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ELDEN RING - From Software + George RR Martin

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Entrevista com o Miyazaki:

 

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Sam Wilkinson, Bandai Namco: First off, please tell me when and how development for Elden Ring took off.

Hidetaka Miyazaki, Game Director: Development for Elden Ring started just after development for the Dark Souls 3 DLC had ended. At the time, Elden Ring was being planned as a more classic fantasy title compared to others that were either being considered or already in the early stages of development.

We wanted to create a new dark fantasy action RPG full of things that we weren’t able to do in the Dark Souls series.

Wilkinson: Elden Ring seems to have been in development at the same time as Sekiro. How did you go about its development?

Miyazaki: The overall process of development has been the same as it was in Sekiro.

While assigning co-directors to each project, I took direction over the various game design, art and musical aspects of the titles.

We tend to space out the development-peak for our projects to make use of what little time we have, however being able to share a vision with the co-directors as well as the development staff has allowed us to build a trusting relationship which makes this kind of development style possible. I am incredibly grateful for them and their hard work.

Of course, this project still has a load of work ahead of it as well (laughter).

Wilkinson: What genre do you think Elden Ring will fall under?

Miyazaki: It is a third-person action RPG.

Unlike Sekiro, which has a heavy focus on action, Elden Ring puts more focus on RPG elements.

Of course, we are not shying away from the fun of responsive melee-based combat, and these elements will be present as well.

Wilkinson: Do you believe this title will turn out to be a very From-like and challenging game?

Miyazaki: Yes, I do. The importance we place on the joy the player experiences through overcoming challenges will be the same as it is in our other titles. I believe it will prove to be a very satisfying experience.

Earlier I had said that this title focuses more heavily on RPG elements. This title will include a wide variety of weapons, magic, and ways to engage enemies, that make it possible to provide users with a style of gameplay and strategy that suits them.

Even when compared to the Dark Souls series, I believe this title will provide even more variety in the ways for players to overcome challenges and tweak their tactics when facing enemies.

Wilkinson: Will Elden Ring contain character customization elements like in Dark Souls, or will it be similar to Sekiro in that there is a fixed protagonist that the player controls?

Miyazaki: Yes, it will contain character customization elements.

Similar to the Dark Souls series, Elden Ring allows players to design and control their own unique character. As I said earlier, this title puts a heavy focus on RPG elements, and we thought this approach would best suit that focus.

Wilkinson: Regarding the collaboration with George R. R. Martin, can you further explain how this collaboration came about and in what role it has served throughout the project?

Miyazaki: I suppose the start of this collaboration came from the fact that I myself am I huge fan of Mr. Martin’s work.

I loved “A Song of Ice and Fire” as well as the “Tuf Voyaging” series, however if I had to pick a favorite I would probably say “Fevre Dream.”

I personally see “Fevre Dream” as a masterpiece among vampire fantasy and had even previously recommended it to all new employees.

Me being such a known fan of Mr. Martin caused our executive business director Eiichi Nakajima to reach out to him with the expectation that we would get turned down.

However, we were then given the rare opportunity to talk one-on-one with Mr. Martin which was an incredibly fun and stimulating experience. It was then that I strongly felt that I wanted to work with Mr. Martin.

I am still unable to put into words how grateful I am to Mr. Martin for agreeing to our offer.

The actual collaboration itself begun with Mr. Martin ever so politely confirming what sorts of themes, ideas as well as many game-related aspects I had envisioned for the game.

This allowed us to have many free and creative conversations regarding the game, in which Mr. Martin later used as a base to write the overarching mythos for the game world itself.

This mythos proved to be full of interesting characters and drama along with a plethora of mystical and mysterious elements as well. It was a wonderful source of stimulus for me and the development staff.

Elden Ring’s world was constructed using this mythos and stimulus as a base. Even I myself find it hard to contain my excitement from time to time. We hope that everyone else is looking forward to the world we have created.

