Miyazaki Says Soulslike Genre Was Born from Fans' Desire for More Dark Souls

FromSoftware director states the success of the Soulslike style came from fulfilling a long-standing player desire for significant challenges, not from invention.

Miyazaki Says Soulslike Genre Was Born from Fans' Desire for More Dark Souls

In a revelation that redefines the origin of one of the most influential gaming styles of the past decade, Hidetaka Miyazaki, the director behind Elden Ring and Dark Souls, attributes the emergence of the Soulslike genre to a collective player desire. In a recent interview, the president of FromSoftware explained that his team didn't invent a magic formula but rather tapped into an existing hunger in the market. In doing so, the studio simply served the dish fans had always wanted but didn't know how to ask for.

A Hidden Demand, A Perfect Response

Miyazaki was clear in describing the process. Instead of creating something entirely new, the team delved into their own roots, specifically the 90s King’s Field series, to build the backbone of Demon’s Souls in 2009. The goal was simple, yet ambitious: to turn death into a learning tool. Thus, each defeat became an organic lesson, an essential part of the gameplay loop. Thanks to this vision, the studio filled an obvious gap in the gaming landscape of the time, which lacked intense and meaningful challenges.

The director was humble in analyzing the phenomenon. He believes the success came from a happy coincidence between FromSoftware's design DNA and what was missing on the shelves. In other words, the company channeled gamers' longing into a cohesive experience. This retrospective look, shared in 2026, shows how keen intuition about the audience can generate a legacy that lasts over 15 years.

The Philosophy That Became an Industry Pillar

How did this idea materialize in practice? The answer lies in building a gameplay loop where perseverance is rewarded. The punishing, yet fair, gameplay demands patience and study. Furthermore, the environmental narrative tells stories through visual details and fragmented lore, inviting the player to investigate. Miyazaki reinforced that the big discovery was proving that it's viable to build an experience where difficulty isn't an obstacle, but rather the main path.

Since then, this philosophy has shaped not only From's successes, like Sekiro and the award-winning Elden Ring, but also countless titles from other studios. In 2026, the influence of Soulslike remains dominant, permeating everything from indie productions to major publisher blockbusters. The fundamental elements popularized by the Japanese studio are now common language in game development.

The Living Legacy in 2026 and Beyond

What is the practical result of this influence today? We can observe some pillars that have become standard in the market:

  • Death as a Progression Mechanic: "Try again" is no longer a simple restart but a fundamental step to mastering patterns and learning from mistakes.
  • Non-linear and Environmental Narrative: The story isn't handed over on a silver platter. The player needs to connect the dots scattered across the world, creating a unique sense of discovery.
  • Tactical and Pattern-Based Combat: Random button mashing leads to defeat. Victory requires observation, timing, and a clear strategy.
  • Interconnected Worlds Full of Secrets: Exploration is constantly rewarded with items, hidden areas, and lore fragments.

Therefore, when you face a challenging boss in a modern game, one that demands patience and repetition, you are interacting with a cultural legacy. This legacy was born from a rare connection between creator and player. Miyazaki and his team knew how to listen to an appetite for real challenges, a desire that was already pulsing in the gaming community long before Demon’s Souls emerged. The lesson learned, especially at the beginning of 2026, is that the most lasting innovations often come from deeply understanding what people already want. FromSoftware didn't invent fire, but they knew how to light it.