotten better is one of the most satisfying feelings.

You're not gonna have fun by just watching (though there's plenty of content creators that make Dark Souls fun to watch. YMFAH is my favorite). You also need to be aware that the formula takes practice. If you ever feel like giving it a try, I feel either Bloodborne or Elden Ring would be good games to start.

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

#24
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…

> 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.

I'm not just talking about lack of rendering bells and whistles - I also thought the design itself was tacky, reminiscent of much lower-budget games like Valheim or those mid-2010s f2p Korean MMOs. Admittedly this is subjective.

> For the controls, the game is all about animation timing

OK, knowing that this is an intentional design aspect makes it a lot more reasonable. Not necessarily my cup of tea, but at least understandable.

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

#25
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...

That didn't bother me at all - the difficulty level seems good. Not one of my objections

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

#26
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…

Just my own opinions to respond to a couple of your points:

- Visuals: Disappointing. Looked like a cheap free-to-play MMO. Cheap-looking textures, stock-looking characters

What settings did you have the game on? This has never been my experience with a Souls game - and definitely not Elden Ring.

- bad rigging (e.g. characters holding things in unnatural poses), etc.

Yeah, agree. Pretty typical for every game though.

- 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.

The Souls series is definitely a little slower in that sense than most other games. If you want a faster weapon, use a faster weapon. There are a ton available, but there are tradeoffs! The series puts a focus on calculated, well-timed strikes; the most successful strategy is to learn your opponents' attack patterns and take advantage of the right moment to strike. Once you hit the attack button you're locked in to the attack, so you absolutely have to know the boss isn't winding up for another attack.

- 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.

Keep in mind these games are designed for and primarily sold on consoles - PC is the minority.

- 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".

I won't comment on the "corny" part other than saying you kind of just have to lean into it... Enjoy it for the fantasy it is.

"you need to jump into this hole to continue the game" - that's the first 15 minutes of the game, teaching you that you'll need to pay attention to that kind of stuff later. There is very little handholding past the intro.

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

I'm curious about this, can you elaborate?

- Am I missing something? This is my first souls game;

In my opinion yes. But the genre is just not for everyone. It's a really different type of game and some people just won't like the gameplay.

- is feeling cheap and clunky part of the aesthetic?

Yes, but as someone who enjoys the genre, I wouldn't use the word "clunky". It intentionally pushes the player away from the modern norm where a game can be blown through by mashing the attack button.

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

#27
I'm new to From Soft games and decided to buy Elden Ring because it's a similar game to Zelda Breath of The Wild which I really liked.

I was afraid that the game would be too difficult. After playing 17hrs, the game is indeed difficult but there are many things you can do in the game to make it easier for yourself (Which I did because I'm more interested in exploring the world than mastering the gameplay).

For example, if you're a casual gamer focus on exploring and having small wins (beating mobs, beating mini bosses, buying weapons) in the game before tackling the suggested route.

There are guides online to help you lower the difficulty through finding certain items and buying certain things in the game. This is essentially the easy mode everyone wanted but the core souls fans.

Anyway, great game.

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

#28

Earlier quoted context omitted.

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.

I think it can be fruitful to analyze games through the emotions they evoke. After all, the whole reason we play games is to feel a certain way.

I think the problems with many clones stem from misidentifying the emotion of FromSoft games to be frustration.

The reason we play a souls game isn't to get frustrated, that's the price of admission not an ends in itself. What we want is that feeling of accomplishment.

Along this axis, FromSoft's games are closer related to something like The Witness than say Diablo (which is more about feeling strong and powerful).

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

#29
post #25

Earlier quoted context omitted.

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...

That didn't bother me at all - the difficulty level seems good. Not one of my objections

Ah, just admit it. :D

The sooner you admit it, the sooner you can get into the culture. It's not only one of the best series of games made in the past 15 years, but it's also got one of the more fun communities around.

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

#30
post #26
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…

Just my own opinions to respond to a couple of your points: - Visuals: Disappointing. Looked like a cheap free-to-play MMO. Cheap-looking textures, stock-looking characters What settings did you have the game on? This has never been my experience with a Souls game - and definitely not Elden Ring. - bad rigging (e.g. characters holding things in unnatural poses), etc. Yeah, agree. Pretty typical for every game though.…

> What settings did you have the game on?

1440p "high" on 3060 Ti. My visual objections weren't just the low-quality lighting, textures, framerate cap, etc. (objectively kind of bad) but also the visual design of the game (which I thought was kind of tacky/garish and reminiscent of 2010-era low-budget multiplayer games).

> Pretty typical for every game though.

I saw some stuff that looked really out-of-place in an AAA game.

> If you want a faster weapon, use a faster weapon.

Yeah, I think this was me confusing an intentional design decision with poor UI. Still, I subjectively definitely prefer more responsive games.

> can you elaborate

The multiplayer didn't feel like an integral part of the game. They had to artificially incentivize you to use it in a ham-fisted way ("you get HP if people upvote the ugly textures you leave littered all over the place"), and the random ghosts popping up all over the place (I think part of multiplayer?) seemed useless and distracting.

> It intentionally pushes the player away from the modern norm where a game can be blown through by mashing the attack button.

I think this is an uncharitable comparison for non-souls games. I can think of several games I've played recently which absolutely ace many of the things that bothered me about ER and are by no means button-mashers. For example, Ori 2 (beautiful graphics and design, ultra-smooth rendering, extremely snappy response time, etc. - excellent implementation of a singleplayer timing-heavy game) and HL Alyx (incredibly good level design, solid graphics, very smooth, intense focus on control experience)

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