{"id":71261,"date":"2026-08-20T23:00:00","date_gmt":"2026-08-20T14:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=71261"},"modified":"2026-08-20T18:31:39","modified_gmt":"2026-08-20T09:31:39","slug":"fromsoftwares-the-duskbloods-isnt-the-pvpve-youre-probably-imagining-miyazaki-talks-game-design","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/fromsoftwares-the-duskbloods-isnt-the-pvpve-youre-probably-imagining-miyazaki-talks-game-design\/","title":{"rendered":"FromSoftware&#8217;s The Duskbloods isn&#8217;t the &#8220;PvPvE&#8221; you&#8217;re probably imagining. Miyazaki talks game design, emphasis on &#8220;role-playing,&#8221; and offering enjoyment beyond pure skill"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">From Software\u2019s latest title, <strong>The Duskbloods<\/strong>, is coming to the Nintendo Switch 2 in 2026. Ahead of the game&#8217;s upcoming network test, AUTOMATON had the opportunity to attend a joint media interview with Hidetaka Miyazaki, president and CEO of FromSoftware and director of The Duskbloods.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The Duskbloods is a PvPvE action game for up to eight players. Players take on the role of the Bloodsworn \u2013 a race that has gained superhuman powers through special blood \u2013 and throw themselves into a fierce battle over the \u201cFirst Blood.\u201d<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Each playable character possesses a name and unique identity, and players can select and customize characters at the hub before stepping into online matches. During each match, players compete across four phases while earning \u201cVirtues,\u201d (unofficial translation) which serve as victory points, through a variety of means. Players who have accumulated too few points at the end of each phase are eliminated. Finally, to decide the winner, the last three remaining players either engage in a PvP duel or team up for PvE combat against a powerful foe.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Below follow Miyazaki&#8217;s insights on The Duskbloods&#8217;s gameplay, how the design was conceptualized, and his own preferences in game and character design. Note that this article includes some unofficial translations of in-game terminology and names, which will be marked as such the first time they appear in the text.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"The Duskbloods \u2013 Nintendo Direct 6.9.2026\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/d0ij2uQ87nc?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 id=\"what-kind-of-game-is-the-duskbloods\" class=\"wp-block-heading\">What kind of game is The Duskbloods?<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Could you tell us why you chose the PvPvE format for this title and what kind of experience you were aiming for?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Well, first of all, describing it as \u201cPvPvE\u201d in our initial announcement may not have been entirely accurate.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I used the term simply to describe the fact that the game contains both PvP and PvE. But these days, when people hear \u201cPvPvE,\u201d I think they tend to picture something more specific, such as an extraction shooter. If you play the network test build, I think you\u2019ll understand that this is a different kind of game from those. That said, there\u2019s no doubt that this is an online game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As for why we made it, the answer is the same as with our previous titles. It&#8217;s because we thought it looked fun.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The timing overlapped with Elden Ring Nightreign, so I\u2019m often asked about that, but the fact that the two projects happened at the same time was simply a coincidence (laughs). It\u2019s not like our strategy has changed and we\u2019re now going to primarily focus on making online games.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In fact, this project actually began before Elden Ring Nightreign. As I mentioned in a previous interview, everything started after we were given an opportunity to present the initial concept for the game to Nintendo, and they took an interest in it. At the time, though, I was simply talking about things that I personally thought would be interesting. I didn&#8217;t have any kind of company-wide strategy in mind.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">However, if I dig a little deeper, I feel that there was a certain accumulation of ideas within me from my experience making Demon\u2019s Souls and Dark Souls. The Covenants in Dark Souls are a good example. I personally like those kinds of online systems, and over the years I\u2019ve come up with various ideas, but many of them were difficult to incorporate when the base was a primarily single-player game. I suppose I wanted to make use of that accumulation of ideas and ways of thinking somewhere.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1622\" height=\"912\" sizes=\"auto, (max-width: 1622px) 100vw, 1622px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-001.jpg\" alt=\"\" class=\"wp-image-71268\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-001.jpg 1622w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-001-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-001-1536x864.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014In the explanation prior to the media playtest, we heard that &#8220;you can enjoy the game even if you aren&#8217;t highly skilled\/don&#8217;t win.&#8221; What kind of approach and methods did you use to achieve this?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>I think there are three major points to this.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The first is the \u201cVirtue\u201d system.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Virtues are essentially victory points, and with the exception of the final battle, the outcome of a match is determined by how many Virtues you have. PvP and PvE are merely means of obtaining Virtues. This makes it possible to aim for victory not only through pure action-game skills, but also through positioning and strategy. In other words, the Virtue system reduces the emphasis placed on pure action skill.