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The following is a list of interviews and blogs regarding Elden Ring. They are usually made to or by Hidetaka Miyazaki or George R. R. Martin.

Interviews[]

Interview Key takeaway Date (Y/M/D)
フロム・宮崎氏「複数のプロジェクトが進行中」。「エルデンリング」DLC「SHADOW OF THE ERDTREE」PSアワードインタビュー

Game Watch Interview

Interview with
Hidetaka Miyazaki

(Machine translated)

Elden Ring 2 not under development:

Miyazaki: At this point, we are not considering developments such as "Elden Ring 2". However, this does not mean that we are denying the development of the IP "Elden Ring". As for "what will we do then?", FromSoftware is running multiple projects as usual. Among them, there are various variations of projects, so we hope you will look forward to them.

Miyazaki apparently hadn't even considered selling the DLC as a Spin Off:

Interviewer: It's no exaggeration to say that this DLC has the volume equivalent to a whole game, but were you ever thinking about selling it as a standalone game? 

Miyazaki: We didn't have that idea. It was originally developed as DLC, and as I said earlier, the volume was meant to give it the sense of adventure that is characteristic of "Elden Ring." It was only when you mentioned it that I first thought about the idea of it being playable independently.

A new FromSoftware:

Interviewer: Are you thinking about what your next work will be? I would appreciate it if you could just tell me about genres such as fantasy and science fiction.

Mr. Miyazaki: I can't answer that (laughs). There are multiple projects running, and the genres are diverse. Some of these titles are directed by me, and others are handled by someone other than me, so I think we'll be able to show off new From Software in a variety of ways, so please look forward to it.

Thanks:

Interviewer: Finally, please give a message to our users.

Mr. Miyazaki: We have won many awards, and I'm sorry that it's the same every time, but I'm grateful to the users who really play and support us. We have received a lot of support from everyone, and we will continue to work hard to create even better games for everyone, including our own reflections, so please look forward to it. This is truly a true feeling. 
2024/12/03
IGN 中国宫崎英高访谈:「黄金树幽影」是《艾尔登法环》的第一个也是最后一个 DLC

IGN

Interview with
Hidetaka Miyazaki

This interview retreads many questions from previous interviews, but includes some new questions for Miyazaki such as the relationship between Miquella and St.Trina, as well as Radahn's importance in accessing the DLC.
The story of "Elden's Ring" is based on the myth constructed by Mr. George R.R. Martin. The myth is very large and actually included the basic concept of "Shadow of the Golden Tree" at that time.


From a DLC perspective, it is indeed the only DLC, the first and the last. As for whether the entire "Elden Ring" will end here, we can't make a conclusion yet. 


Some of the mysteries of the main game will be answered. I can’t guarantee the new story, but the DLC will indeed give players a deeper understanding of the plot of this game. 


The relationship between Miquella and St. Trina has indeed been carefully examined by many players. The two seem to be the same character. However, I don’t want to reveal whether this is indeed the case. They can be regarded as "different existences". Please go to the game to explore for details.

-Miyazaki

2024/04/26
【エルデンリングDLC】『SHADOW OF THE ERDTREE』宮崎英高ディレクターの国内メディア独占インタビュー。過去最大規模のDLCで描かれる“影の地”の物語、その詳細が明らかに!
Famitsu
Interview with
Hidetaka Miyazaki

Biggest interview, contains details about Miyazaki's philosophy towards making games, some of the story details of the DLC.

Machine translated:

...The progression of events in the main story will not change the content of the DLC. It's safe to assume that the DLC story will conclude within the DLC.

Talks baout his Miyazaki's philosophy of making games as well as the involvement of his team.

In the overall concept of Elden Ring, there were obviously parts that couldn't be included in the main story, and I thought it would be great if we could release those things to the world in the form of DLC. 


“ERDTREE” is the “Golden Tree” that appears in the main story. Therefore, the direct translation of the DLC's subtitle is "Shadow of the Golden Tree."

In the concept art released in February 2023, the shadow of the golden tree towering in the back left is also known as the "shadow tree." The setting of the DLC is not the "land between" symbolized by the golden tree, but the "land of shadows" symbolized by the shadow tree.

