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 Post subject: Interview with Naoki Yoshida (The New Producer)
PostPosted: Fri Dec 31, 2010 6:47 am 
Crumpet
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This was linked to me last night, hasn't been posted here yet. Paraphrasing of the interview from Zam:

Quote:
Many people, including the interviewer, were shocked to see such a momentous change coming only three months into the game's life. However, Yoshida notes that this is exactly why such a restructuring was made -- to make the necessary changes early on that will make FFXIV an MMO worthy of its namesake. The new producer understands the weight the "Final Fantasy" name carries for the company and its many fans, and is ready to pump out quality updates for three, six even ten years to come.

Giving FFXIV new life is something that has begun to engulf the entire company. Tactics Ogre Director Minagawa was brought in as a UI and Web Content artist and directors from Final Fantasy XII were also tapped to spruce up the user interface. "As we stated in the 'New Development Team Policy' on the Lodestone," says Yoshida, "Square Enix, as a whole, will work vigorously, now more than ever, to deliver a satisfying experience for all our customers."

While the new team is in place and working hard, Yoshida is unable to provide any solid details on what is in store or a time frame in which the effects of the new team might be seen. The current goal is to get out updates chock full of content and carry the game towards its first major milestone. At this time, updates (including the December ones) have been putting out content developed by the previous team. What Yoshida plans to prioritize the promises the previous team made to the players and making sure everyone's voice is heard and has a part in the development process On January 1st, Yoshida will post another comment to detail more of his plans.

As for the task before him, Yoshida details FFXIV as a game in disarray, though also a victim of the times. Games like World of Warcraft and FFXI have been around for many years now, which he says has set the bar much higher for MMOs. "People want loads of content right off the bat, and third-party addons are a given now," Yoshida admits, "its a tough situation for new games." Yoshida lists end-game content, UI fixes, tutorials and in-game terminology as things that FFXIV needs to get right, and fast. The complexity of the game especially is something that players have struggled with since the beginning. As 4Gamer puts it, "If you can't understand the rules of the game, you can't understand how to enjoy it."

The user interface is set to undergo some significant changes to accommodate for the vast difference in play styles between a game controller and keyboard/mouse setup. Yoshida admits he is a stickler for a smooth UI as well, and Mingawa was brought in as someone who is "second to none" at UI development. Interface lag is another key problem the developers are looking to stamp out, and they are working to identify the technological issues behind the slowdown people are experiencing. Yoshida also shows his experience regarding MMOs, and sees games like WoW as an example of how users can also help reinvent the UI through addons. This is a big change from the days of FFXI, and something Yoshida wishes to support fully.

All these issues are also keeping the PlayStation 3 delayed, as the key is "regaining customer trust" before launching a new version. Yoshida takes some of the blame as well, saying part of the reason there is no longer a solid release date is because he does not like to make promises he cannot keep. The only promise Yoshida will make regarding the console port is that "they will never give up on it."

Wrapping up the interview, 4Gamer tests Yoshida as a Final Fantasy fan, and ask him what the series means to him. While he says the answer may be different for each fan (and especially different between players and developers) he sees Final Fantasy as providing a world in which the player can become fully absorbed. In that sense, presenting Eorzea as a world with yet untold wonder for players to experience makes it feel like the true Final Fantasy in his eyes.

And his favorite title in the series? "Final Fantasy VII," he says. "Even talking with fans from North America and Europe, you hear how it leaves an impact you never forget." It's that kind of powerful, lasting content that Yoshida now wishes to bring the FFXIV.


What I like here is that the new guy understands that you can't make an MMO after WoW and not have some of the stuff the biggest MMO on the market made standard. The new guy seemed to like the idea of third-party addons for the UI and stuff too. Seems like we'll be getting some news on New Years Day from him about what he's actually planning.

This is contrast of an old falm-palming interview with Tanaka where he says that his team refused to look at WoW or any other MMOs for game and design ideas (this is why Tanaka sucked and why the game is in such disarray). Maybe I'll go find it out later.


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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Fri Dec 31, 2010 1:43 pm 
Star-Spangled Subligar
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Yeah I like this direction a lot more.
The fact that hes even talking about how UI Addons are good is a step in the right direction. I think PC UI Addons should be allowed.

It sounds like hes got some big changes coming, but doesnt want to say anything until the updates promised by the old team is complete.

Honestly I would love to see square build this game again from ground up. Drop all the current questing\LQ system and give me something more inline with the rest of the MMO world.