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The second is role-playing and the enjoyment derived from it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">While the game is certainly fun even if you play purely to win, we also place importance on aspects such as playing a character and enjoying the spontaneous drama that arises during battle. Events and the &#8220;role&#8221; system (unofficial translation) in particular bring this aspect out strongly. I think there can be a certain amount of drama in the Passive Role that gets assigned to you unexpectedly. There are also situations where, if you happen to establish a role through a particular combination, a special line of dialogue will play, and you\u2019ll obtain a fragment of a new story.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The third point, which you won\u2019t be able to experience in the network test version, is story progression and character builds.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The game\u2019s hub has a second floor where several NPCs reside, and talking to them advances the story. You can also obtain items through online play and use them to customize your Bloodsworn, while fragmented storytelling is also conveyed through item descriptions and other means.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">These elements don\u2019t necessarily require you to win in online matches, so you can initially set aside the goal of winning and simply enjoy progressing the story and developing your characters.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Could you tell us more about the specifications planned for the full release which aren&#8217;t included in the network test build?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>We expect to have well over ten base character types available. Each character has their own unique weapon, and you can customize their Bloodsworn skills alongside another type of special skill.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">You\u2019ll also be able to give characters distinctive appearances through things such as masks and tattoos. There are also the role-playing elements \u2013 roles \u2013 as well as customization options that increase the likelihood of certain events occurring. In other words, character customization encompasses not only abilities and appearance, but also things such as the character\u2019s fate and destiny. And these customization elements, or the act of collecting them, also serve a role in the game\u2019s fragmented storytelling.<\/p>\n\n\n\n<h2 id=\"miyazaki-s-personal-preferences-are-more-than-present\" class=\"wp-block-heading\">Miyazaki\u2019s \u201cpersonal preferences\u201d are more than present<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The game has a Gothic atmosphere that evokes the world of Bloodborne. Why did you decide on this type of setting?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>The motif for the Bloodsworn, who are the player-controlled characters in this game, is essentially vampires. So, as the most straightforward world setting for a vampire story, we chose a \u201cGothic Victorian\u201d aesthetic for the first map. However, that isn\u2019t all there is to the game\u2019s world. There is only one map in the network test build, but the full release will include two additional maps, each with different world settings.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In this game, the Bloodsworn are summoned to the twilight of various times and places, where they fight over bloodgiving. The common thread between these battlefields is that they are all \u201cdusk,&#8221; in other words, times when humanity is facing destruction, decline, or its setting sun. In that sense, I think the world has quite a broad scope.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1627\" height=\"910\" sizes=\"auto, (max-width: 1627px) 100vw, 1627px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-002.jpg\" alt=\"\" class=\"wp-image-71269\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-002.jpg 1627w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-002-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-002-768x430.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-002-1536x859.jpg 1536w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014The game\u2019s visual motifs include elements such as the moon and blood, but one of the most striking was the wheel. I wondered whether it might be connected to the history of the Bloodsworn. What was the actual intention behind choosing it?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>The wheel is a motif intended to express the fact that the summoning that takes place during the dusk battles transcends space and time, connecting into what I mentioned earlier about battlefields representing the twilight of various eras and locations.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014There is a plethora of myths, legends, and fiction about vampires, covering a range of different ideas. What does your version of vampires look like?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Well\u2026 In this game, we deliberately refer to the playable characters not as vampires, but as the Bloodsworn.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That\u2019s because we envision them as a race with intelligence, philosophy, culture, and history, rather than simply monsters. I suppose that could be considered one of their defining characteristics.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Also, in a sense, this is one of my personal quirks. I tend to take a rather expansionist approach when it comes to interpretation. It\u2019s like, \u201cIf we say they\u2019re the Bloodsworn, then they\u2019re the Bloodsworn.\u201d So while we do value the traditional imagery, we also give ourselves a fairly broad range when it comes to character design.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I think Zork (unofficial translation) in the network test version is the most obvious example of that. (laughs)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Speaking of character design, I feel that everything from Demon\u2019s Souls through The Duskbloods has that distinctive FromSoftware quality. For example, mysterious characters with their eyes hidden, or figures you can tell right away aren&#8217;t human. Are these designed according to the game\u2019s world, or are they based on your personal preferences?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Well, I can\u2019t really deny that my preferences play a part. (laughs)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That said, I think this game actually has a relatively large number of characters whose faces are visible. During the process of designing the characters and creating their models, we\u2019ve tried to carefully express things such as their backgrounds and personalities. In terms of our previous games, I suppose it\u2019s somewhat closer to Sekiro or D\u00e9racin\u00e9.