Gaming

Miyazaki reveals that players’ desire created the Soulslike genre

Hidetaka Miyazaki, the visionary director behind Elden Ring and Dark Souls, shared a revealing insight into the origin of the Soulslike genre. In a recent interview with Game Informer, released in recent weeks, Miyazaki stated that the success of the formula did not come from a deliberate invention by his team. On the contrary, according to him, FromSoftware simply identified and met a latent hunger among players for intense and meaningful challenges, an appetite that already existed in the global gaming market. Thus, what began with Demon’s Souls in 2009 transformed into one of the most influential pillars of the industry, shaping acclaimed titles like Sekiro and Elden Ring itself, winner of the Game of the Year award.

How did this philosophy materialize? Miyazaki explained that the central idea was to integrate death organically into the gameplay cycle, turning each defeat into a valuable lesson. Therefore, the company decided to revive elements from its roots in the 90s, specifically from the King’s Field series, to create the backbone of Demon’s Souls. Thanks to this approach, the studio filled a gap that, until then, had no perfect answer, resonating with an audience eager for experiences that truly tested their skill and persistence.

The director was humble in analyzing the phenomenon. He believes that FromSoftware’s unique design DNA coincided with what was missing in the market. In other words, the company did not invent a new concept from scratch, but rather channeled a collective desire of gamers into a cohesive and captivating gameplay formula. This retrospective view shows how a keen intuition about the audience, combined with impeccable execution, can generate a lasting legacy.

The legacy shaping the industry in 2026

The influence of Soulslike remains absolutely dominant in current games, even in 2026. Numerous productions, from independent studios to major publishers, incorporate fundamental elements popularized by FromSoftware. From the punishing but fair gameplay that rewards learning, to the environmental and critical narrative, told through visual details and fragmented lore, the heritage is undeniable. Miyazaki reinforced that the most important discovery was proving that it is viable and desirable to build a gameplay loop where death is not a wall, but a step.

Thus, the history of the Soulslike genre is, to a large extent, the story of a fine-tuning between creator and player. What began as a project to renew the director’s energy after the Armored Core series became a cultural milestone. Therefore, when you face a difficult boss in a modern game that requires patience and study, know that you are experiencing the result of a philosophy that knew how to listen to what players always wanted, even before they knew how to ask for it.

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Adriano Ladislau

Adriano is a marketing professional, advertiser, educator, and podcaster. For over 10 years, he has been writing specialized content on geek culture and, in parallel, has built a solid career in marketing with a focus on data analytics and creative campaigns. He has led teams, negotiated partnerships with major brands, and now teaches emerging professionals how to navigate this universe through straightforward, practical, and humorous content. When he’s not managing Santuário Geek or his Telegram group, he’s probably listening to Queen or binge-watching a classic Tokusatsu series.

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