The boss of Final Fantasy XIV shares the lessons learned and explains how he wants to make Shadowbringers the best extension to date.



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"In the end, everything connects to where we are now"

Final Fantasy XIV: A Reborn Kingdom is almost six years old at this stage. Let it flow for a moment. Director / Producer Naoki "Yoshi P" Yoshida has been around for a while, delivering two expansions for the massive project while traveling the world, meeting fans and playing his own game. He's very busy.

So when I had the chance to talk to him about lessons learned since last Stormblood the expansion and what they expect for the next Shadows mists, I took it.

Final Fantasy XIV

With Stormblood Practically in the back, I wanted to know what Yoshida considered his feat, his main asset of this race rather successful. After being shy enough to give an answer, Yoshida noted that if he had to choose one thing, it would be the battle of Tsukuyomi. [an endgame boss fight based on the real moon god legend] from patch 4.3. Yoshida says that "history, visual presentation and mechanics are combined to make it the best battle of history. Final Fantasy XIV currently. That being said, we will continue to work tirelessly to surpass even that and reach new heights. "

Returning to the back view of the studio, I asked if there was anything that Square Enix would have done differently on the date. Yoshida responded forcefully "the housing system with patch 2.1[prèsdulancementdela[nearthelaunchofthe[prèsdulancementdela[nearthelaunchoftheReborn Kingdom Edition 2.0 that saved the game]"For those who do not know, there was a lot of drama around players' homes, with veteran players buying land in seconds, while new players were completely excluded from this really fun part of the game. Yoshida's team tried to "close the gap between the total gamers gil possessed" by fighting the price of the field, but there was chaos when new players created characters on legacy servers , making everyone unhappy.It has no solution, but think "that there was perhaps a better way to run this overall. "

He also explained about the difficulty balancing, stating, "Another thing could be the difficulty level of some instanced dungeons and the content of the fight in A reborn kingdom: it was actually quite difficult. On the other hand, I think it may be related to what made A reborn kingdom so attractive to some … it's a very difficult question! In the end, everything is connected to the current situation. We can learn a lot, but I feel that nothing has been wasted. It's thanks to the encouragement and support of our players who have made us where we are now. We will never forget that and we will strive to make Shadows mists the best expansion to date. "

With regard to the future, the next expansion, Shadows mists, should arrive on July 2 (with an early access period a little before). It's soon! Yoshida and his team have been preparing for this moment and he reminds us once again that you can never be really 100% prepared. When asked if deadlines for expansion launches were completed or not, Yoshida replied, "I should say no, launching any major updates, not just extensions, but even major patches updates, is always a challenge, our technology and workflow have been improved, an influx of players greater than what we've ever seen will always threaten a smooth launch. very happy to have more players, and we will continue to work hard to create as comfortable a gaming environment as possible for our players.Of course, not having any hiccups would be better, but I also wish that so many people play Final Fantasy XIV that it may cause something unexpected. It's so difficult! "

Final Fantasy XIV

I also wanted to deepen a concern for many players, the loot lockout. Basically, like many other MMOs or the like, players can not access high-end loot at certain intervals per character. Some see it as a door that prevents them from playing more, and Yoshida had some interesting things to say about it. Calling this a "longstanding proposition since the time I was playing MMORPGs, before I became a game developer," he says he does not know what is the perfect solution. He gives an overview of his point of view, noting: "I think players generally believe that weekly lockouts are in place just to allow us to extend the life of the game's content. I'll admit that I felt the same thing when I was there However, this system has one purpose: it is meant to keep the hardcore and casual players engaged, and to bridge the gap between these two groups.The Raiders would probably say they would not not care about that: and I do not think they're wrong to think that. "

He goes on to say that it is "a question of perspective" and that their intention is not to impose their ideals on the players, but that the lock system -out is "necessary for the current state of play". Yoshida apologizes for having married his philosophy, after this answer: "I could write an entire book about it if I had to write everything in. Maybe I should publish one if I retired one day from the development of games. "

In the same way, the Eureka system (the currently disappointing means of obtaining match relic super weapons, and now armor) has been controversial, causing disputes between casual and hardcore players. Yoshida says that some people have reacted positively since they are getting "twice the value of a content" now that Eureka is essentially a new set of areas, but that for others, that looks like a "burden". He explains that ideally, they wanted "several roads" to reinforce weapons in the final phase, but limited development resources brought them back to Earth. As he reminded that the deadline to finalize ShadowbringerThe relic system is gradually approaching, he calls it "quite the dilemma".

For as beautiful as Final Fantasy XIV is (I play regularly for six years), it is interesting to see that Yoshida still has things to settle. After all, it's an MMO. The word "massive" is quite awesome. Trying to manage everything at the same time is undoubtedly exhausting. We'll see soon enough if Shadows mists will actually bring, but as always, the game is in good hands.

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