IGN: Switching gears a little bit, how do you approach leveling up in a game like this, which is much more open than projects that you've previously worked on? Is it a similar system of gaining currency from defeating enemies, and potentially losing that level up currency when you die? Are there any differences in how you're approaching level ups in Elden Ring?
HM: So yes, with this increased sense of scale and this vast new map, we had to allow for a certain amount of progression and reward no matter which direction the player took and which path they take because of that high level of freedom. You will find those elements to battle and those elements to just exploring the world, which will allow you to keep that going. You can customize and craft items on the go by using materials found in the world. There are also more resources to recover health on the way as you will be fighting for a longer time than before. The key word I think is 'retention', and retaining a sense of progression, so we wanted them to keep going, to keep that flow as they explore and they journey through the map.
So to give an example from a previous game, you could call the resurrection mechanic in Sekiro a retention of the sense of progress and not wanting to spoil that sense of rhythm or tempo the player has as they play. So we have a couple of elements in Elden Ring, which come from a similar kind of breed. Something that will keep them going and keep them encouraged to explore further. But you won't be able to resurrect in this game.