"Elden Ring's Nightreign Director Shares Miyazaki Lessons - IGN First"

May 24,25

When discussing the "Souls" series, the name Hidetaka Miyazaki immediately comes to mind as the visionary behind titles like Dark Souls, Sekiro, Bloodborne, and Elden Ring. However, with the release of Nightreign, a new chapter unfolds as Junya Ishizaki steps into the director's role for the first time in the series. During a visit to FromSoftware's office in Japan, I had the opportunity to sit down with Ishizaki-san to discuss his experience taking the helm, explore some of Nightreign's unique design choices, and delve into the origins of this Elden Ring spin-off.

In a previous interview, you mentioned that you brought the concept for Nightreign to Miyazaki-san, who approved it. How close was the initial pitch to the final product, and what changed during development?

Junya Ishizaki - Director of Elden Ring: Nightreign: The core concept remained largely unchanged from our initial pitch to Miyazaki. However, throughout development, we incorporated extensive feedback from our team, which enriched the game beyond our original vision. We embraced new ideas and concerns, integrating them into Nightreign in exciting ways.

In terms of advice from Miyazaki and other directors at FromSoftware, the most impactful guidance was that a director should not hold back. This philosophy influenced our daily development process, pushing us to be more critical and disciplined in our decisions.

You conducted a Closed Network Test for Nightreign. How did this test inform the game's development, and what key lessons did you learn from player feedback?

The Closed Network Test was invaluable, particularly for game balance and difficulty tuning, which are always significant challenges in our games. We also closely observed player behavior and their interactions with the new systems introduced in Nightreign. This feedback was crucial for refining the onboarding process and explaining the game's new mechanics to players effectively.

What has it been like taking on the director's role for this project? Did you receive any specific advice from Miyazaki on directing a video game?

Stepping into the director's role was a commitment to see my vision through to completion. The advice from Miyazaki and other FromSoftware directors that resonated with me was to not hold back. As a director, I had to be more critical and disciplined in my daily decisions, ensuring they served the project's best interests.

In your previous interview, you mentioned that Nightreign can only be played solo or in a group of three, with matchmaking filling in the third player if only two players join. Why isn't there an option for just two players to play together?

This was an oversight during development. Our focus was on creating a balanced multiplayer co-op experience for three players. We also put significant effort into ensuring a rewarding solo experience. The lack of a two-player option was an unintended gap, but we are considering addressing this in post-launch support.

How does Nightreign adjust its difficulty for solo players, and what unique elements are present in solo versus squad play?

Nightreign is designed around three-player groups, but solo play is a natural part of the game loop. For solo players, we adjusted enemy aggressiveness to prevent unfair multi-foe encounters. The game's parameters dynamically adjust based on the number of players in a session. Additionally, we introduced a self-revive feature to give solo players more chances to learn boss patterns without restarting.

Can you explain how Nightreign fits into Elden Ring's lore?

Nightreign is set in the same world as Elden Ring but on a different stage. The game introduces the concept of the Night Lord, a natural calamity that has befallen the Lands Between. The Nightfarers, warriors tasked with opposing the Night Lord, are central to the story.

The story of Nightreign unfolds through individual character storylines rather than a traditional narrative. What was the reasoning behind this approach?

The Night Lord's calamity has brought together Nightfarers from different times and cultures, each with their own motivations and backstories. We wanted players to explore and connect with these characters, enhancing the narrative experience without a player-created character.

Was PvP considered for Nightreign, given FromSoftware's history with multiplayer elements in their RPGs?

PvP was not a focus for Nightreign. We prioritized a co-op PvE experience, finding that balancing character abilities for PvP would detract from our core vision. Our focus remained on cooperative play and PvE challenges.

How does your approach to balancing differ between Nightreign and a more single-player-focused game like base Elden Ring?

In Nightreign, we balanced the game around three-player co-op while ensuring it remains enjoyable for solo players. This involved tuning new character actions and boss encounters, like Gladius, to work well in both scenarios, unlike the broader balancing required for Elden Ring's solo and PvP elements.

The bosses in Nightreign seem more challenging than those in Elden Ring, likely due to the three-player squad setup. How did you determine what difficulty level was appropriate for Nightreign?

We designed Nightreign's boss fights to reflect the players' progress within the three-day/night cycle structure. These encounters are meant to be imposing and challenging, but players should be able to defeat them after learning and adapting within this timeframe.

Elden Ring Nightreign - First Screenshots

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What post-game content can players expect in Nightreign after defeating the Nightlords?

After defeating the Nightlords, players can explore post-game features like unlocking relics and new relic rites, which allow further experimentation with character builds. There's no time limit on these elements, encouraging players to delve deeper into the game's world.

Was there ever a consideration to make Nightreign a free-to-play game, given the prevalence of free-to-play titles in the multiplayer space?

We considered a free-to-play model but decided that a premium, yet not full-price, approach was best suited for Nightreign. We believe the game's content justifies its price, offering players a comprehensive experience.

What aspect of Nightreign are you particularly proud of?

I'm immensely proud of realizing the vision from concept to completion, especially the three-day/night cycle and how players come together in this condensed RPG system to face bosses. It's a testament to the team's hard work and dedication.

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