Hidetaka Miyazaki Interview – Insights into His Creative Process

by Maruf Jias
Hidetaka Miyazaki Interview

Hidetaka Miyazaki. The name alone gets gamers salivating. If you’ve ever lost sleep over a boss fight in Dark Souls, or spent hours wandering the open world of Elden Ring, you’ve got Miyazaki to thank for that. This isn’t some corporate suit pushing out monthly updates. No. This is a guy who believes in grinding—both for players and for himself. So, what makes this gaming genius tick? Well, in a Hidetaka Miyazaki Interview, I dug deeper into the man behind the screen to figure it out. Spoiler: it’s not just the monsters that are terrifying. It’s his creative process.

A Little About Miyazaki’s Early Days

So, Miyazaki didn’t just wake up one day and decide he wanted to torment players with nightmarish worlds. Nope, it was a long, winding road. Fast forward past three failed attempts at “getting the job,” and here’s what I learned from my Hidetaka Miyazaki Interview: He didn’t even start in game design. He was a wannabe artist who stumbled into FromSoftware like a kid who accidentally got into the candy aisle. And, lo and behold, that candy aisle led to games—especially the fantasy genre.

Anyway, here’s the kicker: fantasy literature, particularly The Lord of the Rings, had a huge impact on his work. As Miyazaki put it in the interview, “I wanted to create worlds that felt like they existed.” That’s a vibe I think we all recognize—nothing like stumbling into a world that’s already been there for centuries.

  • Tolkien’s epic world-building? Big influence.
  • Arthurian legends? Yeah, knights, quests, and tragedy… all over his games.
  • Eastern philosophy? We’ll get to that.

Yeah, Miyazaki’s inspirations are as varied as his game mechanics—everything from medieval knights to deep Zen Buddhism. (Fun fact: Miyazaki actually mentioned that a lot of his game philosophy is rooted in Zen principles. Mind-blowing, right?)

The Smell of Dark Souls‘s First Concept Art

Miyazaki once said that his team’s early work reminded him of King’s Field, FromSoftware’s first shot at a 3D role-playing game. Now, I know what you’re thinking. “Isn’t King’s Field ancient history?” Yeah, it is. But let me tell you, there’s something wicked about a game that feels like you’re walking into a crypt. Every corner, every shadow, every piece of rusted armor tells a story.

I can’t tell you how many times I’ve walked into a Dark Souls or Bloodborne environment and thought, “Oh, this is where I die. Again.” In our Hidetaka Miyazaki Interview, he didn’t hold back. He told me that those early games were the foundation of his approach to world-building—create a space where players can feel the history, even if they’re just standing in a foggy alley. And lemme tell you, they feel that history—sometimes too much.

The Art of Saying “We’re Not Telling You Anything”

Miyazaki’s games? Don’t expect hand-holding. His games are a bit like showing up to a friend’s house for a dinner party and immediately being handed a blindfold. Yeah, no instructions. Nothing. Just go for it.

But that’s the beauty of his approach—players are forced to piece together the story themselves. Here’s the thing: Miyazaki wants you to explore, to dig. So, it’s not just about what’s told to you—it’s about what you discover along the way. As I learned in the Hidetaka Miyazaki Interview, the art of storytelling in his games lies in the environment itself. And yes, that includes reading the item descriptions. (Yes, those weird, cryptic little paragraphs that make you feel like you’re deciphering hieroglyphics.)

  • World design: You feel the history just by looking around.
  • Item descriptions: Half the time, they’re like a cryptic poem—go ahead, try and figure them out.
  • The beauty of ambiguity: Some folks hate it, but for Miyazaki, it’s key. The less you know, the more you have to discover.

I’m still trying to make sense of some of those Dark Souls item descriptions. It’s like, “Wait, what does that really mean?”—and that’s exactly how Miyazaki wants it.

The High Stakes of Challenge and Reward

Here’s where I get real with you: the challenge in Miyazaki’s games is not just a choice. It’s an identity. In the Hidetaka Miyazaki Interview, he was pretty open about how important difficulty is to him. “I want players to struggle,” he said. “I want them to earn that victory.” And I get it now. It’s not just about winning—it’s about feeling like you’ve done something massive after failing 50 times in a row.

I remember dying at the Dark Souls first boss—like, no joke, 20 times before finally beating it. And I didn’t even feel mad. I felt like I earned it.

