Miyazaki Acknowledges Elden Ring Isn’t His Perfect RPG: Here’s Why, and What Could Improve It
Since FromSoftware released Demon’s Souls in the late 2000s, it’s been redefining what RPGs can be. Originally, PlayStation’s attempt to compete with Elder Scrolls: Oblivion looked like it might flop. Then Hidetaka Miyazaki stepped in. Instead of creating traditional quest-driven role-playing games like Bethesda, FromSoftware crafted games that reward players for mastering combat and exploring. This gave rise to a whole new genre, often referred to as “souls-like” games.
Fast forward to today, FromSoftware’s titles, including the recent hit Elden Ring, are celebrated in the gaming world. Despite Elden Ring winning multiple Game of the Year awards, Miyazaki noted in a recent interview with PCGamer that it’s still “not quite” his vision of the ideal RPG.
Miyazaki explains his perspective as a developer, saying he knows “everything that’s going to happen” in the game. This transparency removes the element of surprise and discovery that he believes is crucial for player enjoyment. He clarified that his next project won’t head towards procedural generation, which reassured fans worried about the core essence of the souls-like formula being diluted.
Although tight-lipped about specific details, Miyazaki revealed FromSoftware is already working on their next game. Without spilling any secrets, he mentioned they’re looking to improve on what didn’t work in Elden Ring, making us wonder how they could elevate their future projects.
Reflecting on my personal favorite games like Baldur’s Gate, Shin Megami Tensei, and Disco Elysium, I noticed a common theme: choice-driven narratives. During my Baldur’s Gate 3 playthrough, my housemate and I decided to continue the game after he killed Astarion, a key character, dramatically altering our storylines. These choices, although sometimes leading to setbacks, added a unique depth to our experience.
This emphasis on choices is what makes CRPGs compelling, a genre deeply rooted in the tabletop strategies that inspired Miyazaki. While FromSoftware games let players express themselves through combat and equipment, they often follow a set path with major plot points remaining unchanged. They feature silent protagonists moving through harsh environments, where the primary decisions revolve around combat rather than dialogue or narrative choices.
FromSoftware’s existing formula might not lend itself to extensive dialogue options, but this doesn’t mean future games have to stick to the same blueprint. Miyazaki’s next project might just broaden the scope of player interaction, allowing more meaningful engagements with NPCs and branching storylines based on decisions.
As we anticipate this new game, it’s exciting to imagine how these elements could transform the already rich worlds of FromSoftware. Whether through more diverse character interactions or novel narrative pathways, Miyazaki’s next venture promises to push boundaries even further.