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Dark Souls, Bloodborne Intentionally Lacking 1 Feature is “Something we take to heart when we design games”


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Dark Souls, Bloodborne Intentionally Lacking 1 Feature is “Something we take to heart when we design games”

As the majority of gamers would already know, one of the most prominent features of titles produced by Hidetaka Miyazaki is how they feature an insane amount of difficulty. According to the director himself, the difficulty is put in place to help the players gain a sense of achievement when they are finally done overcoming the hardship in the level design.

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Games made by Hidetaka Miyazaki are known for their insane level of difficulty

What is more intriguing about the games created by Miyazaki is that despite having a difficulty level that might be too much for the players to handle at times, they do not even feature an option to tone it down a bit. This has been something that FromSoftware has even received criticism for in the past, with the studio refusing to change its stance on it.

As discussed before, the insane level of difficulty has become one of the few identification marks of the Soulsborne games. Explaining how he envisioned the experience to be for the players, Hidetaka Miyazaki via

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revealed:

“We want everyone to feel that sense of accomplishment. We want everyone to feel elated and to join that discussion on the same level. We feel if there’s different difficulties, that’s going to segment and fragment the user base. People will have different experiences based on that. This is something we take to heart when we design games. It’s been the same way for previous titles and it’s very much the same with Sekiro”

Miyazaki ultimately disclosed how the absence of an option to control the difficulty is to keep the players on an equal level and not to segment the user base. As stated before, he also looks forward to delivering the players a sense of achievement when they finally overcome a hard level or the game as a whole. Keeping the difficulty the same for everyone also helps everybody to stay elated and interact with each other on the same level.

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Hidetaka Miyazaki reveals why there is an absence of a difficulty control option in his games | A still via GameInformer

Being one of the biggest game publishers in the Dark Fantasy genre, the director also holds the responsibility for making the game not feel a bit too difficult for the players. This is the reason why he has even apologized to players in the past who have felt overwhelmed by the intense level of difficulty in the game.

Fans are now excited to see what the future holds next as the upcoming Shadow of the Erdtree DLC for Elden Ring is finally scheduled to be released on 21st June. So far, it has been revealed how the player will travel into another realm called the Land of Shadow and how it will feature another obstacle for the players to come across as it features Hidetaka Miyazaki’s favorite region from Soulsborne games.

As revealed by the director in another interview, poison swamps have been one of his favorite regions in the Soulsborne titles ever since he made Elden Ring. He revealed how while creating the game he retrospected and realized he liked making said swamps and giving players a unique form of challenge. Miyazaki also mentioned how he has added a new swamp once again in the coming Shadow of the Erdtree DLC.

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Teased Deathblight Poison Swamp in the coming Shadow of the Erdtree DLC.

Fans have been speculating how the teased poison swamp is most likely to be a deathblight swamp, as teased in the official gameplay trailer for the DLC, potentially giving the players an effect build-up as they cross the area.

Elden Ring is available to purchase on Steam.





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#Dark #Souls #Bloodborne #Intentionally #Lacking #Feature #heart #design #games

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