ZAM Interviews FFXIV's Naoki Yoshida & Sage Sundi Hitskin_logo Hitskin.com

This is a Hitskin.com skin preview
Install the skinReturn to the skin page

Aetherius Network

Would you like to react to this message? Create an account in a few clicks or log in to continue.
Aetherius Network

International multi-gaming guild since 2006.

Come chat with us on Discord! It's where everyone is at now! https://discord.gg/aBSngGf
Check out our Aetherius Network Facebook Page to see upcoming news and/or enter giveaways.
Follow us on Twitter!

    ZAM Interviews FFXIV's Naoki Yoshida & Sage Sundi

    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    ZAM Interviews FFXIV's Naoki Yoshida & Sage Sundi Empty ZAM Interviews FFXIV's Naoki Yoshida & Sage Sundi

    Post by Shu Sun Mar 06, 2011 9:43 am

    We got the chance to sit down with Final Fantasy
    XIV's producer/director and global online producer at GDC to talk about
    the future of the game.



    ZAM Interviews FFXIV's Naoki Yoshida & Sage Sundi 190107

    Members of the ZAM team are currently at
    the Game Developers Conference in San Francisco, and Editor-in-Chief
    Darryl "Togikagi" Gangloff was lucky enough to get the chance to sit
    down with Final Fantasy XIV Producer/Director Naoki "Yoshi-P" Yoshida
    and Global Online Producer Sage Sundi to talk about the future of the
    game.

    We discussed various topics, such as the
    upcoming official forums, the team's plans for new quests, when you can
    expect to see some battle system changes (as well as a new high-end
    dungeon), and how you'll earn class-specific armor. Yoshi-P also
    explains how he hopes to bring both old and new players back into the
    game. Keep reading after the jump for the full interview!

    You can discuss the interview in the ZAM FFXIV forum.


    ZAM: Players are really enjoying
    the regular updates and letters from the producer. We know the
    developers and community team members will be interacting with players
    when the official forums launch next week in beta, but to what extent?
    Can we expect to see a wide variety of responses, or a smaller amount of
    specific posts?


    Naoki Yoshida: Right now
    we haven't really decided a strict schedule on posts, but they're going
    to have a daily meeting where they'll get information from each of the
    regions about what the hot topic is in each region. They'll get that
    feedback and every day in the morning they're going to have a meeting
    about it and decide what we need to respond to and from there we'll send
    out the messages.

    Sage Sundi: The hardest
    part is running a multiple language forum. We have at least six
    representatives all around the world with different languages. Those
    reps will collect the data and go to a meeting every day to make sure we
    respond quickly.

    ZAM: Will community members and developers ever reach out and post on fansite forums?

    Yoshida: At first we're
    going to start off with the official forums and see how that goes. But
    the representatives that we have in each region are going to be checking
    the fansites as well and report back the information from those sites.
    If necessary, we'll post on the fansites as well as the official sites.

    Sundi: Naoki likes to
    talk. If you don't put a leash on him, they'll be like 16 Yoshi-P
    accounts on 16 different fansites. (laughs) We have to hold him back a
    bit, at least for now. If you don't put a limit on him, he'll just be
    posting forever.

    ZAM: What's the best way for players to get their voices heard?

    Yoshida: The biggest
    thing is we want players to have that debate. If they have something
    they want to say, just get out there and start debating it. Get on the
    forums and tell us. In the end, the dev team makes the decision on what
    to do, but the stronger the voices are from the public, they'll move a
    topic up on our priority list.

    Also, this might seem minor, but it's
    actually pretty big. Anyone can start a new thread. Make the subject
    easy to understand. If there are thousands of threads that just say
    “Help!” then nobody's going to look at them. But if it has specific
    information so we'll see it when we're going through thousands of
    threads, those are the ones that will catch our eye.

    ZAM: Many players seem to want
    more quests in Final Fantasy XIV, which is being addressed this week
    with the addition of sidequests to the game. Can you give us some
    details on the types and quantities of quests and missions that you're
    planning to add to the game in the future?


    Yoshida: The first thing
    is that we're going to be adding new quests in almost every patch.
    We're going to put in more and more quests. That won't be something that
    will stop in the future. We will continue adding quests in patches from
    here on out.

    ZAM: So this week's patch is getting the ball rolling for more quests?

    Yoshida: Yes. And as for
    the type of quests, up until now it's pretty much been that you have
    your leve quests where you go up to a counter or you talk to the
    aetheryte. You're not learning about the people in the world. It's very
    systematic. So instead of that, we want to make these sidequests more
    about you talking to the people in Eorzea so you're learning about their
    lives and the lore and history, and maybe the beasts and the monsters
    and how they interact with the world. You'll be learning all of this new
    information and also learning about the coming danger. We have this
    road map and we plan to release little bits with upcoming patches. It's a
    very long road map. We have stuff planned, and it's going to be a lot
    of different stuff. There's so much more to learn about the world. Right
    now there's this huge world, but there's hardly any information about
    it.

    And while it's not in this patch, we've
    mentioned a little bit before about Companies. There will be quests tied
    in with them. These are going to be a big part of what's coming up.
    It's going to be a new and exciting feature in the game. I'm sure in
    future topics and letters we'll be explaining more about it. It's one of
    the things we're really excited about.

