The archive · Games & Play · Product decision · 2022
Elden Ring's open world trusts the player to get lost — and sells 20 million
FromSoftware's first true open world keeps no quest log: trails of golden grace point softly at goals while players roam, fail, and return stronger.
FromSoftware · Bandai Namco Entertainment
What it had to solve
FromSoftware's Souls games were precision-built around controlled corridors, where the studio knew exactly what a player would see next. An open world that lets players go anywhere threatened that control; the question was whether freedom could be added without dissolving the challenge and discovery its games are known for.
How it works
FromSoftware built its reputation on tightly controlled Souls games, where the studio knew precisely what a player would see, when they would see it, and how they would react. An open world that lets players go anywhere and do anything seemed to threaten that careful engineering — which is why Elden Ring, the studio's first true open world, was such a design gamble.
The answer was to make the open world serve the challenge rather than undermine it. Elden Ring's Sites of Grace offer soft golden trails of light toward main objectives, but there are no quest markers, no logs, and no instructions on where to go next. Instead the Lands Between rewards curiosity at every turn — hidden dungeons, lost cities, and regions that will happily kill an under-leveled visitor — and because there is always somewhere else to explore, players can leave an impossible boss and come back stronger on their own terms.
Released February 25, 2022, Elden Ring sold more than 20 million copies in under a year, with no major expansion yet announced, and was named GameSpot's Game of the Year for 2022. GameSpot's editorial framed the game's 'design by subtraction' as placing the responsibility of charting the journey in the hands of the player — proof that a genre-defining open world can be built on restraint instead of hand-holding.
Why it lands
- Golden trails pointed toward goals without quest markers, preserving mystery while preventing total aimlessness.
- Every boss could be abandoned, so difficulty became a negotiation — players left, grew, and returned by choice.
- Discovery-driven exploration made the map itself the content, rewarding curiosity instead of following arrows.
- Keeping the studio's signature challenge intact meant the open world expanded the brand rather than softening it.
What it did
The bet paid off commercially and critically: Elden Ring sold over 20 million copies in under a year (16.6 million by June 2022), with no story DLC yet announced. It was named GameSpot's Game of the Year for 2022, IGN scored it 10/10, and the GameSpot editorial argued that the game's commitment to 'design by subtraction' placed the responsibility of charting the journey in the hands of the player — redefining what an open world could be.
What you can take
When a new format threatens your signature difficulty, make freedom the reward: players who can walk away return better equipped.
Since then
By February 2023 — less than a year after launch and before any story expansion — Elden Ring had sold more than 20 million copies, with IGN noting that a wave of Game of the Year awards helped push sales past the mark. The game's success cemented FromSoftware's open-world formula as a reference point for the genre and kept the studio's design philosophy, not its difficulty, as the story of the year.
Sources
- Elden Ring Is GameSpot's Game Of The Year 2022
- Elden Ring Sells 20 Million Units
- Elden Ring Breaks 20 Million Sold Ahead Of One-Year Anniversary
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