I cant believe how rough FFXIV still is after three months of live servers.

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Fri Dec 31, 2010 3:08 pm 
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Interesting read.

I'm pretty happy with the game right now. I still think it's around 6 out of 10, but I know the improvements will come. Like I always say, I really just hope it's not too little too late. I don't want to be playing on one of three servers in a year.

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Fri Dec 31, 2010 4:44 pm 
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Ridere wrote:
I really just hope it's not too little too late. I don't want to be playing on one of three servers in a year.


This is actually my main worry. I almost have no doubt that the game will be significantly better in a year from now, and I have no problem just levelling slowly on the side until we get there.

I worry more that when we do get there, there'll only be a couple of us left; everyone else moved on to other games or lost too much trust and/or interest in the game to play it anymore. I'd rather the game was a little shitty but with lots of CKD friends around than a decent game but nobody to actually play it with.


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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Fri Dec 31, 2010 6:03 pm 
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I pulled this off bg, just a few days before the dev team was restructured, the had an interview. It really puts things into perspective when you see how different their goals are.

Final Fantasy World : It looks like the game is still kind of in beta phase. Was the game released too early?

Hiromichi Tanaka : It is true that it is a way to see the current situation, but since it is a MMO we want it to last at least five or ten years. Launch isn't the final form of the game, it is simply the starting point we all have to go through, be it as a dev or a gamer. Thanks to all the feedback we're getting, we're improving and completing the game experience constantly.
We truely do hope that this will be a long-term project.
Sage Sundi : We've come today because we wanted to tell everyone that we receive their feedback and we seriously read them. We want to prove that we work together.

Final Fantasy Ring : Two massive (lol) updates are planned for the next few weeks. In your opinion which will be the most crucial?

Hiromichi Tanaka : I'd say the UI. November update brings a lot of changes, as small as they are, are very important. They concern mostly the slow UI issues. Targetting system as well has been modified, it is a lot easier to use now. We still have plenty to correct, but I can assure you that when you'll test the new interface, you'll notice the differences.

Final Fantasy World : Do you intend on adding an Auction House?

HT : I'm still convinced the Auction House was a real perk for Final Fantasy XI economy. But, as it released a lot of informations to the player, it had an exponential deflation effect on every servers. If from a buyer's standpoint it was interesting, sellers had a lot of troubles. We imagined this new system in an attempt to offer more possibilities to sellers. If they're smart enough, they could amass a small fortune. That is why we decided to change the transaction system.

Final Fantasy World : Do you intend on expanding Eorzea soon, by giving access to Ishgard or Ala Mhigo for exemple?

HT : More than half of the dungeons are hidden. They're already in the game but we haven't opened them yet. As the story progresses through version updates, we will unlock them. As for Ishgard, it is a special case. It won't be opened so soon so we hope you can be patient before accessing it.

Final Fantasy Ring : MMORPG are often terribly designed for consoles. Did you remake the UI specifically for the PS3?

HT: Current UI is very close to FFXI's and this was done in an attempt to make FFXI players feel at ease when they switch to XIV. As in FFXI, we wanted the game to have the same playability with gamepads than keyboard/mouse, but since the PC version was released first, players used to western MMOs on PC were disoriented. That is the reason why we're planning to add an UI dedicated to keyboard/mouse on top of the one for gamepads. We plan to add this earlier next year.

Final Fantasy World : You explained recently that the PS3 version was pushed back because textures/data had to be reprogrammed, will this affect future updates as well?

HT: It is only at the beginning that we need more time to optimize data. Once the game will be launched, all the data will be stored on the server so, everytime we'll do an update, PC and PS3 will share the same data. Thanks to this, there won't be any delay in updates.

Kingdom Hearts Destiny: To encourage FFXI players to try XIV, you offered bonus items. Will you do this again?

HT: If the occasion presents itself again, we will do it probably. For now, the next probable occasion will be the PS3 release, so we're thinking about it.
SS: Since this kind of reward is meant to be special, we won't do it often, because it has to remain special. But I promise you we'll think about it.

Few details about Final Fantasy XIV

Because of schedule issues, we couldn't ask the twenty questions we had prepared. That being said, we obtained certains infos while talking with Square Enix team.
Content:
-Chocobos and Airships will be added in a close future. Interactions are planned : they won't only be means of transportations.
-A PVP mode will be added : it will be possible to fight one or multiple other players at the same time.