    ZAM: Players have been excited
    about the Company system as well. Can you give us any more details on
    Companies and how they will affect the current Linkshell system?


    Yoshida: In some aspect,
    the Company system will have aspects that are similar to and can link
    with that Linkshell community. But it's also going to be something
    larger. It's going to be more of a global type of community on a larger
    scale. I can't really say much more than that. I can tell you that
    toward the end of March there will be revealing stuff coming up on the
    Lodestone.

    Before I became producer/director, in the
    old 1.2 patch notes it mentioned that we will be releasing player
    Companies. The thing is, we realized that we could bring out player
    Companies, but then if there's nothing for the Companies to do there
    wouldn't be any reason to bring it out. We decided to reverse that and
    first make sure that there's going to be content and stuff for the
    Companies to do before releasing the Companies. The whole coming danger
    that's approaching Eorzea is going to play a big part in something for
    the Companies to do.

    We got the chance to sit down with Final Fantasy
    XIV's producer/director and global online producer at GDC to talk about
    the future of the game.



    ZAM:
    From your letters and patches, the battle system appears to be a high
    priority for you and your team. What is your overall vision for the
    battle and party system in the game?


    Yoshida: The main
    concept is in two parts. The first one is to have fun in a party. The
    second is to have a defined role as a class. Those are the two things.
    It's all based around that party play and having fun in the party, as
    well as having a defined role as your class and not just being
    something that's kind of in between everything. The rest of the battle
    system is based off of those two main points.

    We understand that for a lot of players
    it can be stressful trying to get a party together. So we've decided to
    break up that party system into two different parts. One with the base
    of 4-player parties, which in a sense will be easier to get together
    than a 6-person party in Final Fantasy XI, and having content based
    around 4-player parties. So you'll get a party of four and then have
    lots of stuff to do with just those four players. But we'll also have
    the 8-player parties and have high-level content for players that want
    to spend the time to get a lot of people together and do these battles
    that are going to take planning. They're going to say, “OK, we need
    these types of classes and do this type of battle to win.” It's the
    two-part design to having stuff for both the players who don't want to
    spend a lot of time and the hardcore players who really want to get
    into it.

    ZAM Interviews FFXIV's Naoki Yoshida & Sage Sundi 190113

    ZAM: How do expect all of this
    to be implemented? Will it be rolled out over many updates, or will one
    major patch introduce these battle system changes?


    Yoshida: Concerning
    battle, it would probably be too difficult to release battle-related
    patches in the short spans because we are having patches every two weeks
    or month. Instead of trying to release little bits of the battle
    system every two weeks or month, we've made the battle implementation a
    two-month span. In two months, the battle team will work on a lot of
    different things. When the patch comes, you'll get two months worth of
    stuff in that one big patch. In between, other patches will be released.
    But we want to make it a two-month span for the battle stuff.

    ZAM: Do you have an estimated time frame of when players can expect to see that battle patch?

    Yoshida: Right now
    we're working on a high-end dungeon for hardcore players. We want to
    have the battle changes ready for when that's released. I can't give
    you an exact date, but I can tell you it will be sometime in the spring.
    When the dungeon is released, a bunch of battle changes will also come
    with it.

    In the published list of the battle
    stuff we're planning on implementing, we hope to have pretty much most
    of that done sometime in the spring. In the spring you'll be getting
    that high-end dungeon and the first round of battle changes. Not
    everything, but the first round. You can't just change the rules
    overnight. There's a lot of stuff that has to change, especially with
    reassessing all of the attributes and actions of all the classes and
    rebalancing and adjusting stuff with the armory system. It's going to
    take a lot of time. But that first big change will come in the spring
    with the new dungeon.

    ZAM: In your fourth producer's
    letter, you teased fans with concept art for class-specific armor. How
    will that be implemented? Will it be quested for like the artifact
    armor in Final Fantasy XI?


    Yoshida: There will be
    lots of different levels of armor. It won't be just high-end. There
    will be low-end stuff as well. There will be lots of different ways to
    get it. For some of the low-end stuff we're going to be introducing
    low-level NMs so low-level players can defeat them to get new low-level
    class-specific equipment. The high-end stuff will be a little more
    difficult to get. There will be multi-tiered quests where you have to
    complete several different quests to get the items. But it won't all
    be, for example, Dynamis-based stuff. There will be lots of different
    ways to get the class-based equipment.

    ZAM: September will be the
    one-year anniversary of Final Fantasy XIV. How do you envision the
    state of the game one year after launch?


    Yoshida: When new
    players and old players come back, we want to make sure it's not
    stressful. There will be solid tutorials and an easy user interface so
    when new players come in, or older players come back, they won't have
    that stress of coming into the game.

    We also want to have a big goal for the
    players. Something that when they come into the game they know they've
    got to do this and they can get with other players and aim for that
    goal, which will be focusing around this danger that is approaching
    Eorzea. The players can get together and feel like they have to fight
    to save the world. That big goal will be there and ready for everyone.

    I want players who are already in the
    game to be able to say that something big is happening and tell players
    who quit that they need to come back in to help save the world. It
    will give players still in the game something that they can give to
    players that have quit to give them a reason to come back.

    That's what Final Fantasy is supposed to be.

      Current date/time is Sat Sep 21, 2024 12:17 am