Here’s what I learned from the Hidetaka Miyazaki Interview: that’s the genius behind his design. It’s brutal. But it’s fair. And when you finally make it past that challenge? Oh, man. It’s like climbing Everest—minus the frostbite, of course.

  • Punishing difficulty: Yeah, you’ll fail. A lot. But each time you try, it’s different.
  • Boss fights: These aren’t just fights—they’re like rites of passage.
  • The thrill of victory: Honestly, you’ll never forget it.

Fast forward past three failed attempts at the final boss… and you feel amazing when you beat it. You’ve earned that moment.

FromSoftware’s Secret Sauce: Teamwork, Baby

Let’s be real for a second. Miyazaki’s genius is undeniable, but if he’s being honest in the Hidetaka Miyazaki Interview, he’s quick to say that his team at FromSoftware deserves just as much credit. After all, behind every monster, every creepy detail, there’s a bunch of folks pulling long hours to make sure this world feels alive. Or, well, dead—but you get it.

In the Hidetaka Miyazaki Interview, he said, “It’s never just one person’s vision—it’s a team effort. And I trust them completely.” That trust? Yeah, it makes for magic. Whether it’s the designers, the artists, or the writers, every single person on the team plays a part in creating these brutal, beautiful universes.

  • Art team: They make the world. The designs are hauntingly gorgeous.
  • Sound team: Ever heard that Bloodborne atmosphere at 2 a.m.? Yeah. Creepy.
  • Writers: Their lore is the stuff of legends… and nightmares.

I’m convinced the real horror in his games? It’s the sleepless nights his team spends crafting them. In the Hidetaka Miyazaki Interview, he admits that it’s a ton of work to make each game feel “alive”—or, you know, “undead.”

“Fail Better”: A Bit of Miyazaki’s Mantra

Here’s something interesting—Miyazaki actually views failure as a good thing. Yeah, no joke. In the Hidetaka Miyazaki Interview, he confessed that, at FromSoftware, they consider mistakes part of the creative process. “We try things. A lot of things,” he says. “Some work. Some don’t. And that’s okay.” That’s how they innovate—by trying stuff, failing, then fixing it. I love that approach.

  • Rapid prototyping: From idea to prototype in no time.
  • Iteration: Things change—often.
  • Failing forward: You have to mess up to move forward.

Anyway, here’s the kicker: failing is an essential part of what makes FromSoftware games so brilliant.

What’s Next for Miyazaki?

And now, the future. What’s next for the gaming mastermind? In the Hidetaka Miyazaki Interview, he didn’t give too much away, but let’s be real—he’s always got something up his sleeve. After the success of Elden Ring, it’s clear that the man is only getting started. He’s hinted at exploring new ways of telling stories, new genres, and, possibly, more open-world games. And yes, that definitely makes me nervous. If Elden Ring is any indication, his future games will be as terrifying as they are breathtaking.

  • Bigger worlds: The man’s addicted to creating sprawling universes. Who can blame him?
  • Dynamic storytelling: He wants you to feel the world around you in ways you’ve never imagined.
  • Multiplayer? Maybe… But don’t expect hand-holding.

We’re all on the edge of our seats for whatever comes next from Miyazaki. I, for one, am both excited and terrified. Bring on the challenge.


So, yeah. That’s the lowdown on Hidetaka Miyazaki. From his humble beginnings to his current genius-level world-building, it’s clear that this guy is a master. What I really respect about him, though, is how much he’s willing to fail, just to get something amazing in the end. And as frustrating as it can be, there’s no denying: when it clicks, it feels damn good.

Frequently Asked Questions

Who is Miyazaki’s favorite Elden Ring character?

  • Miyazaki has mentioned that his favorite character from Elden Ring is the mysterious and powerful figure of Melina, whose journey and connection to the player character are key to the game’s narrative.

Does Hidetaka Miyazaki have a child?

  • Yes, Hidetaka Miyazaki has a child, though he keeps his personal life private and rarely discusses it in public.

Has Hidetaka Miyazaki beaten Elden Ring?

  • Although Miyazaki is known for his difficult games, he has stated that he has not completed Elden Ring in the same way players might, due to his work overseeing the development. However, he has experienced various parts of the game.

Was Hidetaka Miyazaki inspired by Berserk?

  • Yes, Berserk is a major influence on Miyazaki’s work, particularly in Dark Souls and Elden Ring. He has expressed admiration for the dark, gothic themes and character designs of Berserk, which have influenced the atmosphere and narrative style of his games.

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1 comment

Salvador Wipperfurth 15/04/2025 - 12:22 AM

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