Port:
-PS3 version is far from complete, the PC version has been ported but there is a lot of optimization to go through before it gets released.
-A trophy system will be added in the PS3 version
-It will be possible to use a keyboard on PS3 (lol...really?)
-No agreement has been found with Microsoft for a X360 release for now




What I didn't like was their nonchalant view that the base game content could be released so slowly and not bother the player base. They aslo seem to have believed that the few tweaks made to the game in the dec patches were enough to declaire the UI "fixed". It makes me appreciate the new team so much more. Personally I think 14 has a lot of potential, I'm not sure how much of that would have been realized before the staff changeover.


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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Sat Jan 01, 2011 6:32 pm 
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was sage sundi fired too?

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Sun Jan 02, 2011 12:22 am 
Honey Muffin
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Not sure, Sage Sundi was more of just a general PR guy and at least in the US, a pretty aweful one at that.

At least he was good for the "i dunno" photoshops.


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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Mon Jan 03, 2011 2:49 am 
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4Gamer: Thanks for taking time to meet with us today. I was really surprised to hear about the new leadership team. Barely 3 months have passed since the official start of service. I think having such a big change in a development team could be unprecedented.

Yoshida: Thank you as well. We’re sorry for any commotion this may have caused. We decided that precisely because we’re at the three month mark, now is the time for the drastic changes needed to make this game an MMORPG worthy of its Final Fantasy name. As we posted to the Lodestone previously, all of the staff at Square Enix will strive even harder than ever to make this game one that satisfies the demands of all of our players.

4Gamer: This might sound a little odd but, after seeing the announcement, we can see how serious Square Enix is taking FFXIV as it is a numbered title in the FF series.

Yoshida: We firmly believe that this is an important product of ours. We’ll continue to push out updates, aiming for the type of content that players can enjoy 3 years, 6 years, and even 10 years from now. Our goal is also to get to a place where the entire company is able to look back at FFXIV and say it’s a prime example of a numbered title for the Final Fantasy series.

4Gamer: And so the entire company was involved, which resulted in the huge shake up of staff.

Yoshida: That’s right. For example, one member of our team, Minagawa, was just up until recently working as the director for another title, the PSP remake of Tactics Ogre: Let Us Cling Together. Now we’ve asked him to be our User Interface man. I think the fact that we’re having the director of FFXII working mainly on our User Interface shows how serious Square Enix is about FFXIV.
(Hiroshi Minagawa is now the lead User Interface Artist as well as the lead Web Content Artist.)

4Gamer: I certainly agree that the announcement contains the names of many people who have been a part of the Final Fantasy series.

Yoshida: It almost makes you wonder how the rest of the titles here are going to fare now. However, we have to put as much effort as we can into regaining the trust of our players. MMORPGs require long term communication between the players and developers. There is also the fact that development on this game is being done worldwide at the same time. For a title as huge as FFXIV, you really need these types of people on your team.

4Gamer: I’d also like to ask, just how far reaching is the change? I’m assuming that there have been shifts in roles not listed on the Lodestone as well.

Yoshida: Well, you can’t expect to get great results just by adding more people or changing some out. However, the game contents are also not going to change much if you just replace the names at the top of your organization chart. What you really need is for each person on the staff to know what they need to be doing, meet their goals, and take care of the technology problems they come across. On top of that, you have to listen to the players and set priorities. Until you do those things, you can’t think about the pace of development or program accuracy. The other stuff comes first.

I also believe that we have to release packed updates without holding things back. We’d like to make it so that players know what we are thinking on a continual basis after listening to their feedback.

4Gamer: I see. That requires somebody to be there overseeing everything.

Yoshida: I agree. That’s where I see my role as Producer and Director. You need one person that has a grasp on the entire project. Then we can work on improving development.

4Gamer: So in other words, somebody that makes sure everyone is on the same page, rather than having separate people taking care of things. I have to admit, one thing I’ve noticed during my time in Eorzea is this odd mismatched sort of feeling, like everything isn’t interconnected properly.

Yoshida: Talk to anybody on our staff and you’ll find that they are dead serious about FFXIV. They are really working hard. There’s the impression that FFXI has made on them and of course the fact that there is a lot of pressure working on a game like FFXIV. Everyone is really giving their all. I think, however, that all that effort wasn’t entirely organized properly before. That’s why I feel it was needed to organize the team first.

4Gamer: Is the newly organized team already at work?

