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Miyazaki explains how The Duskbloods plans to protect newcomers from its best players

Miyazaki explains how The Duskbloods plans to protect newcomers from its best players

FromSoftware Addresses Multiplayer Balance: Hidetaka Miyazaki Outlines Skill-Based Matchmaking for ‘The Duskbloods’

In a bold move that wades into one of gaming’s most contentious debates, FromSoftware has confirmed that its upcoming Nintendo Switch 2 exclusive, The Duskbloods, will feature a robust skill-based matchmaking (SBMM) system. The decision aims to shield newcomers from the overwhelming skill gap often associated with high-level competitive play, ensuring that the title remains accessible as its community evolves.

In a recent interview with IGN, FromSoftware president and The Duskbloods director Hidetaka Miyazaki clarified the studio’s approach to competitive integrity. He noted that the game will utilize a ranked matchmaking structure to keep top-tier players in their own pools, while newer players are grouped together to prevent lopsided encounters.

A Divisive Mechanic

Skill-based matchmaking has long been a lightning rod for criticism in the multiplayer landscape. Titles such as Call of Duty and Apex Legends have faced significant backlash from veteran players who argue that strict matchmaking algorithms make high-level lobbies feel unnecessarily punishing or "sweaty."

Miyazaki appears conscious of this friction. "In terms of really, really good players, we definitely plan on having the matchmaking system work in a way so that it’s ranked," he explained. "Players who are really good tend to be matched with other players who are great, and players who are new tend to be matched with other new players just to avoid situations where they feel out of their depth."

Bridging the Gap

Beyond technical matchmaking, FromSoftware is looking to gamify the interaction between veterans and novices. Miyazaki highlighted that the studio is exploring systems that reward experienced players for assisting newcomers—a concept that mirrors the popular "summon sign" mechanics seen in the Dark Souls and Elden Ring series.

"We’re definitely considering ways to build a relationship between veteran players and new players," Miyazaki said. He cited potential features like the "Alliance system," which would allow high-ranked players to opt into helping newcomers, and special in-match events that trigger more frequently when veterans and beginners share a lobby. The goal, he emphasized, is to ensure the experience is "positive for both players," preventing a total segregation of the player base.

Longevity and Accessibility

Acknowledging that multiplayer accessibility can be a barrier, Miyazaki also pointed to non-combat progression as a safety net. Even for those struggling to secure victories, the game will offer character customization and story-driven content that can be unlocked regardless of win-loss ratios. "We’re hoping that can at least draw players in initially… they can enjoy the story and the world. And then from there, if they want to continue to get better at the actual matches, then that’s something that they can do as well."

The implementation of these systems remains fluid. Miyazaki noted that the skill-based matchmaking architecture might not be fully realized at launch, as the studio continues to monitor player feedback from the ongoing Network Test. Current test phases are scheduled to run daily through August 24th, serving as a critical testing ground for the game’s experimental "Sigil" and "Virtue" systems.

The Duskbloods represents a significant departure from FromSoftware’s traditional single-player-centric portfolio. While Miyazaki has previously indicated that the studio intends to return to its solo-adventure roots following this project and Elden Ring: Nightreign, the team is clearly treating this multiplayer-focused experiment with the same level of granular design as its legendary RPG titles.

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