EDGE - Hidetaka ‘Swery’ Suehiro’s games are certainly talkative. From Spy Fiction’s movie-inspired banter to Deadly Premonition’s Lynchian language and beats, Swery’s games are as much about motivation and character as action and intrigue. It’s an element that you can trace back to the game creator’s roots, where a fascination for people was nurtured in some unconventional surroundings.
Danish from eXputer: "Miyazaki has said that there is room for improvement in how Elden Ring and other Souls titles guide players to objectives, and I agree."
In two minds on this, I think on the whole they should stick with how they currently handle quests. It fits in with the intrinsic mysterious impenetrable nature of the games.
It's certainly less practical in a huge game like ER but using a guide is a viable option and solves the problem.
I like it the way it is, they use items and stories and architecture etc to guide your attention, which is the most entertaining and game-like thing you can do in a video game
Wait....
So after seven games like this, we're now learning that Miyazaki ISN'T a hardcore darwinist?
What is happening
This was one of the reasons why Elden Ring shines, because it doesn't hold the players hand and because there is no main objective markers and such, it adds a whole other level of exploration/sense of exploration and freedom. This is the same reason Breath of the Wild shined in its exploration.
At least make it an option in the settings, so for those that want to have their hand held for exploration and quest markers can do so and for those who want it how it is, can also play this way.
In this week’s newsletter: FromSoftware’s president and the director of the popular fantasy game Hidetaka Miyazaki talks about his life as a developer and a gamer.
The guy is an absolute genius!
The level design in Shadow of the Erdtree is just simply masterful.
Hidetaka Miyazaki talks about everything Elden Ring: Shadow of the Erdtree. From PvP to map size and George R.R. Martin's involvement.