Yoshida: Yes, they are already hard at work.

4Gamer: When do you think we’ll start to see the effects of the shake up?

Yoshida: I really can’t answer that right now. This is just my personality but I try to avoid making hard and fast promises on things I can’t be 100% on. For example, the timing of things or what content we will be offering. So for this interview, there will probably be times where I won’t be able to answer your questions and I hope you understand that. Once we have a work environment where we can release ample updates, I think we can begin to discuss a bigger timeline.

4Gamer: Understood. I’m assuming that, like the December updates, we’ll continue to see content that has been taken over from the old team. I asked my previous question because I’m wondering at what point we’ll start to see things that started with the new team.

Yoshida: Well, as for changes you can see in-game, there are things that were promised to players by the previous team and those have been given priority. We want to stand by those promises. After that, we’ll organize the information we have, look deep into the technological issues we have, and then move on to the next step. I also want to have more conversations with the players. To get that ball going, I’ll be posting another message on January 1st. I hope people look forward to it.

4Gamer: A message on January 1st? Not just the typical New Year’s Greeting but something more?

Yoshida: Of course the annual greeting will be part of it, but it’s also going to be about the keywords that embody what we’ll be working on, the policies of the new team that play into that, and our aspirations for the next year. I just don’t feel it’s right to make promises on top of the promises we’ve already made but haven’t fulfilled yet. That’s why we’ll do what we can right up until the end of the year and then talk about where we’ll be going from there starting with the new year.

4Gamer: Understood. People will want to take a look at your January 1st message. Now I’d like to ask some questions about the game. What is your take on the ratings players have given FFXIV since the official release?

Yoshida: Well, let me start by saying that I started playing the game only after the organizational shake up that occurred in late November, early December.

4Gamer: In other words, you started playing after the first major update which made huge improvements to the interface.

Yoshida: That’s correct. As such, I’ll answer your question but with the understanding that my opinions are not based on the game as it was right after it launched. When an MMORPG launches, there are a lot of things that just expected to be in place. However, the bar of what is considered expected and necessary rises each year.

What I mean by that is this. Games like WoW and FFXI are already established in the marketplace and all new MMORPGs are compared to them. That means the amount of content that is considered to be meeting the bare minimums is actually quite extensive. It’s a pretty extraordinary situation that any new MMORPG, not just those in Japan, faces just to launch. People demand a lot of content right from the beginning, they expect add-ons, etc.

There is also end-game content to think about. You have to decide what it’ll be and how long it’ll take for players to reach it. In the case of FFXIV, there are parts of the game that just weren’t fully developed. Things like the UI, the rules behind different content, the game-specific terminology, how to progress, etc. It’s a game that is hard to understand and hard to play which interferes with any discussion on whether it’s fun or not.

4Gamer: I agree. A lot of the reviews we saw were from people who barely started playing and never really got so far as to be able to discuss the game content. Their reviews were more focused on the other problems like the user interface.

Yoshida: I had the chance to work with Horii Yuji on a game in the Dragon Quest series. One of the first things he said to me was “Before you consider if it’s fun or not, it’s got to be easy to understand!” He taught me that games have to be easy to understand because if the players can’t figure out the rules of the game, it’s hard for them to really decide if it’s interesting or not.

In the case of MMORPGs, the learning curve is especially steep. There is a lot of content that you interact with right from the start and on top of that, there are so many words that players aren’t used to. FFXIV has its own terminology and unique economic system. In addition to the user interface, I also believe it’s critical that we move to make the game itself easier to understand and lower that learning curve.

4Gamer: “If you don’t understand how to play, you can’t decide if it’s fun or not.” I think that really shows what is lacking in FFXIV right now. Which brings me to my next question. When the announcement was made about the new team, you said the free period would be extended “until we can provide a plan that outlines a level of enjoyment that will satisfy both us and our customers.” It sounds like that statement is aimed at the quality of FFXIV. So, exactly what do you feel would get FFXIV to that point?

Yoshida: Of course we will improve the overall quality of the game. However, FFXIV has already been released. On the operations side, we have to be able to hear the voices of our customers, and once we’ve heard them, we have to be in a position where we can respond to them.

4Gamer: What’s that going to take?

Yoshida: For example, if we say something will happen in an update, carrying out that update is a promise to the player base. Like it said in our first team policy message, I place a lot of value in keeping promises. It’s part of who I am.

