The Mind Behind Dark Souls
Posted: Wed Nov 09, 2011 2:40 pm
A journey into the mentality of Dark Souls with director Hidetaka Miyazaki.
Hidetaka Miyazaki is not a man who particularly likes being interviewed. He's perfectly personable, but also quiet and pretty intense, and he really doesn't like cameras. This wasn't much of a problem before Demon's Souls came out, when he was the director of a minor Asia-only game shooting for moderate success. But then that game took off across the world, propelled by a tidal wave of fan and critical adoration, and spawned a sequel that has rudely shoved his studio FROM Software into the spotlight as one of the most brave and unusual developers out there, not to mention a striking ambassador for creativity in the Japanese games industry. Suddenly, everyone wants a piece of him.
"The attention can be pressuring – it's about a 50/50 combination of troubling and exciting," says Miyazaki, asked how he's adapting to all this sudden attention. "The pressure is like a muscle ache after you train: it's painful, but it's satisfying to know that you're growing. In that way I'm really enjoying it."
It's partly because a game like Dark Souls begs so many questions. The fact that it even exists at a time when gaming is trending more and more towards cinematic experiences designed to entertain rather than challenge is remarkable in itself. Its world is made up of dark secrets and oblique mythology which feed your curiosity rather than satisfy it; the deeper into it you get, the more fascinating nuances expose themselves to you. How on earth did a game like this come to be? Wouldn't any modern publisher run a mile at the suggestion of a game that makes a point of killing its players as quickly, creatively and frequently as it can?
Miyazaki laughs in recognition at this suggestion. "To be quite honest, we didn't really mention that aspect of the game when we did the presentations to Sony," he says, when I ask how FROM managed to get Demon's Souls green-lit in the first place. "We knew that people at the publisher would feel that way, and that they'd make us change it. So in the product concept presentation I didn't talk about it much. Of course I communicated with our producer at Sony, Kaji-san – but he actually agreed with me. He felt that if we were too forthright about all the death, about this game concept, with the marketing people, they would have run a mile. So that's why we had to be a bit sneaky about it."
There's a lesson, then: if you want to make a game with a highly unusual central idea, conspire with your producer and lie about it to the marketing department. Of course, when Dark Souls came along after Demon's Souls had already made a name for itself, suddenly the very death and difficulty that would supposedly have put everyone off was at the centre of its advertising. They didn't pick the slogan "Prepare to Die" for nothing. "Before Demon's came out, both Sony and players would have thought 'What the hell is he talking about, death as education? What is he thinking?' But now everybody is fully aware of the concept," smiles Miyazaki. I venture that it must be quite a triumphant validation to be proven right, but he only smiles modestly.
Dark Souls' genius – the hook at the heart of its gameplay philosophy – is the concept of death as education rather than punishment. Death can teach you something in other games too, but here it's an intentional learning device. It's a wonderfully elegant piece of game design, and one that I hadn't seen anywhere before Demon's Souls. Perhaps unsurprisingly, Miyazaki can't cite any other game as an inspiration. "Strictly, there are no other specific games that inspired this unique design," he says.
Hidetaka Miyazaki is not a man who particularly likes being interviewed. He's perfectly personable, but also quiet and pretty intense, and he really doesn't like cameras. This wasn't much of a problem before Demon's Souls came out, when he was the director of a minor Asia-only game shooting for moderate success. But then that game took off across the world, propelled by a tidal wave of fan and critical adoration, and spawned a sequel that has rudely shoved his studio FROM Software into the spotlight as one of the most brave and unusual developers out there, not to mention a striking ambassador for creativity in the Japanese games industry. Suddenly, everyone wants a piece of him.
"The attention can be pressuring – it's about a 50/50 combination of troubling and exciting," says Miyazaki, asked how he's adapting to all this sudden attention. "The pressure is like a muscle ache after you train: it's painful, but it's satisfying to know that you're growing. In that way I'm really enjoying it."
It's partly because a game like Dark Souls begs so many questions. The fact that it even exists at a time when gaming is trending more and more towards cinematic experiences designed to entertain rather than challenge is remarkable in itself. Its world is made up of dark secrets and oblique mythology which feed your curiosity rather than satisfy it; the deeper into it you get, the more fascinating nuances expose themselves to you. How on earth did a game like this come to be? Wouldn't any modern publisher run a mile at the suggestion of a game that makes a point of killing its players as quickly, creatively and frequently as it can?
Miyazaki laughs in recognition at this suggestion. "To be quite honest, we didn't really mention that aspect of the game when we did the presentations to Sony," he says, when I ask how FROM managed to get Demon's Souls green-lit in the first place. "We knew that people at the publisher would feel that way, and that they'd make us change it. So in the product concept presentation I didn't talk about it much. Of course I communicated with our producer at Sony, Kaji-san – but he actually agreed with me. He felt that if we were too forthright about all the death, about this game concept, with the marketing people, they would have run a mile. So that's why we had to be a bit sneaky about it."
There's a lesson, then: if you want to make a game with a highly unusual central idea, conspire with your producer and lie about it to the marketing department. Of course, when Dark Souls came along after Demon's Souls had already made a name for itself, suddenly the very death and difficulty that would supposedly have put everyone off was at the centre of its advertising. They didn't pick the slogan "Prepare to Die" for nothing. "Before Demon's came out, both Sony and players would have thought 'What the hell is he talking about, death as education? What is he thinking?' But now everybody is fully aware of the concept," smiles Miyazaki. I venture that it must be quite a triumphant validation to be proven right, but he only smiles modestly.
Dark Souls' genius – the hook at the heart of its gameplay philosophy – is the concept of death as education rather than punishment. Death can teach you something in other games too, but here it's an intentional learning device. It's a wonderfully elegant piece of game design, and one that I hadn't seen anywhere before Demon's Souls. Perhaps unsurprisingly, Miyazaki can't cite any other game as an inspiration. "Strictly, there are no other specific games that inspired this unique design," he says.