Approaching Network Systems from a Social Science Perspective



Miyazaki:

The third concept I mentioned, new online elements, is something I cant talk in detail about right now. The key phrase would be free sharing of exploration, but I cant say any more about it, so please wait for future announcements.



4Gamer:

New online elements, you say?



Miyazaki:

Yes. Just like with Demons Souls, we want to do something cool with the network features.



4Gamer:

I wondered this when I first interviewed you about Demons Souls, but do you come up with these new network features all by yourself?



Miyazaki:

Yeah. I mean, I like to bounce ideas off trusted members of the team, and I get a low of new ideas by doing that, but when youre first thinking of network features, it can be very conceptual and abstract, so I spend a lot of time, comparatively, thinking of them by myself. This may apply to all aspects of my games, but especially with the network features, it can be very hard to get other people to understand my ideas (laughs).



4Gamer:

Interesting So, do you have a pretty deep knowledge of how network services are designed?



Miyazaki:

No, not really.



4Gamer:

But you always come up with features that really use the network features in a good way. In Demons Souls, you had the bloodstain system that showed how other players died, and the more seamless cooperative and PvP gameplay. Those types of systems have become more commonplace now, but when Demons souls came out, and especially when you were still in the planning stages, I dont think most people would have been able to come up with those ideas.



Miyazaki:

Youre definitely right that it was hard for people to understand at the time. I have a lot of bitter memories from that time.



4Gamer:

The online multiplayer systems and features of the day tended to come from a much simpler way of thoughtlike, this would be much more fun if we could play together!but thats where a lot of those ideas seemed to stop. A lot of games didnt seem to fully take into account the merits and demerits of those systems.



But you, on the other hand, even a long time ago would say that playing together is fun, but playing together at the same time can be a pain. I remember you saying, There has to be more possibilities with asynchronous mutliplayer gameplay. Those words left a strong impression on me.



Miyazaki:

Yeah, I remember saying that.



Im the same way now, but at the timeand this may sound a bit pretentiousI was thinking about network systems in video games from more of a social sciences standpoint.



4Gamer:

Social sciences?



Miyazaki:

Yes. When I was in university and later graduate school, I was interested in studying social sciences on the side. At the time, the Internet had really just entered the world. Looking back, it was a very interesting eraa time that really made me think about a lot of things. Of course, I was always playing video games and wasnt a very serious student, so I dont mean to say Im some kind of expert, but I think I was influenced in a way.



4Gamer:

Interesting. So that formed the backbone for your later work.



Miyazaki:

Nothing so grandiose as that. I just had academic leanings in that direction. I think a lot of people from my generation will know what Im talking about.



4Gamer:

Hmmm



Miyazaki:

I find network systems to be very interesting, both in general and when applied to games. Whether its an experience in a game or some kind of value, it can be expanded across a multitude of layers. This may sound a bit dramatic, but I feel that Im very lucky to be able to create games in an era like this.



4Gamer:

Well, I dont know what kind of network systems well find in Bloodborne, but in terms of it being a new challenge for you, you certainly have me excited.



Creating Something Special



4Gamer:

Another question I had was if the teams working on Bloodborne and Dark Souls II are completely different or not.



Miyazaki:

They are totally separate teams.



At From Software, we have the development resources to work on two so-called high-end games simultaneously. Bloodborne is one of those titles, and weve been working on it in parallel with Dark Souls II.



4Gamer:

In terms of games being developed domestically in Japan, I feel that Bloodborne is definitely one of the bigger projects. At the same time, people are always talking about how Japan has a tough time competing head-on with the so-called triple-A game studios overseas, and that Japanese developers have to approach things from a slightly different angle. Are you conscious of that at all when developing games?



Miyazaki:

Thats a tricky topic.



Speaking strictly about Bloodborne, the project has become quite large, but at the same time, I think that our particular style is still very much intact.



Its not so much a conscious decision that we keep our unique style intact, but more that it just happens naturally. Either way, the result is that we probably do end up approaching things somewhat differently.



4Gamer:

When you say it naturally ends up that way, is that because the development team structure ultimately has you making the decisions?



Miyazaki:

Thats not necessarily always the reason, but it may be one.



When it comes to game design, our style is to not have a lead designer, but instead have the director work directly with the individual designers.



That, of course, has both a good and bad side. The good side is that you dont lose sight of what you set out to make, and its easier to make your unique style shine through, but on the other hand, there are physical limitations. For as much as the structure allows you to you really stay on target, its also easy to become immobilized.



4Gamer:

It also heavily depends on who is the director.



Miyazaki:

Thats right. In the end, you have to find the right team structure for the people creating the game. For example, we adopted different styles for Bloodborne and Dark Souls II.



However, regardless of all that, for us at From Software, the base premise is always to make a good game--we all want to make something special. Were always conscious of that.



You can call that our unique style, or being From-like, but whatever it is, it comes down to being something special. I dont intend to define what something special means, but I think its something that has value, and I want From Software to continue being a company that has it.



