Hidetaka Miyazaki, president of From Software and director behind titles such as Dark Souls and Elden Ring, has expressed reservations about the "PvPvE" label initially applied to the studio's upcoming vampire-themed multiplayer game, The Duskbloods. Miyazaki now feels the term might be "a bit confusing" for players, suggesting it doesn't fully encapsulate the game's unique mechanics.

Miyazaki explained that while The Duskbloods shares some familiar gameplay elements with From Software's previous works, its core loop diverges significantly. The game incorporates a victory point system, where players earn "Virtue" points. Those with the fewest points are eliminated, leading to a final confrontation between the remaining three players in an arena. This structure is described as bearing more resemblance to a board game than a typical extraction or straightforward player-versus-environment experience.

When discussing the game's design philosophy, Miyazaki highlighted that From Software prioritizes gameplay and player experience above all else. "Once we figure out that these are what the Bloodsworn are, then we take it from there--what are they going to be like, what world do they inhabit," he stated, emphasizing that the concrete mechanics and feel of playing come first before world-building. The maps, such as the network test's Lowanro City, are designed to reflect the theme of humanity's decline across different eras, with future maps offering varied architectural styles to represent distinct periods.

The game's Sigil system, which assigns players specific objectives or roles within a match, is a key component intended to foster dynamic player interactions and emergent drama. Miyazaki noted that inspirations for The Duskbloods are indirect, drawing from a passion for vampire literature like Vampire: The Masquerade and works by George R.R. Martin and Kim Newman, as well as tabletop RPG mechanics and internal house rules. The goal is to integrate these influences organically rather than creating direct parallels, ensuring originality.

One particular Sigil, "Love Ephemeral," requires one player to propose to another using an emote. Miyazaki acknowledged its uniqueness, explaining that such Sigils are designed to create unexpected situations and allow players to embody specific roles. The system was refined to ensure at least one player in a pairing is randomized for the Sigil, adding an element of surprise and enhancing the potential for dramatic outcomes. This approach aims to provide a richer, more unpredictable multiplayer experience.

Character design also stems from a blend of aesthetic vision and playstyle considerations. For Zork, a character with a distinctive suit of armor and a unique projectile ability, inspiration was drawn from kaiju like Ultraman rising from the sea. This approach allows for diverse character archetypes, ranging from traditional Victorian Gothic figures to more unconventional designs, contributing to a vibrant and chaotic multiplayer landscape that Miyazaki likens to a festival.

Looking ahead to player feedback from the technical test, Miyazaki specified a desire for information on bugs, player reception to the Sigil system, and opinions on the balance between random and fixed elements in gameplay, such as enemy placement and spawn points. He stressed the importance of finding the right equilibrium between these factors to ensure both engaging gameplay and narrative coherence.

Miyazaki also differentiated the thematic use of "blood" in The Duskbloods from that in Bloodborne. While Bloodborne's blood is associated with a visceral, beastly curse, The Duskbloods ties it more closely to bloodlines, history, and societal structures within its ruined vampire world. This distinction highlights a more thematic and societal interpretation of the concept in their latest multiplayer endeavor.