So back to your original question, I feel that we’ll have reached that point once we’ve developed an system where we listen to the voices of the players and then communicate back what we are going to do, how we are going to do it, and a deadline for when it will be done. We’re not there yet. Right now we are still looking into what we need to do as a team to get to that point. What FFXIV needs right now is for us to keep each and every one of our promises to the player base. There’s no other way for us to regain trust.

4Gamer: Next I’d like to ask you about some aspects of the game itself. In an earlier email interview we did, we brought up three problem areas for FFXIV: User Interface, Lag, and Developmental Policies. Now we’d like to ask you about these same three things. First, the UI. After some trial-and-error on the part of players, it seems things have improved quite a bit for people after the November and December updates. However, it seems there are many things that still need to be worked on.

Yoshida: Most likely, I think the players are wondering how we are going to fix all of the problems. First, we need to narrow down our list of things to focus on. There are players at all different levels. We need to pinpoint what their needs are, listen to them, root out the source of the problem, and then start to make our promises to them one by one. That’s what our focus is on, especially for the rest of 2010.

We’ve also continued to work on the update promised to players before the year is over. During that time, the new team members are busy surveying the situation. Come the new year, I think you’ll see us taking the steps to communicate more than ever with players. We’ll make things clear one by one with concrete explanations. Of course, if we make a promise, we’ll keep that promise. Until we are in a position to keep promises, we’ll continue to honestly say, “We don’t know yet.” While it’s important to inspire anticipation and expectations in people, I don’t think that is what we should be doing at this time.

4Gamer: People wonder when things that have been announced will actually be released. The greater the anticipation, the greater the disappointment if it doesn’t happen. I imagine you’ve heard harsh feedback from players who say if you can’t do it, don’t bother announcing things!

Yoshida: Our first move is to regain the trust of our player base. Like any friendship, no matter how close you are, just breaking one promise can cause a lot of damage. If you want to repair the friendship, you have to take it seriously. Once we’ve regained some of that trust, I’d like to talk about our hopes for the future. However, the discussion then becomes one of if we can do it and when it’ll happen.

4Gamer: In the meantime, you have to work hard to gain the trust of the player base by showing how you follow through with things over time. “The proof is in the pudding” so to speak.

Yoshida: Yes, I believe that is our first priority.

4Gamer: Let’s talk about the UI. We often hear from players who wonder why, in a world where the UI in World of Warcraft is so polished, we ended up with what we currently have in FFXIV.

Yoshida: Personally, I feel like we should have taken some pointers from them because I feel FFXIV could benefit from having a UI as easy to understand as the default WoW UI. What’s also helpful for us is the fact that when it all comes down, it’s the players who are going to be striving for a quality UI. Our Development and Operations teams play the game, but they are focused on building things. They can’t compete with the amount of hours a veteran player puts in.

For example, look at WoW. It has an add-on culture. After learning the basics of user interface design from them, I think it’s only inevitable that you start looking at add-ons. However, this isn’t something that started with WoW. If you look at Ultima Online, you’d see that it was players who spread the idea of a special weapon swap user interface for PvP rather than the developers.

4Gamer: You really know your stuff. Without getting into whether it’s good or bad, that add-on culture has been around for a long time. I’m sure there have been examples where the developers took it as feedback and then incorporated it into their own design.

Yoshida: The system in WoW makes it easier for players to pull stats. The official user interface hasn’t really changed all that much since the game was initially released. What’s changed is all under the hood. They’ve taken steps to make it easier to pull certain parameters which makes it easier to create add-ons. That allows the creation of customized user interfaces that are easy for players to use. I think it’s pretty amazing.

I feel if a user interface has been judged as a good one, we should learn from it. Think of it this way. Look at any FPS, whether it’s Call of Duty or one from a completely different company. The controller layout is nearly identical. You don’t need to mess with what works best. I feel that applies to MMORPG UIs too.

4Gamer: Of course you have to think about the actual game content, but it’s also important to make sure that the UI, which connects players to the game, is the best it can be. Even if there are some improvements made on controllers or gamepads, the base is still the same.

Yoshida: I don’t think you should mess with things players are already familiar with. Staying with the familiar makes the game easier to understand and doesn’t force players to spend time reading their manuals.

4Gamer: It’s the same with the way keys are bound on keyboards. There is already a basic layout that anybody who has touched an MMORPG before would be familiar with, something that’s been passed down from EverQuest.