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That being said, I do find myself wanting to hide their faces. I suppose I just like things that are concealed (laughs).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It was the same with titles like Elden Ring. We\u2019d put a lot of effort into creating detailed facial models, only to cover the character\u2019s entire face with something like a full-face helmet.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Would you say you have a particular taste for characters who have their eyes covered, or possess a dignified demeanor?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Yes, I suppose I do like them (laughs).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I\u2019m drawn to mysterious figures, or perhaps those who seem far removed from my own reality, the kind of figures one might look up to.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">However, I try not to think too deeply about why that is. It would be painful if something unpleasant came out of it (laughs). I suppose I just have to accept it at this point.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So, yes, a boy of the kind you\u2019re describing will also appear in this game. I sincerely apologize (laughs).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">\u2014(laughs)<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1621\" height=\"906\" sizes=\"auto, (max-width: 1621px) 100vw, 1621px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-003.jpg\" alt=\"\" class=\"wp-image-71270\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-003.jpg 1621w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-003-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-003-768x429.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-003-1536x858.jpg 1536w\" \/><\/figure>\n\n\n\n<h2 id=\"the-duskbloods-s-combat-and-game-field\" class=\"wp-block-heading\">The Duskbloods&#8217;s combat and game field<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014It was striking that all characters were equipped with both melee and ranged weapons. What is the intent behind this design?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Basically, we first established the foundation for the action mechanics, and then adjusted the weapon types to fit it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In this game, the playable characters are Bloodsworn who possess superhuman abilities, can jump very high, and can even dash through the air. Simply put, the action in this game is dynamic, and we felt that to fight effectively, players would need ranged weapons as standard equipment in addition to melee weapons.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014In the playtest, there were features like warping, and we were able to explore a wider variety of locations than expected. Will the actual maps be around this size as well?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Basically yes. When considering game balance, there is generally an appropriate map size, and we\u2019ve adjusted each map so that it falls within that range.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I&#8217;d like to ask about how you&#8217;ve tailored the map design to the action. During the playtest, the game felt quite different from both Elden Ring and Elden Ring Nightreign in this regard. How did you approach adjusting the field to match the PvPvE format and dynamic action?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>The player-controlled characters in this game have a high degree of mobility, particularly when it comes to jumping and airborne controls, so we\u2019ve designed the maps with the idea of creating three-dimensional spaces where it\u2019s fun to zip around.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I personally like maps that are built vertically, so that was an enjoyable process for me. Also, compared with our previous games, we haven\u2019t established as strong a sense of direction or guided routing on the maps in this game. That\u2019s a result of designing the game around repeated play and freedom in how players approach each match.<\/p>\n\n\n\n<h2 id=\"multiplayer-is-the-core-of-what-the-duskbloods-has-to-offer\" class=\"wp-block-heading\">Multiplayer is the core of what The Duskbloods has to offer<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Is there a singleplayer story for each character?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>The singleplayer mode is intended to be fairly minimal. We wanted to ensure that even when online play isn\u2019t available, such as during server maintenance, players wouldn\u2019t be left with nothing to do.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Specifically, it will include things such as character customization, practice sessions, and simulated eight-player battles.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I imagine ranks will be one of the things that motivates players. Will there be systems such as ranked matches in place?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Yes. We\u2019re still figuring out the details of how they\u2019ll be operated, but we will have ranked matches, leaderboards, and a seasonal system. Winning battles and raising your rank are, naturally, another part of the fun this game offers.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Regarding the Virtue system, I noticed during the playtest that the way the &#8220;best ways to earn victory points&#8221; were displayed felt very much like a board game. Did you draw any inspiration from your love of board games?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Yes, I think the Virtue system was partly inspired by board games. One of the ways to obtain Virtues in this game is through something called \u201cAcclaim\u201d (unofficial translation). But during development, we actually nicknamed this mechanic \u201cLongest Road\u201d amongst ourselves (laughs).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Personally, I think this Virtue system has greatly broadened the range of possibilities in the game. It expands the options for pursuing victory and the range of tactical approaches, as well as how players consider events and their Bloodsworn&#8217;s special abilities.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Note: \u201cLongest Road\u201d is a special card in the board game Catan awarded to the player who is the first to build a continuous road of five or more segments.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014But in the end, it inevitably comes down to a duel?