Also, there is a slightly more hidden meaning behind the subtitle, which I hope you will experience during the actual gameplay. 


The main character of the story depicted [in the Key Art] in this DLC is Michela.

I'm not sure if people remember this, but the main story was simply about following the guidance of blessings. This time, we will be following the footsteps of Michela as she heads towards the Land of Shadows.

Also, NPCs who follow Michela's footsteps will also appear. They become the storytellers of the DLC story, interact with the main character, and sometimes become friends and enemies.

The other main focus of the DLC story will be the past of the Land of Shadows and the past of Queen Marika. 


The timeline will be the same as the main story. It is not set in the distant past or future.

I think the past of the land of shadows and Queen Marika would be told in the same way as the history of the Shattered War in the main story. 


I think the character “Mesmer” depicted in the key art is easy to understand, and he is also one of the heroes.

The chair that Mesmer is sitting on is the same chair that was used in the main story during the battle with "The Abominable King, Morgot," and he is also a being on the same level as Godric, Marenia, Rhadaan, Rykard, etc. It is also called "Marika's child". 


The entrance is either a large cracked cocoon, or a withered arm hanging from it, which was the stage of the battle with "Morg, Lord of Blood."

Also, in order to go to the field of this DLC, you need to have defeated "Morg, Lord of Blood" and "Radaan, Starbreaker". 


...and the progress of events in the main story will not change the content of the DLC.

It's safe to assume that the DLC story will be completed within the DLC. 


There is "offensive power" that is only effective in the DLC is. 


For example, it might be a "fighting" game inspired by a monk, or something like a "dueling shield" that combines offense and defense. There are also throwing daggers where all attacks are thrown. 


 The Land of Shadows is the place where Marika became a god and the Golden Tree was born. Naturally, there was a culture that existed before the Golden Tree, and the lion dance character is derived from that culture.

So, I hope you can feel the scent of a different culture, which is a little different from the main story. 


[Interviewer: In the background of the new art, something like a veil is depicted in the sky.]

Yes. The Land of Shadows, which is the setting of the DLC, is separated from the Land of Interstice, which is the setting of the main story. It has the image of being separated and hidden from the outside world, and the veil is also a symbol of this. 

- Miyazaki

2024/02/21
Elden Ring Shadow of the Erdtree is FromSoftware's "largest expansion" ever
Eurogamer
Interview with
Hidetaka Miyazaki

Its quotes are seemingly taken directly from Famitsu's interview:

"[this DLC is] our largest expansion to date in terms of overall volume".


 "As for George Martin's involvement, essentially it is the same as it was with the base game, the DLC Shadow of the Erdtree is based on one part of that original mythos that he penned for us. It's not a brand new mythos that he's written specifically for Shadow of the Erdtree"


[Of course, I had to ask Miyazaki if Shadow of the Erdtree will once again include a poisoned swamp.]

"In a word, yes, but this was actually a point of introspection for me after creating the base game. It was only after creating it that I realised I really like to create poisoned swamps. And this was a little place of introspection and reflection for me. So maybe, when players reach the poisoned swamp in the DLC, they will feel a little bit of this retrospection."

- Miyazaki

 [Ideas for the DLC began to form around the end of Elden Ring's development, as there were remaining ideas that were "clearly not going to fit in" and would make more sense as DLC.]


Also talks about size of the DLC, optional hard bosses, and how it meshes legacy dungeons and field content.

Further, there will be over 10 new boss fights, plus plenty of new weapons, equipment and skills to find. And eight new weapon categories have been added to account for new weapon types.


A new element of progression unique to this DLC area has also been implemented, which further heightens player freedom to walk away, level up, and come back later.

- Outtakes

2024/02/21
EXCLUSIVE: Elden Ring Director Answers All of Our Shadow of the Erdtree DLC Questions
IGN
Interview with
Hidetaka Miyazaki

Contains details about the dlc, it's size and the new enemies that will appear.

We don't have any current plans to make a second DLC or a sequel, but we definitely don't want to snuff out that possibility. We think that there could well be something the future.