Yoshida: I agree. There is a default layout for RPGs and a default layout for FPSs. From there, you choose the way you want to bind the keys and the players are free to customize the keys the way they want.

4Gamer: It really feels that level of keyboard customization is lacking in FFXIV. The controller didn’t seem that way though.

Yoshida: If you compare your typical PC-based MMORPG with how FFXIV is set up now, I think you’d find it lacking. Square Enix had success with FFXI but that was built for the PS2. That’s why you see this culture of controller-based play being used in FFXIV. They probably felt that it would be fine.

4Gamer: But this time, the PC version came first.

Yoshida: Correct. Of course, we’re working on the PS3 version, but it ended up feeling like development was based the other way around.

4Gamer: It really seems like people who play with a controller and people who play mainly with a keyboard have totally different opinions of the game. For the controller group, even if they have a lot to say about other things, they still seem to enjoy themselves. However, the keyboard/mouse users complain of having a lot of difficulties playing. This is why I began to feel that it is really necessary for a complete UI overall.

Yoshida: That’s exactly why we’ve brought Minagawa on board. Knowing my personality, if I started to work on it, I probably wouldn’t spend time looking at anything else. (laugh) Minagawa feels that he can make a UI second to none so I think he’ll be hard at work hammering out improvements.

4Gamer: I’m looking forward to further improvements to the UI. Now on to the topic of lag. Compared with before, there is remarkable improvement. However, at around the same time the cities were divided over two servers, another problem popped up.

Yoshida: That’s a technical problem. When the new team was announced, you might have seen that Yoshihisa Hashimoto was added as our Technical Advisor. He’s working on debugging all those problems.

For developers, their work environment is much like a weapon. For example, no matter how skilled the warrior, you can’t expect great results if you only give him a bamboo spear. You want to give your great warriors things like rocket launchers, powerful weapons. We had Hashimoto join our team with the hope that he’ll be building up our work environment and the technology that supports it. I think that will help us take care of some of these issues, like the one you mentioned, quickly. It’s a pretty big problem so we’ll use the resources available company-wide to solve it.
(*Technical Advisor Yoshihisa Hashimoto is in charge of the next generation of game engines)

4Gamer: I imagine it’s tough going through all the code that’s been written so far but I have high hopes. Now, let’s move on to the last of the three topics I want to ask you about, Development and Operation Policies. I’m really curious what kind of policies changes have been made now that we have a new team in place.

Yoshida: I’m not really big on policies. Like, oh, it was done this way before, so let’s change it like this, and because I’m thinking X, go do it, etc. I’m more for watching how things go. If plan A is good for how things are now, you do that. Once you’ve met your goals, you switch to plan B. You have to be flexible enough to change your tactics in accordance with the situation. That’s why rather than comparing what we are doing differently, I think we should just look at what we should be working on right now at this point in time.

4Gamer: So basically, you don’t want to say “FFXIV = THIS!”. Instead, you change how you will respond based on how things are at that time.

Yoshida: That’s how it will be. That’s why, like I mentioned before, our big “policy” right now is just regaining the trust of our players and customers.

4Gamer: I think a lot of players are wondering how FFXIV will change now that a new team is in place.

Yoshida: The first thing is to make the content easier to understand for the players. There is a lot of content in FFXIV. I think the development team worked desperately to put as much content into the game as they did, and I think it was enough for a releasable product. However, because of putting too much energy into different parts, it came hard to understand overall.

4Gamer: Which then leads to this feeling like all the storylines aren’t connected?

Yoshida: I think so. Every word, every quest line, needs to be woven in and out properly for the players’ sake. However, for the players that continue to play right now, there is a good chance that they’ve already leveled up a bit, understand the game better, learned from helping other adventurers, and have already gotten past the hardest part of the learning curve. Those players are likely going to start asking for end-game content. The feedback we’ve gotten from players is already quite different depending on their character’s level and the amount of time they’ve played. You can’t lump all players together.

4Gamer: What players ask for is naturally going to vary depending on how far along they are in the game.

Yoshida: That’s why I think there are two ways we can go about deciding what should be in the updates first. The first way is to make the initial parts easier for the player to understand so they can get a better understanding of what FFXIV is all about. The other is to give the players something to look forward to by adding additional content. However, I think there is a lot of risk in trying to do both things at the same time. That’s why we can’t focus on how we’ll change things. First, I want to see the faces of the players, hear their voices, and brainstorm together about if we should head straight down one path, take alternate paths, or maybe even find a better option.