Staying Involved in Game Development



4Gamer:

Theres another thing thats been on my mind that Id like to ask you about. Recently, it was announced that you would be taking on the position of president at From Software.



Miyazaki:

Yes, thats correct



4Gamer:

So I think theres a bit of concern, or should I say "worry," among fans about just how much you can be involved in the day-to-day development while also serving as the president of the company. You are definitely the director on Bloodborne, right? Not a producer or anything?



Miyazaki:

Yes. On Bloodborne, I am 100% the director.



4Gamer:

Oh, that sure is a relief! But are you able to keep up your presidential duties at the same time?



Miyazaki:

Yeah, Im getting by. I learned a lot from developing Dark Souls, so I have another person at the director level supporting me on this project, and Im finding a way to make things work.



Since this interview is about Bloodborne, Id rather not talk too much about my role as president of From Software, but simply put, one of my conditions for taking on the role of president was that I would be able to remain involved in the day-to-day game development.



4Gamer:

Conditions?



Miyazaki:

Yes. It might not have been the best idea to set conditions when they were offering me the position of president, but my personal goal has always been to create games.



4Gamer:

I think I understand how you feel.



Miyazaki:

The previous president, Jin, was really understanding in this regard. Anyway, I am definitely the director of Bloodborne, and my becoming president will not lessen my involvement in any way.



4Gamer:

This is a bit of a tangent, but your first project to work as a director was Armored Core 4, right?



Miyazaki:

Thats right. I started as the lead planner on the project, but became the director mid-way through the prototype phase. As the lead planner, I was in charge of the setting, story, design, and the game systems. One of the more distinctive features I worked on was the Quick Boost mechanic.



4Gamer:

Oh, really? I remember feeling that Armored Core 4 and the sequel Armored Core for Answer felt even more video gamey than previous Armored Core titles, so I guess that was due to your involvement.



Miyazaki:

But with Armored Core for Answer, we were working on that in parallel with Demons Souls, so there were quite a few challenges. When Demons Souls was in the initial planning stages, and right around the time it was entering the prototype phase, I came on as the director, and at the time, it was a completely different and very difficult project compared to what it ended up becoming.



4Gamer:

Is that so?



Miyazaki:

Yes. One thing I remember was that the camera perspective was completely different.



At the time, the plan was to make it first-person, or more specifically, a game in which you switched between first and third-person perspectives.



4Gamer:

Wow, really?



Miyazaki:

Yeah. At the time, The Elder Scrolls IV: Oblivion was a really big deal, and I think SCE wanted a game similar to that.



From my perspective, though, I didnt think we could compete by taking the same approach as Oblivion, so I wanted to focus more on gameplay elements like battles and exploration, and had to do a lot to convince everyone that a third-person camera was the way to go.



4Gamer:

What did you say to convince them?



Miyazaki:

I started by explaining the direction of the game. I just mentioned the focus on battles and exploration, and in order to facilitate those, I knew that a locked third-person camera was the best way to go, so I explained my logic.



Whether you take the environment layout, the object and enemy placement, or the back-and-forth action in battle, I knew we couldnt do our best work unless the camera perspective was set. Even talking about the multiplayer elements and other facets of gameplay, I believed a third-person perspective was best. I said a lot of stuff like that, and whatever came to mind to convince them (laughs).



Making It Exciting



4Gamer:

I think were running out of time, but is there anything youd like to say to our readers and your fans?



Miyazaki:

Sure. To kind of summarize what weve talked about, Id like to say that Bloodborne is a game thats been full of challenges for usits an all-new game that were developing on new hardware.



However, the underlying philosophy of the game is the same as the projects weve worked on up until nowwe want to make games with satisfying gameplay that are fun for people who like games, for example.



4Gamer:

Being able to talk to you today, and seeing the game in motion has really put some of my fears to rest.



Miyazaki:

I can only hope that fans will also rest at ease, but at the same time get excited for all of the new stuff we have in the game.



4Gamer:

I feel like there arent a lot of games these days that people can get excited about just from reading about them, but I think people might be quite excited for this game!



Miyazaki:

If thats true, I couldnt be happier. As a gamer myself, I love getting excited for games.



4Gamer:

Just to be completely sure, allow me to ask one final time, but your becoming president of From Software wont have any negative effect on Bloodborne, right?



Miyazaki:

Definitely not. Even when Jin was in charge, From Software was never a company where the president couldnt be involved in game development.



4Gamer:

So I guess the roles of president and game director arent entirely conflicting then. Perhaps thats especially true at From Software.



Miyazaki:

Thats right. Of course, there are duties I need to take care of as president, but everything comes back to making a good product and a good game. If thats the case, then of course its also a good thing for me as a game creator.



4Gamer:

Is that the case?



Miyazaki:

It sure hope so (laughs)!



Anyway, although the release is still a ways out, I hope everyone will look forward to Bloodborne. Thanks for your time today.



4Gamer:

Thank you!