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Yes. We did experiment with versions without a final battle, but they just didn\u2019t feel satisfying enough, so we settled on the current format.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">However, there is also a pattern in which the final battle is not PvP, but PvE against a boss enemy, although it&#8217;s not available in the network test build. Your character build will also allow you to choose to aim for that kind of final battle.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We also want players to feel a strong sense of accomplishment from being one of the final three players who make it to the last battle. To be honest, I feel that the presentation in the network test build is still somewhat lacking in this respect.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Since the announcement, we&#8217;ve heard some voices saying they don&#8217;t really like PvP. Is the game designed so that players who only want to play PvE can still enjoy it?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>It isn\u2019t possible to play the game exclusively as PvE, but as I mentioned earlier, the game is designed to offer a range of ways to play beyond just \u201cPvP based purely on action skill,\u201d as well as different ways to have fun. I\u2019m not a player with particularly high action-game skills myself, but I think even someone like me can enjoy this game. (laughs)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As for story progression, we also have multiple endings, so in that sense, I think there are ways to enjoy the game that are similar to a singleplayer experience. That said, story progression is still designed around online play. The fragmented storytelling in this game was designed with online play, particularly the dramatic situations that arise from it, in mind, and we want players to enjoy that aspect.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Of course, winning online matches isn\u2019t necessarily a prerequisite for progressing the story. Ideally, players would first enjoy the story, gradually become better at winning along the way, and eventually start wanting to win as well.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Since the game is being developed for Nintendo Switch 2, I imagine there will be many players who haven\u2019t previously played a FromSoftware title. How are you approaching the content when it comes to appealing to new users?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>This is a little embarrassing to admit, but I don\u2019t really think about that very much myself. (laughs) I\u2019ve never been particularly good at making games with a specific target audience in mind and designing specifically around that. I prioritize creating something that I personally find fun and want to make.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">That being said, this game relies more heavily on systems and rules compared to our previous games, and it also contains many new mechanics, so we\u2019re putting more emphasis on properly communicating those things to users. In that regard, I&#8217;m extremely grateful for the extensive support we\u2019ve received from Nintendo.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">They point out things that we simply assume are obvious and remind us that they are not. This is an area that we&#8217;ve always struggled with a bit, so their help has been invaluable.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1631\" height=\"907\" sizes=\"auto, (max-width: 1631px) 100vw, 1631px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-004.jpg\" alt=\"\" class=\"wp-image-71271\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-004.jpg 1631w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-004-380x211.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-004-768x427.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-004-1536x854.jpg 1536w\" \/><\/figure>\n\n\n\n<h2 id=\"are-there-any-ways-to-play-that-take-advantage-of-the-switch-2-s-unique-features\" class=\"wp-block-heading\">\u2014Are there any ways to play that take advantage of the Switch 2&#8217;s unique features?<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>We\u2019ll probably have some smaller features like that, but I can\u2019t talk about them here yet, sorry.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014You mentioned earlier that the overlapping development timing with Elden Ring Nightreign was a coincidence, but I did think there were some similarities, like the map screen controls and the gameplay being divided into phases. Did you share technology or utilize the know-how from Elden Ring?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Yes, since both titles are being developed within the same company and share the common trait of being online games, we certainly share technology, insights, and feedback.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Has your directing style changed since Elden Ring? Is there anything you consciously do differently when working on a multiplayer game versus a single-player one?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>Fundamentally, it hasn\u2019t changed. However, because this is a game in which systems and rules carry a lot of weight, I think we\u2019re placing greater emphasis on playtesting and adjusting the game based on feedback than we did with previous titles.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Of course, we also conducted playtests for our previous games, but with this one, we\u2019re more inclined to use the results to adjust the overall rules and the like. It\u2019s a fresh experience for me, and it\u2019s one of the enjoyable aspects of making this game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014You mentioned there were quite a few twists and turns in designing the rules. Could you tell us which parts you struggled with the most?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>There were several points that we prioritized during balancing, and one of them was the \u201cweight of PvP.\u201d By PvP here, I mean direct combat between player characters, while weight refers to the importance of winning those encounters and the proportion of total playtime they occupy.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This is something we\u2019re continuing to focus on in the network test as well, and based on the feedback we receive, we intend to make further adjustments for the full game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Are there any online games you&#8217;ve been playing a lot recently, or any titles that have inspired you lately?