Wilkinson: What are some differences when compared to your previous titles (especially Dark Souls)?

Miyazaki: If I were to put aside the world full of fresh stimulus thanks to our collaboration with Mr. Martin, I would have to say the biggest difference is it being open world.

Due to this, the scale of the world and its narrative, as well as the depth and freedom of exploration have increased dramatically. It is without a doubt our biggest title yet in terms of sheer volume.

There are many definitions to the term “open world,” and I might not be phrasing it correctly, but we have simply tried our own approach to a game with a large, open field to play in.

It is a world full of danger and threats, as well as many areas ripe for exploration.

Among those areas, you will also find intricately designed, multi-layered castles and such.

Wilkinson: What is the meaning behind the title?

Miyazaki: Elden Ring is the name given to a mysterious concept that defines the world itself.

As the trailer at the conference implied, this “Elden Ring” has been shattered. The significance of this will be one of the important themes of the game.

That’s about all I can say at this point in time (laughter)

Wilkinson: Will Elden Ring contain the gritty, intense boss fights we’ve all come to love and expect from From?

Miyazaki: Yes, of course. Boss fights are something we enjoy making and make up one of the climaxes to this title as well. We feel there is a wide variety of unique and horrifying bosses for players to look forward to.

Wilkinson: What can you teach us about the character shown in the concept art that was released?

Miyazaki: We chose this character because of his eccentric aspects as well as the way he portrays the darkness that the world and story possess.

While Elden Ring may be a classic dark fantasy title, it is more than just that.

This character also represents one more theme in addition to the previously mentioned eccentricity.

That theme is the will, or ambition of mankind.

Fonte

Editado por Cyco

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só para constar que eu pedi para o pessoal editar o outro topico la pq eu não estou conseguindo

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Mais alguns detalhes do jogo numa entrevista com a IGN:

 

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Dark Souls and Bloodborne Creator Says Elden Ring Is a Vast Open-World Souls-Like Game

 

According to director Hidetaka Miyazaki, his newest project Elden Ring is an open-world style game with gameplay mechanics similar to the Dark Souls series.

 

“Elden Ring is a third-person action RPG with a fantasy setting. Gameplay-wise, it’s heavily based on Dark Souls.” Miyazaki explained to IGN in an exclusive interview, referring to the series he is probably best known for.

 

“However, that doesn’t mean that it plays out in the same way. With a more open and vast environment, the way combat plays out becomes fundamentally different.”

 

Miyazaki explains that Elden Ring’s world naturally creates drastically different situations in battle, and creates new opportunities for exploration as well as storytelling.

 

Other works by Miyazaki including Dark Souls, Bloodborne, and Sekiro: Shadows Die Twice had interconnected maps in a Metroidvania style. While these can be regarded as open world games too, Miyazaki says that Elden Ring’s environments are much more vast and open.

 

With a customizable character, the player will be able to traverse through the world on a horse and can find enemies while riding it.

 

While Miyazaki acknowledges that he studied many open world games, he did not mention any particular titles. Rather than being too heavily inspired by a certain title, he attempted to create an open-world game only FromSoftware can make. That means that you are still fighting terrifying bosses, and will likely die a lot.

 

According to Miyazaki, there will be no towns or cityscapes with NPCs to interact with in Elden Ring, but you can expect village ruins in a similar vein to his other titles.

 

“Creating a new type of game is a big challenge for us. If we would add towns on top of that, it would become a bit too much, so we decided to create an open world style game focused on what we are best at.”

 

An open world Soul-like game by FromSoftware sure has us excited. Stay tuned for more news on Elden Ring from IGN’s exclusive interview!

 

IGN

 

Resumindo, cenários bem mais vastos e abertos do que nos jogos anteriores da From, que serão explorados com um cavalo. Não haverá cidades com NPCs.

