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This isn't true. Miyazaki has clarified on interviews that he doesn't like making sequels just becacuse, for things that don't naturally continue or that don't need a continuation. He has no explicit problems with sequels as a whole. And the only reason the second DaS was handled by another director was because, at the time, DaS' DLC and Bloodborne were in development, and Miyazaki was too busy to handle a third project as director.
The other thing I like to bring up is that Miyazaki didn't have the idea of Sekiro from the start. In fact, during his making of DS3, he had an idea, "what if an enemy can be defeated without his, her or its health being depleted?...... " Then after DS3, he spent the next 3 years developing this idea. Result = the combat system we see in Sekiro. As a matter of fact, there was NO game on the table until weeks before a scheduled public announcement of up and coming release from FromSoftware. Apparently there were more than ONE game! But Mayazaki never said anything about what the other game was. Subsequently, Sekiro was the one chosen, i.e. that is to say, there was more than one game using the same combat system. I personally reckon that it was the "origin" of Erden Ring. However, Erden Ring does not have the same combat system but if you look carefully at some of the animation of the combat sequence, you will see the similarity if not the same animation sequence as in Sekiro.
Please bear in mind that when Miyazaki started working on the idea of the "new" combat system, it was back in 1996. The world was so different from now. You see, in the game, the notion that the divine dragon was repeatedly stated originated from the west, and the word "mainland" was used. And the West of Japan is China. Miyazaki likes to build his story on local folk lores as seen in Sekiro. Some even from past Japanese films, animations, and historical folk lores. China is a place full of folk lores. There are unlimited possibilities. Unfortunately, the political relation between China and Japan had turned for the worst by the time of 2019. Then the pandemic came. The whole world was at an stand still. A lot of developments were abandoned due to the subsequent economical situation due to the lock down. This is one reason.
The other reason is that the combat system adopted in Sekiro is too "signature" and unique to be used in any other games. Yes, some may say "things" can add to the system as many complained that the game was lack of weapons and variations. However, the sources of these complaints didn't appreciate what Miyazaki was doing - a new combat system - the perfect parry. Adding more weapons and/or armours (which is none existent in Sekiro) will lose the very nature that make what Sekiro the game is.
A good game does not rely on a good script (well, at a decent one of course), Miyazaki spent 3 years doing that. It was very refreshing. It completely blown my mind (as you can see, I have spent over 3,300 hrs in the game).
Finally, I don't know if Miyazaki will ever use this combat system again as gamers who had experienced it will never forget it. So, I personally think that we won't see another game with the same combat system. If there is, it most definitely be classified as Sekiro's sequel.
It's really not. It was extremely innovative, sure, and it still feels incredible. The perfect parry wasn't a new development on its own though. The combat systems have since been emulated extremely successfully as well, such as by Lies of P for example, right down to the prosthetic arm.
That's a more subjective claim, but one that I disagree with as well. Again, take Lies of P. The flow of combat isn't identical to Sekiro's, but the parry mechanics and dodging method and the offhand special attacks with a modified arm are all obviously homages to Sekiro. I'd say that on the whole it was an extremely successful take on the genre, and one that doesn't undercut what Sekiro created from a mechanical standpoint by adding systems for alternate weapons and armor items like Dark Souls/Elden Ring. Incidentally, Sekiro does have alternate armors, albeit cosmetic items only. Although the main weapon, the sword, can't be swapped out, the wide range of prosthetics and combat arts (not to mention consumables) creates a formidable arsenal far from a one-note protagonist with a total lack of customization.
Let good things end well.