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>When it comes to games, I play a lot of titles as part of my work. For research, you could say, or to keep up with trends. Among those, the one I\u2019ve been playing for fun would probably be Culdcept, though I only picked it up very recently.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">And this may be somewhat off-topic, but lately I\u2019ve also been playing mahjong. A little while ago, I played a real-life game for the first time in a while and lost, which was frustrating, so I\u2019ve been practicing to get back in shape (laughs).<\/p>\n\n\n\n<h2 id=\"what-players-should-expect-post-network-test-and-post-launch\" class=\"wp-block-heading\">What players should expect post-network test and post-launch<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014With multiplayer games, there\u2019s a tendency for the playerbase to become divided over time based on differences in skill level. How are you planning to address that?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>I think there are two answers to that.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The first is what I\u2019ve discussed already \u2013 the game is designed to offer many different ways to have fun. That means beginners can enjoy themselves while gradually becoming more experienced players.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For example, to reiterate what I said earlier, the ideal progression would be to first enjoy the story, gradually become capable of winning in the process, and eventually start wanting to win even more.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The second point is something we\u2019re considering for future updates \u2013 mechanics that would allow skilled players to actually benefit beginners. For example, an experienced player could become a special Bloodsworn ally, act as a special powerful enemy, or bring about a rare event.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We\u2019d like experienced players to become people who are appreciated and respected. This is still only at the conceptual stage, though. Right now, we\u2019re focusing all our efforts on completing the full game, and there are still many things undecided regarding the content and timing of future updates.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014After launch, do you expect to make frequent, small balance adjustments, or will adjustments be made in larger batches around things like seasonal resets?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<\/strong><br>We intend to frequently update the game. Whether it\u2019s adjusting balance or expanding the content, I think the design leaves us plenty of room to do so. There\u2019s also a lot that remains unknown to us about how users will actually play and enjoy the game once it\u2019s live.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In that sense, we\u2019re also placing a lot of importance on the results of this network test. Based on the feedback from the test, we\u2019d like to make as many adjustments as possible.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I get the impression that the \u201cFleeting Love\u201d role (unofficial translation) might also reflect some of your personal preferences.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Miyazaki:<br><\/strong>Do you think so? Well, it is certainly one of my favorite roles.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Whether it\u2019s alliances that last only until just before the final battle or joint efforts that are extremely short-lived, the fleeting nature of these relationships may be one of the defining characteristics of this game<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">But the role system itself is very fun to create. Right now, because the system itself is still new, we\u2019re keeping things relatively simple. But the full release will include some more complicated ones, and once players become accustomed to the system and are able to digest more complex rules to a certain extent, I think there will be even more things we can do with it. I think it\u2019s quite an expandable system.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1431\" height=\"859\" sizes=\"auto, (max-width: 1431px) 100vw, 1431px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-005.jpg\" alt=\"\" class=\"wp-image-71272\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-005.jpg 1431w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-005-380x228.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/08\/20260820-71261-005-768x461.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Thank you very much.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><a href=\"https:\/\/www.nintendo.com\/us\/store\/products\/the-duskbloods-switch-2\/?srsltid=AfmBOortzztMf1CofjOEkA_wCUyiDMPSF2CDjx6k2c0iGVQOKqYJRVkL\" target=\"_blank\" rel=\"noreferrer noopener\">The Duskbloods<\/a> is scheduled to launch in 2026 exclusively for the Nintendo Switch 2.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Joint media interview with The Duskbloods director Hidetaka Miyazaki.<\/p>\n","protected":false},"author":1,"featured_media":71266,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","autoblue_enabled":true,"autoblue_custom_message":"","autoblue_shares":[{"did":"did:plc:uzrrhkfyjrfdsynj2voztcf2","date":"2026-08-20T14:00:05+00:00","uri":"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3mtjfrxqj722v","response":"{\"uri\":\"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3mtjfrxqj722v\",\"cid\":\"bafyreiambtylml3cfskyjk4t7vknh63uwa3g2eo2ceix4ln2o4k7idraca\",\"commit\":{\"cid\":\"bafyreiatcxhnlvq3jk7cv3w7motc5msfaakuhypa775hcj3dcb5fxcqtou\",\"rev\":\"3mtjfrxqn422v\"},\"validationStatus\":\"valid\"}"}],"autoblue_post_url":"","autoblue_publish_document":false,"footnotes":""},"categories":[10],"tags":[],"class_list":["post-71261","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-interviews"],"blocksy_meta":{"styles_descriptor":{"styles":{"desktop":"","tablet":"","mobile":""},"google_fonts":[],"version":7}},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>FromSoftware&#039;s The Duskbloods isn&#039;t the &quot;PvPvE&quot; you&#039;re probably imagining. Miyazaki talks game design, emphasis on &quot;role-playing,&quot; and offering enjoyment beyond pure skill - AUTOMATON WEST<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/interviews\/fromsoftwares-the-duskbloods-isnt-the-pvpve-youre-probably-imagining-miyazaki-talks-game-design\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"FromSoftware&#039;s The Duskbloods isn&#039;t the &quot;PvPvE&quot; you&#039;re probably imagining. 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