From Software’s upcoming vampire-inspired multiplayer game, The Duskbloods, has been generating buzz. While initially marketed as a “PvPvE” game, Hidetaka Miyazaki, the visionary president of From Software and the creative force behind legendary titles like Dark Souls, Bloodborne, and Elden Ring, now believes that label might not have accurately captured the experience.
A Different Kind of Multiplayer
The Duskbloods aims to offer a unique multiplayer experience, distinct from the developers’ previous games. Instead of traditional PvPvE, it plays more like a strategic board game where players complete objectives to earn Virtue points. The players with the fewest points are eliminated, culminating in a final showdown between the top three.
Recently, GameSpot sat down with Miyazaki to delve into the inspirations behind The Duskbloods, its captivating world, and From Software’s ambitions for this new multiplayer venture. This interview has been slightly edited for clarity and readability.
Building a World
GameSpot: Let’s start with world-building. Where do you and the team typically begin when crafting a rich game world?

Miyazaki: We often start with the gameplay – what we envision the game to look like and how it will feel to play. For The Duskbloods, we wanted dynamic, almost superhuman abilities, high-flying jumps, and customization that fits a multiplayer context. Once we define these core elements, we build the world around them. First and foremost, gameplay dictates everything.
In terms of maps, Lowanro City is one you’re familiar with. Other maps will be available in the final version, but the Dusk Battles themselves represent the “end of humanity.” The maps embody that theme. We chose Lowanro City for its symbolic connection to vampires, but it represents only one era and aesthetic. Other maps span different eras and architectural styles, offering a diverse range of experiences.
Thematic Consistency
GameSpot: Given the variety of eras, how do you ensure a cohesive world for The Duskbloods?

Miyazaki: A common thread is the theme of ruin and decay – the decline of humanity. This serves as an anchor that ties everything together. Even with different aesthetics, this underlying theme remains consistent. You’re likely to notice similarities upon playing.
Inspiration and Originality
GameSpot: What inspired The Duskbloods? I read about your love for books and board games.
Miyazaki: The Virtue system is a common victory point system found in many games. The Sigil system, often seen in tabletop RPGs, draws from our own house rules. From a lore perspective, while nothing is directly referenced, I’m passionate about vampires and have drawn inspiration from works like Vampire: The Masquerade, Fevre Dream by George R.R. Martin, and Dracula Cha-Cha-Cha by Kim Newman. These influences are indirect but have shaped the game’s aesthetic.

GameSpot: How do you ensure originality while drawing inspiration?
Miyazaki: We avoid direct references, even when inspired. Gameplay systems are paramount, and world-building often adapts to fit those systems. Originality emerges from combining these elements.
The PvPvE Question
GameSpot: When did you decide on a PvPvE style game?
Miyazaki: The “PvPvE” label is somewhat misleading. We focused on creating dynamic gameplay through the Sigil and Event systems, fostering excitement between players. Relationships and the Virtue system contribute to this as well. It’s not purely PvP; there are ways to win outside of direct player conflict. Saying it’s a PvPvE game might suggest an extraction-style experience, which isn’s entirely accurate. We now realize that label wasn’s the best way to describe it.

The “Elegant” Game
GameSpot: You often speak about ensuring a game is “elegant.” What does that mean, and how does it apply to The Duskbloods?
Miyazaki: Fun is the most important aspect. Elegance enhances fun but isn’t always required. When evaluating features, we prioritize enjoyment. While elegance is desirable, it’s secondary to creating a fun experience.
Zork and His Inspirations
GameSpot: Tell us about Zork, one of your favorite Bloodsworn!

Miyazaki: Zork was designed as a character who has risen from the deep sea. The ultimate inspiration was Ultraman and Ultra Seven, those monsters that rise from the depths. His “beak-thing” is used for drinking blood.
GameSpot: What feedback are you looking for during this network test?
Miyazaki: We’re primarily seeking bug reports, but also want to understand player approaches to Sigils and their opinions on the game’s random and fixed elements. Finding the right balance between these is crucial.

A Unique Multiplayer Experience
GameSpot: What makes The Duskbloods stand out from other multiplayer games?
Miyazaki: We aim for a “festival” of characters, each unique and visually distinct. This creates a chaotic but engaging experience.
Jake Dekker is a gaming journalist with 15 years of industry experience. He’s passionate about Pokemon, The Witcher, Dark Souls, and Zelda. You can follow him on Bluesky @jacobdekk.bsky.social.
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