- Miyazaki

2024/02/21
Books of Knowledge, Volume II
(Future Press)
Interview with
Hidetaka Miyazaki

The Roundtable Hold is, in a way, a place far removed from the world, though it's modeled after the Fortified Manor in Leyndell, with its state and power originating from the Erdtree. This is why when the Erdtree burns, The Roundtable Hold burns as well. 

As for the reason behind the Roundtable Hold's existence, while there is lore that answers this question, it's something we decided not to touch upon in this game, so I won't be revealing it here either. However, it's safe to say that the Two Fingers plays a key role.


There are several meanings behind Ranni's dual faces.

As you pointed out, she intentionally killed her original body, transferring her soul to a doll, which itself signifies a warped state of existence. Similar to how Queen Marika and Radagon are one being, it touches on the nature of Empyreans and the multiple different aspects they can possess.

- Miyazaki

2023/09/11
EDGE Magazine #367
Interviewing
Hidetaka Miyazaki (EN)
Discusses how it was to work with George Martin, a little bit of the story, challenges and process of developing their first big open world game, and the game main mechanics.


On interacting with George:

[George Martin] actually knew about the Dark Souls games. He was aware of them and what they were about, so that made me happy.

[...]

There was a little bit of a generation gap between us, [...] but after a lot of these conversations, it was just like speaking with an old friend. And it was so fresh to have those conversations with someone who was so passionate about the same things, and to show that pure joy and sense of curiosity for these fantasy worlds.


About George's role:

Mr. Martin respected the fact that we didn't want him to write the game's story or the in-game text. Because we felt that would actually limit his creative output, [...] and then it would limit the inspirations we could possibly get from him. 

So we established very early that he would be writing that foundation, that historical element to the game, something that took place long before the events of the game itself. 

We started off by giving him these very vague and broad themes and ideas for the mythos that I had swimming around in my head. [...] Then he would come back to us with a lot of ideas: how about this, this, and this?


When he wrote the mythos, we asked him to create these dramatic heroes of this ancient mythos that takes place before the events of the game. These dramatic and heroic characters weren't really in our previous titles, so this was something that was really appealing to me - how he would depict the mystique and heroic qualities of those characters. 


There was nothing visual - [The mythos I received] were all text. Rather than being a short story, it was something that depicted the setting or set the scene for the game and for the world, detailing the flow of history and the figures who appeared throughout it. 

There was, of course a story that came with this as a sort of backbone, but it played as more of an introduction to that world and a natural course of events for these characters to follow. [...] And then we were able to interpret this in our own way and provide visual to go along with that. 


Other quotes

What can represent these rules and order but also not be absolute? That was the question that ran through my mind when i created this image. And the tree really fits the bill nicely for that because the tree is something that's alive, it's something that grew, it's something will eventually wither and die. And this really fits the role of something that can then bestow this order, control these rules and enforce these rules on the world.
Elden Ring is based on a culmination of everything we've done with the Dark Souls Series and with our games so far. 
2021/12/30
The Overture of Elden Ring
Interviewing
Hidetaka Miyazaki (JP)

An exclusive interview with Miyazaki discusses the development process of the game, CNT reception, game's lore, story and characters, and expectations for the game.

The Overture also shows in great detail the game mechanics and places, as well as doing a visual trip through the previous Dark Souls titles as an introduction of what has been done before Elden Ring. About George's involvement:

We asked [George Martin] to come up with the mythologies [...]. Building a game from an existing backdrop like that was a new experience for me, and it was a thrill to break that ground.


With such a great well of inspiration to draw from, we were ready to come up with our own ideas and build them into the boss characters you'll face in Elden Ring. I'm extremely grateful to Mr. Martin for allowing us that approach. 


Other Quotes:

The spectral steed needs to be able to move in three-dimensional space - so we knew it shouldn't look like a prize thoroughbreed! Actually, its design has a few little touches that aren't horse like at all but rather take inspiration from donkeys and antelopes, which are perfectly at home on crags and other rough terrains.  


The immortality of the Tarnished originates with the guidance of grace. Tarnished are those who have died outside the Lands Between, only to be awakened by grace and beckoned there - that's where your story begins in ELDEN RING.  That guidance won't let the character go.


The Demigods immortality stem from having their fated deaths removed from the Elden Ring.