 

A jogabilidade é baseada no Dark Souls, mas as áreas maiores criam situações de combate drasticamente diferentes dos jogos anteriores e novas oportunidades de exploração e narrativa. A intenção é fazer um jogo open world que só o estúdio conseguiria.

Editado por Soul Reaver

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bem a from ta floodando de jogos nessa tematica medieval

cansa 

 

tomra que demore muito para termos saudades dessa tematica

 

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58 minutos atrás, Alucard disse:

bem a from ta floodando de jogos nessa tematica medieval

cansa 

 

Negativo

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3 horas atrás, Alucard disse:

bem a from ta floodando de jogos nessa tematica medieval

cansa 

 

tomra que demore muito para termos saudades dessa tematica

 

 

Dark Souls 3 saiu em 2016 esse provavelmente é pra 2020, 4 anos de espaço entre eles não é flodar. E nem dá pra comparar com outros jogos medievais que tem no mercado, a maneira como abordam a temática só eles sabem fazer e pessoalmente é a que eu mais gosto.

 

só espero que a ausência de cidades com npcs não deixe o mundo parecendo vazio. 

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Eu nem faço questão de cidades com um monte de NPCs genéricos. Porém vilas em ruínas com alguns poucos NPCs mais memoráveis, no estilo da From, seria algo interessante e imagino que vá acontecer.

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" It is a world full of danger and threats, as well as many areas ripe for exploration.

Among those areas, you will also find intricately designed, multi-layered castles and such. "

 

🤤

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11 minutos atrás, Vaan disse:

SO SOU CONTRA SE TIVER CENARIO BLIGHTTOWN WANNABE 

 

 

Myiazaki tem tesão em Blighttowns... QUEM É QUE ACHA QUE UM LABIRINTO DE PAU A PIQUE COM LAGO DE POISON É UMA BOA IDEIA PRA MAPA??? Valley of Defilement, Blighttown, The Gutter... Ele só aprendeu que isso não é boa ideia em DS3.

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41 minutos atrás, Arngrim disse:

Em DS3 tem Farron... ou seja, pântano está garantido. Favela em andaime já não  XD

 

Mas Farron Keep nem se compara com Blighttown. A parada é NÃO QUEREMOS LABIRINTO DE TAPUME COM LAGO DE POISON NO FUNDO.

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Blight Town é uma filha de Farron Keep com The Gutter/ Valley of Defilement, mapa genial. Mas tem que ser a versão last-gen em consoles, 10fps cinemáticos lindo na ponte do rio que cai.

 

The Gutter é um dos poucos da franquia que não gosto.

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nada contra os pântanos e favelas, a tensão e o desconforto que eles causam tem tudo a ver com o jogo, acho que os únicos mapas fracos são o Demon's Ruins e Lost Izalith, umas áreas lineares, feias e com vários inimigos reciclados.

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Entrevista completa da IGN: https://www.ign.com/articles/2019/06/21/elden-ring-is-an-evolution-of-dark-souls-says-creator-a-e3-2019

 

Trechos interessantes:

 

Open World

 

" Miyazaki gives three reasons to why he wanted to introduce this new type of environment: showing the game’s world and lore on a grander scale, adding more freedom and depth to exploration, and creating more variation to battles. "

 

“While the narrow and complex dungeons of our previous games were indeed interconnected, Elden Ring’s environments will be much more open and vast,” said Miyazaki. “The more extensive world will form the base of Elden Ring’s gameplay, and its mechanics are designed with that type of environment in mind.”

 

Cidades

 

“Villages will be the dark dungeon-like ruins that you have come to expect from us,” Miyazaki said, laughing.

 

“Creating a more open game is a big challenge for us. If we were to add towns on top of that, it would become a bit too much, so we decided to create an open-world-style game focused on what we are best at.”

 

George R. R. Martin

 

“ Instead of creating Elden Ring’s main story, Martin wrote about a time long before the era the player actually explores. Miyazaki gave two reasons for why he wanted Martin to write Elden Ring’s mythology, rather than the main story.

