In 2009, Hidetaka Miyazaki introduced Demon's Souls to the public, an action RPG that helped establish a new genre. This title was notably challenging, forcing players to learn through practice, dying countless times, and persisting. Driven by success, Miyazaki released Dark Souls in 2011, solidifying what is now known as the souls-like style.
The Essence of the Souls-like Genre
This genre has become a catalyst for player ego. The core experience lies in dedicating hours to trying to defeat a boss, failing, analyzing attack patterns, dying again, and finally achieving victory. The entire game design is structured so that this achievement is deeply satisfying, not a random event, which reflects Miyazaki's intention.
Over time, various other titles and studios have adopted this formula, expanding the genre with different rhythms and styles. Currently, an entire generation of players has been formed under the influence of this high-difficulty approach.
The Debate on Accessibility
However, a question arose that gained prominence, reaching even Miyazaki: the absence of an easy mode. For many players, the souls-like presents significant barriers, either due to the steep learning curve or the lack of time required for the level of concentration the genre demands. The discussion then turns to whether the correct term is accessibility and if it is possible to incorporate a simplified mode without compromising the essence of the genre.
FromSoftware's Stance
Due to the great repercussion of the debate, Miyazaki, the creator of the genre and director of FromSoftware, made his position clear. He stated that while they are always seeking improvements, difficulty is the element that gives meaning to the experience in their games, and therefore, there are no plans to abandon it, as it is part of their identity.
In FromSoftware's games, the narrative is not conveyed through long cinematic scenes or explanatory dialogues. Instead, it is revealed subtly, through item descriptions, environmental inscriptions, or interactions with NPCs that appear and disappear. The focus is for the player to learn from their own mistakes, synchronize with each boss's soundtrack, and repeatedly surpass themselves. Removing this difficulty would alter the fundamental proposal of the game.
In an interview given to the PlayStation Blog before the release of Elden Ring, Miyazaki reinforced his point of view, maintaining flexibility. He expressed the desire for new players to feel comfortable and be able to progress at their own pace, without him imposing a specific style or path, allowing them to experience this freedom. Despite recognizing the high level of challenge, he designed the games so that overcoming it would be rewarding, but without newcomers feeling excessively stressed by the difficulty.
Mechanics That Soften the Journey
Even without an easy button