People who have played certain past titles of ours know that we've got a particular fondness for the moon here at FromSoftware! Rest assured that it also plays a major role in the world and story of ELDEN RING.


We've taken everything we've made so far and continued to build on it - that's what I mean by calling it an "evolutionary step".


I want players to enjoy a real sense of accomplishment after facing down and finally overcoming adversity. Beyond that, i also want them to feel that sense of adventure. 
2022/02/03
Xbox E3 2019 interview
Interviewing
Hidetaka Miyazaki (JP)
Discusses George Martin's involvement and inspiration.
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.


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)
2019/06/09
Famitsu
Interviewing
Hidetaka Miyazaki (JP)
Discusses George Martin's involvement, a little bit of the story, and the game main mechanics. 2021/06/14
Xbox
Interviewing
Hidetaka Miyazaki (EN)
(JP)

"...our stance towards game production hasn’t really been affected. 

Up until now, we’ve made the games that we ourselves find fun, and I don’t imagine that’ll change going forward." 

- Miyazaki

2022/05/26
Ingromania
Interviewing
Hidetaka Miyazaki (Russian)

Comparisons to Dark Souls series and asking about game mechanics.

Machine translated:

Why is there a poison swamp in every game you play? 

(laughs) Yes, Elden Ring will also have a poison swamp! Perhaps this is some kind of my injury! (laughs) I don't know! Something is making me put poison swamps everywhere! Maybe something in the subconscious. Good question, I didn't even think about that."


2023/05/17
4players
Interviewing
Hidetaka Miyazaki (German)

Talks about creating the game and its inspirations.

Machine Translated:

"How do you imagine working with GRR Martin? According to Hidetaka Miyazaki, he initially only got a first concept of the world, which he could then expand completely according to his ideas in terms of historical backgrounds, terms and characters - also in terms of their motives."
2021/06/16
Games Radar
Interviewing
Hidetaka Miyazaki (EN)

In depth questions about working with George Martin, some lore clarifications, and part of the development of the game.

"In terms of conceptual differences, whereas the One Ring is something that actually physically exists and fits on your hand, the Elden Ring is more of an abstraction. It's a representation of something metaphysical. So there's not a direct link between Elden Ring and inspiration from the One Ring and Tolkien's works."

- Miyazaki

2022/07/12
IGN
Interviewing
Hidetaka Miyazaki (EN)

Questions about the lore, game development and game mechanics.

"The Lands Between are blessed by the presence of the Elden Ring and by the Erdtree, which symbolizes its presence, and this has given grace or blessing to the people throughout the land, great and small. What this represented in them is this sort of golden light, or this golden aura, that's specifically shown in their eyes. And this symbolizes the blessing or the grace of the Erdtree." 

- Miyazaki

2021/06/14
IGN
Interviewing
Hidetaka Miyazaki (post Game of the Year awards) (EN)


"I'm not really sure whether this is the latest trend, but the multiplayer elements that in terms of both technology and the game designs, we keep updating [them]," he said. 

"So I'm really interested in that as one of the fans and one of the creators. Especially speaking of [Escape From] Tarkov, for example. So I'm basically paying attention to those elements as a creator and fan of the game." 

- Miyazaki

2023/02/27
Playstation
Interviewing
Hidetaka Miyazaki (EN)
Talks about player reception of the Closed Network Test, game development, and some inspirations. 2022/01/28
4Gamer
Interviewing
Hidetaka Miyazaki (JP)
Talks about the future: what type of different games and settings they would want to do next. 2022/06/24
New Yorker
Interviewing
Hidetaka Miyazaki (EN)
Miyazaki talks about difficulty being rewarding. 2022/02/25
George R.R. Martin’s Blog
Long Long Ago (EN)

"A few years back, Hidetaka Miyazaki and his incredible team of game designers [..] reached out from Japan to ask me to help them create the backstory and history for a new game they were working on. [...] this offer was too exciting to refuse."

-George R.R. Martin

2021/12/18
George R.R. Martin’s Blog
Grab The Ring (EN)


"From Software brought me on to do their worldbuilding"

-George R.R. Martin

2022/02/28
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