 

Storytelling in video games – at least the way we do it at FromSoftware – comes with a lot of restrictions for the writer. I didn’t think it was a good idea to have Martin write within those restrictions. By having him write about a time the player isn’t directly involved in, he is free to unleash his creativity in the way he likes. Furthermore, as FromSoftware we didn’t want to create a more linear and storydriven experience for Elden Ring. Both issues could be solved by having Martin write about the world’s history instead.”

 

“The player will be able to learn about Martin’s mythology through exploration,” confirmed Miyazaki. “We are known for letting the player explore the game’s lore through fragments of environmental storytelling, and this time around Martin’s story is what you will be trying to unravel. The period the player actually explores is still connected to the old times, so as you slowly discover why the world has become the way it is, you will learn more about Martin’s mythology as well.”

 

Personagens

 

“There is no fixed main character in Elden Ring,” said Miyazaki. “We mostly leave it up to the player to decide the characteristics and personality of the character they create.”

 

"Miyazaki did say that he and his team enjoyed portraying NPC characters in a more detailed manner for Sekiro, and with Martin’s mythology as a source of inspiration, he believes that Elden Ring’s NPC characters are more compelling than in his previous works. "

 

Cenário

 

“Depending on the game’s setting, beauty, justice, and strength all have a different nuance,” he mused. “With a Japanese setting, those aspects had to be portrayed in a different way. I always want to create worlds with a beautiful aesthetic, but the approach toward that goal is always different. While for Elden Ring we are going back to Western fantasy, the game’s themes are very different from our previous works, which means that beauty, justice, and strength will be different once again. That difference has a big impact on our games as a whole.”

 

“Light looks more beautiful in darkness,” said Miyazaki. “When there is something beautiful in the middle of a wasteland, we are able to appreciate it more. One jewel doesn’t look like much when you have a pile of them, but if you find one jewel in the midst of mud, it is worth so much more.”

 

“Personally, a world that is happy and bright is something that just doesn’t feel realistic to me. It may sound like I have a trauma or something,” he said with a laugh, “but I believe that the world is generally a wasteland that is not kind to us. That’s just the way I see it.”

 

:D

Editado por Soul Reaver

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“Personally, a world that is happy and bright is something that just doesn’t feel realistic to me. It may sound like I have a trauma or something,” he said with a laugh, “but I believe that the world is generally a wasteland that is not kind to us. That’s just the way I see it.”

 

VAI SER UM JOGO LINDO MEU DEUS

 

NO MAIS, BLIGHTOWN CONFIRMED: "One jewel doesn’t look like much when you have a pile of them, but if you find one jewel in the midst of MUD, it is worth so much more.”

 

PELA ENTREVISTA AÍ VAI SER UM CENÁRIO BEM DEPREZÃO TIPO DARK SOULS DA VIDA

 

Editado por Dr. Madraço

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tou curioso pra ver como a From vai fazer com certas convenções de jogo open world tipo mapas, traversal etc, já que embora os jogos deles tenham ficado mais amigáveis ao longo do tempo, eles sempre dão um jeito de evitar que o jogador tenha tudo de mão beijada. 

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Vai ser lindo! 

 

Espero que não seja um mundo aberto sem nada a fazer ao estilo Shadow of The Colossus. Em SotC é desse jeito mas tinha um propósito e se encaixava bem no game design. Mas sendo um RPG, poderia ter bastante lugares para explorar. Queria ver um mundo aberto com passagem de tempo, e o mapa sendo alterado pelo dia e noite, mas acredito que sairá algo bom. 

 

Curioso demais para ver essa nova dinâmica de exploração. 

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tem que haver um equilíbrio aí, eu também não quero um mapa cheio de waypoints com missõezinhas filler, prefiro até que ele seja mais vazio porém quando o conteúdo acontecer que seja bem feito.

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