4Gamer: Understood. Moving on, with all of the updates and server maintenance we’ve had, it kind of makes you wonder about the bugs you come across. It makes me worry about the QA Team and if they are doing ok.

Yoshida: Square Enix has put a lot of energy into their QA Team. However, we promised people a schedule that turned out to be very tough. Development and adjustments were made right up to the last minute. That meant that the QA Team didn’t get enough time to do their job properly.

So when we promise an update, we have to first check how realistic that schedule is. We have to give players the chance to just enjoy the game and not cause additional problems for them. I think if we can do that, we can solve the problems facing us one by one and really turn things around.

When you play an MMORPG, there needs to be more punch to it, especially at the beginning of service. So first, we have to create that for FFXIV, which means first solving all the problems.

4Gamer: So the strict schedule is to blame for the bugs that fell through the cracks. I’ll have to agree that there have been quite a lot of updates in a short amount of time. However, looking not just at FFXIV, but many other games, I think there are bugs that players are able to weed out because they are playing it for real versus in a test situation.

In our previous email interview, we asked if you would consider setting up public test servers. The answer we got pretty much shot down that idea. Now with a new team in place, I’d like to ask the question again. Are you considering a public test server? Perhaps even one that is only available for a limited time frame and tests for specific things like game balance?

Yoshida: Yes, we are considering it. Given my history playing various western style MMORPGs, I understand the desire for a test server.

4Gamer: Public test servers are standard practice for western MMORPGs after all.

Yoshida: Yes. I’ve heard stories where they prepare a test server that can handle 3000 people only to have 100 log in each day. The conclusion people have come to is that there won’t be many people who will actually test things. However, I think that’s fine. I look at test servers like this. The top hierarchy of players are already thinking about the game’s future, they give us feedback, and then they share that with other players like a speaker would. That’s really important not just for development or operations but for players as well. I’d really like to implement a test server but I can’t make any promises as to when that would happen.

4Gamer: So what I’m hearing from you is that a test server is possible. Within this interview, you’ve often said you want to hear the voice of the players. I think this counts as part of that.

Yoshida: I’d hope that people would consider it part of us trying to have close communication with players. Another part is what we see overseas, where players and developers communicate directly on forums. In the past, it was places like the Vault Network Board. Recently, it’s officially run forums from the game company itself.

However, even though it would be great if we could create a forum or BBS, this is a global production and we can’t prepare something like that right away. I would like to work quickly towards that though. Like with the test servers, you can’t just have them there. There has to be a way to get their feedback back to the developers. That’s why we have to start smaller. I think you’ll see our desire to promote communication within our first message of the year.

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Mon Jan 03, 2011 8:33 am 
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Is that the full interview? Seems like it got cut off there.

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Mon Jan 03, 2011 10:15 am 
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there, fixed my previous post to add the first few paragraphs
its just the interview ket posted about, in full
http://www.eorzeapedia.com/2010/12/31/4gamer-interview-with-naoki-yoshida-part-1/#more-6316

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Wed Jan 26, 2011 3:10 pm 
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Ketrebu wrote:
Ridere wrote:
I really just hope it's not too little too late. I don't want to be playing on one of three servers in a year.


This is actually my main worry. I almost have no doubt that the game will be significantly better in a year from now, and I have no problem just levelling slowly on the side until we get there.

I worry more that when we do get there, there'll only be a couple of us left; everyone else moved on to other games or lost too much trust and/or interest in the game to play it anymore. I'd rather the game was a little shitty but with lots of CKD friends around than a decent game but nobody to actually play it with.



I really want to play. I do. I just don't get drawn in by the game like i was prior. I'm waiting for it to get better. The way the system is set up. Isn't too appealing to me...

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Wed Jan 26, 2011 4:20 pm 
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hope youll join us one day mikey!

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Wed Jan 26, 2011 6:10 pm 
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Game still sounds pretty shitty man.

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Wed Jan 26, 2011 6:16 pm 
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i enjoy every minute of it, but i can see why people dont like it.

stick around and we'll let u guys know when it becomes more friendly of a game.

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 Post subject: Re: Interview with Naoki Yoshida (The New Producer)
PostPosted: Wed Jan 26, 2011 6:20 pm 
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Whisp wrote:
i enjoy every minute of it, but i can see why people dont like it.

stick around and we'll let u guys know when it becomes more friendly of a game.



I like playing when im getting mad SP. most of the time thou im bugging people.

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