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 Demons Souls, so there were quite a few challenges. When Demons 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 didnt 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 couldnt 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).