Interviewer: How many DLCs do you plan for Dark Souls 3? Compared to Artorias of the Abyss, how much volume does it have?
Miyazaki: there will be 2 DLCs. This one, and another in early 2017. If you combine both DLC1 and DLC2, the size would be approximately Artorias of the Abyss, or alternatively similar size to a DLC of a SOULS series. Or perhaps a little bigger.
I: In Dark Souls 2, there were 3 DLCs. What new challenges are you trying to achieve for Dark Souls 3?
M: There are a couple of different aspects in Dark Souls 3 DLC that we are trying to achieve, but one of them is a continuation of story between the 2 DLCs. This is something new that we are taking on. Another experiment in Ashes of Ariandel is the snowy field, which is a vast large expansive area that the players must survive through the hordes of enemies. We wanted to provide a different experience that the vanilla game offered.
I: The snowy field looks very barren and lonely. How did you want it to be interpreted by the players?
M: We wanted to create an expansive, open field Dark Souls game. We could have used the motif of a vast desert. However we chose the snow fields because it has an innate tie with the main theme of the DLC. DLC1 contains a very deep lore aspect that we have not explored before in previous expansions. The focus on the strong theme and lore demanded it to be in the snowy field, or it was perhaps the best answer to cater this vision.
For the theme and story, we would like the users to experience it first hand. We have showcased most of the snowy fields but the DLC is not only of snow. There are numerous situations, and for one map it is very large field that we've created. Different elements are interlaced in the maps, and some paradoxical elements exist. Our focus was to blow your imagination.
I: Were the two DLC's lore and story prepared prior to the release of the series?
M: Certainly not. Demon's Souls and Dark Souls have very different themes. However, I believe that the themes I created in Dark Souls can only be completed with Dark Souls 3. Therefore, the theme that Dark Souls 3 has (as well as the theme of the DLC) is from the very inception of Dark Souls franchise.
I: In the test play, there was a hoard of well organised wolves. Why did you decide to include a hoard of enemies?
M: Previously in Dark Souls 3, the concept of field design was much like a dungeon. This time, when we brainstormed how we could create a large expansive area, we added the best of the ideas that were filtered through the drawing board. As a result, escaping around the woods and coordinating to overcome the challenge of hoards is a new challenge that we wanted to present. Our vision is that the increased speed of Dark Souls 3 would augment this playstyle and provide an entirely new experience to the game.
I: Do you have new gimmicks in the stage?
Yes, for example, the floor of snow can collapse. Another aspect is the PvP arena. We have different PvP rules and arenas that are newly added. It will be similar in style to Dark Souls, so you can expect 1v1 and team battles that you can choose the rules from. DLC1 has one simple stage, but we are considering adding more in DLC2
What can you talk about DLC2?
Haha, if I speak too much I get scolded. Firstly, DLC1 and DLC2 are continuation of each other. However each DLC has its different game composition, map, situations and concepts so DLC2 will not feature another snowy map. DLC1's theme is Gothic Horror, and DLC2's theme is digging deeper into the Dark Souls 3 universe
Dark Souls series will end very soon, so what are you trying to achieve to not leave a regret in the DLC?
DLC1 and 2 have different points of focus, but for DLC1 the focus is combat. We explored different ways of combat that was not explored previously and put a lot of effort in designing this aspect. The large field and using new tactics to overcome the challenge is a major point we focused on. The last point we are focusing in the DLC, is that Dark Souls had a few themes that it was unexplored. We wish to elucidate part of the end of the story through DLC1 and DLC2.
Would you like to bring what you learned in Dark Souls 3 development to the next game?
Certainly. As a game designer and as an individual, as well as From Software, Dark Souls is a series that have been supported by the fan's feedback and intelligence. We wish to continue on with what we have learnt. Indeed, it is because of what we learnt we want to create a new IP. Said differently, what we learnt in Dark Souls would be better applied if we took a break from the Dark Souls franchise and challenge ourselves to new IP.
DONE! Feel free to correct me in my translation.
Note: this was before the above was written
I can't translate everything right now, here's a few points of interest:
- 2 DLCs combined will be the same size of DS1 Arotrias of Abyss edition volume
- Major focus is strong lore in DLC
- DLC 1 and 2 are continued storyline
- Wanted to create a massive open world field, unlike traditional dungeon style Dark Souls
- PvP arena, similar to Artorias of Abyss edition in DS1.
- 1v1, team battles confirmed
- Special PvP map
- DLC1 will have a simple PvP map, will add more complex maps in DLC2
- DLC1 theme is Gothic Horror
- DLC2 theme is more akin to vanilla game
- DLC1 main focus is to refine battle experience
- DLC2 focus is to finish story
NB: I could have mistranslated bits, did this in a rush. Please let me know if I've misinterpreted