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SOJ Dark Souls · The Inspirations
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What inspired Dark Souls?

Half-understood English fantasy novels, borrowed from a library, with the pictures doing the rest.

Miyazaki was an avid child reader whose parents could not afford many books; he borrowed from the local library, including English-language fantasy and science fiction he did not fully understand, and let the illustrations and his imagination fill the gaps. He has cited that experience directly as a foundation of his design philosophy: a story the reader must assemble is a story the reader owns. His parents restricted video games until university, so the other half of the library was print too, Steve Jackson’s Sorcery! gamebooks, Dungeons & Dragons, RuneQuest.

The named influences stack up plainly in interviews: the games Ico, the early Dragon Quest games, The Legend of Zelda, and the King’s Field series; the manga Berserk, Saint Seiya, JoJo’s Bizarre Adventure and Devilman; the literature of H. P. Lovecraft, Bram Stoker and George R. R. Martin. And architecture, European, above all, used as storytelling: Anor Londo in Dark Souls is modelled in part on Milan Cathedral and the Château de Chambord.

Ico (2001) European and Japanese PlayStation 2 cover
ICO · 2001 Ico, Fumito Ueda’s 2001 PlayStation 2 game, in its European and Japanese cover painting. Playing it moved Miyazaki to leave his account-manager job and join FromSoftware in 2004.

THE READING LIST

Documented, item by item
Berserk, first among manga
Miyazaki is a documented Berserk reader, and Demon’s Souls’ own inspiration list names the manga outright. This archive keeps a whole page on what passed between the two works.
Ico, the career-changer
Fumito Ueda’s Ico is the game that made an Oracle account manager apply to FromSoftware at 29. Demon’s Souls’ quiet, wordless companionship is its inheritance as much as any mechanic.
Gamebooks
Sorcery! and its cousins taught branching paths, do-overs, and death as a paragraph you re-read. The bloodstain is a gamebook mechanic with a network attached.
Architecture as text
Miyazaki designs from buildings: psychology and sociology are named influences too, but the visible one is stone, cathedrals and châteaux carrying story that dialogue never has to say.
More from the Library
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THE FIRST WORD

New pages and new pieces, first.