Hidetaka Miyazaki on stepping away from Dark Souls II and the future of the series
When Miyazaki sits down with Dark Souls II, it will be the first time he has played a game in the series without being its creative force. He tells us his hope is that it will be unpredictable, but avoids detailing specific things he’d like to see for fear of pressuring the development team |
Hidetaka Miyazaki, the godfather of Demon’s Souls and Dark Souls, is clicking his ballpoint pen repeatedly. He’s sitting across the table from us, wearing his trademark casual navy blue jacket over a buttoned-down shirt. His hair looks slightly more dishevelled than usual, hanging noticeably limply across his forehead. The atmosphere in the room has grown suddenly charged. The virtuosic young Japanese game designer has dropped a bombshell.
“I will not be involved in the actual development of Dark Souls II,” he says matter-of-factly. “I want to clarify that I will be a supervisor, not the actual director or producer.”
This is a crushing revelation for any hardcore fan of Demon’s Souls and Dark Souls, akin to a cinephile learning that Pulp Fiction 2 is in production, but that Quentin Tarantino isn’t attached to the picture. The strong personal tie between Miyazaki and the two dark fantasy RPGs he’s created to date has been well established. He explained to us in a previous interview, for instance, that the veil of ambiguity hovering over the Souls games grew out of his experiences as a child poring over western fantasy literature. Due to his patchy comprehension of English at the time, there were large chunks of each book he couldn’t decipher, leaving him to fill in the details with his imagination. He set out to create that same sense of awe and bewilderment in his games, letting players fill in the gaps with their imagination instead of having every plot point and objective clearly articulated through in-game text or cutscenes.
Hidetaka Miyazaki, creator of the Souls series
So what does it mean that Miyazaki is a supervisor on Dark Souls II? When we first hear the word, we imagine him popping by at the end of every workday to check in on development and see how things are progressing, maybe even signing off on features and visual concepts as they’re being prototyped – you know, supervising. In reality, his role is less involved and ongoing than the term ‘supervisor’ would suggest, having simply ensured things got started on solid footing before stepping aside. So what has he contributed to the project?
For one thing, Miyazaki has insisted on setting the top-line level of Dark Souls II’s production schedule. “I’m aware that many fans were a little bit frustrated about Dark Souls in terms of the scheduling – more specifically speaking, about the patches that we’ve released,” he says, alluding to the consequences of pushing Dark Souls out the door before it was 100 per cent polished. “I really regretted that, so I reviewed all those kinds of things that I worked on in Dark Souls to make sure that Dark Souls II is ready on time.”
The second item that Miyazaki claims to have looked after is the transition from a peer-to-peer online system to server-based network play, which promises a markedly improved online experience.
Even though this sequel will be roughly the same size as its predecessor, the world will be more densely populated with specific points of interest |
Finally, he points to his role in assigning the pair of replacement game directors – Tomohiro Shibuya and Yui Tanimura – who have now assumed the reins of the Souls series. Both had previously worked on FromSoftware’s mech-action series Another Century, which caters to the tastes of the local Japanese audience and isn’t currently available abroad. (Coincidentally, Miyazaki worked on the mech-action Armored Core series before creating Demon’s Souls, so it’s not as big a leap from mech combat to the fantasy-RPG genre as you might expect.)
Though the discrepancy could well be attributed to a translation error, moments after stating that “there will be two directors for Dark Souls II, which I have secured myself”, Miyazaki tacks on a correction after his introduction of Shibuya and Tanimura, saying “the decision about the new assignments was not made by me; it was made by FromSoftware and Namco Bandai as a whole”. These competing statements make it hard to decipher whether Miyazaki wished to step away from the Souls series, or if he was asked to move aside by the company so that the IP could be steered in a fresh direction. When asked about his new full-time role, Miyazaki mentions that he’s working on a new title as director, but when we ask if it’s a new IP he simply laughs and replies, “Sorry, I can’t answer that.”
“It was a company decision,” clarifies Namco Bandai producer Takeshi Miyazoe. “Miyazaki worked on Demon’s Souls and Dark Souls, but for the IP to evolve and provide a new experience within the Dark Souls world the new wind from directors Shibuya and Tanimura is key to providing players with [a] brand new Dark Souls experience. In order to maintain the expectations and satisfaction and the rewards that players experience, this was the right time to bring in the new characteristics and taste[s of the directors] for this series to continue on evolving.”
In designing map areas for Dark Souls II, the main creative principle is to dream up concepts that did not exist in the previous games |
While it’s sad to see Miyazaki part ways with his fantasy-RPG series, it certainly makes sense from a company perspective to steer him towards a fresh title, especially if it does turn out to be something brand new. Apart from Dark Souls, Namco Bandai’s recent attempts to develop memorable new properties have been largely unsuccessful. If there’s any chance this proven young designer can cause lightning to strike twice, it makes sense to give him that opportunity. For his part, Miyazaki seems ready to access a different part of his psyche. In response to an unrelated question, he says, “sometimes I’d like to work on a warmer game – not necessarily casual, but warmer in terms of the atmosphere and the environment”. It’s the closest thing that we’re given to a hint about the nature of his next project.
So how does Miyazaki feel about entrusting his baby to new parents? “I’m not one to restrict the potential that Dark Souls has by insisting that only I can work on the titles,” he stresses. “I want new expressions. It’s true that I’m sad about not being involved in the development of Dark Souls II, because I’ve worked on Demon’s Souls and Dark Souls’ development for the past five years. I really love those two titles; however, maybe this is the time to have new inspiration, so I’m fine about that. I’m looking forward to playing Dark Souls II not as part of the development team, but with a little bit of distance. Everybody knows what the core of Dark Souls is – the dev team does, the fans do, the media does – and that will never change. I [wouldn’t] really care for Dark Souls VIII to come out. That’s not the point. It’s more, ‘What do the fans want?’ We want to stay true to what they expect.”
At the conclusion of our interview, Miyazaki volunteers some formal closing remarks. He mentions this will probably be one of his last interviews about the Souls series for a while and wants to offer his appreciation on behalf of himself and the development team to fans and the media for lavishing such enthusiastic praise on Demon’s Souls and Dark Souls. As he exits the room, the reality sinks in – this is really happening. We’ve been taught that if the Fire Keeper dies, the bonfire they guard turns to cold ash. Let’s hope this is the exception. Dark Souls II has the potential to be a dramatic departure indeed.