You spoke about already having a large fan base, but how are you planning to adjust the difficult in Dark Souls II? To be honest, I can’t help but think that the needs of your existing fans and that of new players might be conflicting.
Just as you say, it’s a difficult proposition. That’s why we plan on making the early parts of the game comparatively less difficult to ease new players in, and then at a certain point, we’ll tell them “this is where the real game begins.”
So, a “The real Demon’s Souls starts here.” type of thing?
Exactly. In reality, I’m sure we’ll get quite a few new players with Dark Souls II, but existing players will probably represent the majority, so we need to make sure we satisfy their needs.
YES! YES! YES!
We are saved.
Someone had to stop catering to the lowest common denominator and I'm glad From is the one to do it.
There was another really good quote from Miyazaki that surfaced around the release of Dark Souls. It amounted to, "There are plenty of other developers out there making games for everyone, but From Software has always been about enthusiasts so we're going to keep making that kind of game." It warms the cockles of my heart that Shibuya seems to understand this.
Shibuya said:Dark Souls is a title that already has a very large fan base, so first and foremost, I think it’s important to make sure we don’t let those players down. As such, we don’t plan on changing the framework for Dark Souls II. On the contrary, we are focusing on really highlighting the best parts of the previous game and going in that direction. The concept is to give the game a major upgrade while leaving the good parts of Dark Souls as-is.
And the last part. Sorry again for the delay. There isn't much in this part:
Dark Souls II has become a title with big expectations from players around the world. Do you the two of you feel pressured at all?
Im very much aware of how big everyone's expectations are, so I need to make sure I dont let our players down.
I also feel strongly that I want to meet everyones expectations.
However, since this is my first time playing the role of supervisor, and since Im not directly involved in the development, theres a certain frustration there, but Ill do my best.
To change the subject again, I wanted to mention that Dark Souls with Artorias of the Abyss Edition won the PlayStation Awards 2012 Users Choice Award. Congratulations!
Thank you. The timing of the game's release must have been right near the end of the voting period, so I was very surprised. Its always such an honor to win the Users Choice Award. Im very thankful for everyone that voted for us.
How many units did Demons Souls and Dark Souls end up selling?
Im not in the position to comment on the sales of Demons Souls, but in regards to Dark Souls, I think it's over 1.5 million units at least. I've never been one to focus on sales, though, so these numbers might be somewhat old.
Hopefully Dark Souls II can go on to perform even better. To close out this interview, is there anything youd like to say to our readers?
First of all, as the director of Dark Souls and as representative of its development team, Id really like to express our thanks to everyone once more. I really think Dark Souls is a game that was nurtured by its fans, and thats a big part of the reason why Dark Souls II is now getting so much attention. Thank you all, and please look forward to Dark Souls II.
The development team and myself are doing our best creating Dark Souls II, so please look forward to the release of the game.
Miyazaki-san and Shibuya-san, thank you again for your time today.
This is good news too.Shibuya:
In regards to the map, we plan on adhering to the style established in Dark Souls (where the world is split up into areas). We arent really considering making it more of an open-world style.
The fact that Bamco decided to kick Miyazaki from the Dark Souls director seat pisses me off to no end. He clearly wanted to direct the sequel. The series is very much a product of his involvement.
Think items being sold as DLC was an idea bought up that he said no to? He's used it as an example twice.
To speak on that point, we had “feeling of loneliness” and “despair” as keywords for Dark Souls, and in the sequel I plan to add “sorrow”
I felt pretty sorrowful killing those little mushroom dudes
I forced myself to killonce and just because of that stupid trophy. Never again.her
Then there is also the Siegmeyer storyline, which is quite sad.
And there also was sorrow in the hidden dialog of, so I don't know what he is talking about. There was quite a bit of sorrow in Dark Souls.Quelaag's Sister
Yeah that was sad to read and really infuriating at the same time. Why is that that all bad decisions always comes from higher ups idiots.
Just that fact that he had to say no to this (and others things like he mentioned) makes me wonder just what horrible things Namco are cooking up for this game.
Still though I got high hopes for this game, just don't like it when company higher ups interfere so much.
Maybe there'll be more 'bosses' like maiden astraea from demon's souls?Those are very small instances. Sounds like they want to make it at least a little more of the core experience.
If you look back at the interview it says the word Shibuya used could be replaced by sadness, heartache, or bittersweet.
I'm interested how they are going to put more of a focus on those while still keeping the sense of lonliness. Something/someone must be taken from the player
Maybe there'll be more 'bosses' like maiden astraea from demon's souls?