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RPGamer Feature - Final Fantasy XIV: A Realm Reborn Interview with Naoki Yoshida
Final Fantasy XIV: A Realm Reborn
Platform:
Publisher: Square Enix USA
Developer: Square Enix
Release Date: 2013














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Final Fantasy XIV: A Realm Reborn is the version 2.0 reboot for PC and the first release of Square Enix's MMORPG on PlayStation 3. We were able to chat again with Naoki Yoshida and ask a little more about the process behind reinventing and reshaping the world of Final Fantasy XIV.


Michael A. Cunningham (RPGamer): With all the new content coming to A Realm Reborn, what are some of the new additions you are most excited about?
Naoki Yoshida (Square Enix): If I had to narrow it down, I'd say the large-scale Crystal Tower raid and the series of battles pitting players against the primals. We are also planning to introduce housing and genuine PvP content for the first time in the Final Fantasy series. Fans can expect a lot of content that truly captures the Final Fantasy feel.

MAC: How has the incorporation of new jobs since the 1.21 patch been working? How are you looking to move forward with new jobs from here? More from FFXI or completely original ones?
NY: We're trying our best to create jobs while keeping the traditions of the Final Fantasy series in mind. This includes looking into bringing back jobs from previous titles such as summoner, thief, ninja, samurai, and red mage. Rather than obsessing over originality, we want XIV's jobs to evoke a true Final Fantasy feel while remaining balanced within XIV's battle system.

MAC: Since these are all existing jobs in Final Fantasy XI, how are you looking to make them different? How about the same?
NY: We aren't setting out to radically change jobs just for the sake of being different. Having said that, the battle systems of XI and XIV are completely different entities. Our focus is on implementing jobs to adequately fit roles in XIV's battle system.

MAC: In adding female Roegadyn and male Miqo'te into Final Fantasy XIV, how are you going to explain adding them in? Any other new changes to the races in game?
NY: The lack of female Roegadyn and male Miqo'te was a problem from the beginning. Rather than emphasizing the reason for introducing them, we're seeing it as a way to start fresh with every race having a male and female option available. While we are not considering new playable races until future expansion packs, A Realm Reborn will feature many more options for character customization.

MAC: How will you go about explaining the history of what happened in version 1.0 for those starting with A Realm Reborn? Will there be an explanation of what happened with characters like Nael van Darnus?
NY: The main scenario will include references to the final events of version 1.0. The truth behind the Seventh Umbral Era will be revealed in the raid dungeons, so you'll have to wait to find out.

MAC: How far along into A Realm Reborn should we expect the equivalent of a final boss similar to the current final Grand Company quest?
NY: Although there hasn't been an official count, there are actually quite a few bosses. We'll be able to talk more about these foes sometime in the near future.

MAC: How will main scenarios and Grand Company quests be handled going into A Realm Reborn? Will they be changing dramatically from version 1.0?
NY: The changes to these quests will be quite dramatic. For example, the Grand Company quests were related to the coming of the Seventh Umbral Era. A Realm Reborn is set after the cataclysm, so everything is going to be different.

MAC: Could you share details on how you're shifting the focus from grinding for levels to more quest-based leveling? How are you accommodating players who want to play solo?
NY: In A Realm Reborn, players will be able to level through a combination of quest-based leveling, casual content, and parties formed through the newly implemented duty finder. For those playing solo, there will be quests, guildleves, as well as some other casual content we have planned, such as the "bestiary." Solo players will also be matched together automatically for all instanced dungeon content, removing the need to form parties on their own. This can be thought of as an extension of solo play.

MAC: How is the official soundtrack for Final Fantasy XIV being handled? Are tracks such as "Answer" and "Twilight Over Thanalan" being kept in? Are new composers coming on board to help?
NY: We have many composers on board, creating a lot of amazing music for A Realm Reborn. Preparations for the soundtrack are also coming along nicely, so you can be sure to expect a follow-up announcement.

MAC: With Magitek Armor, limit breaks, and other features from older games, how are you looking to blend these fan service aspects into Eorzea while still keeping it an original world? With talk of wanting to add in a Golden Saucer, are you wanting this to be a total fan service experience?
NY: Naturally, we plan to incorporate these elements into A Realm Reborn in a way that best fits the game's themes. At the same time, players will be able to sense the influence of previous Final Fantasy titles throughout the lore, but don't worry--we won't be implementing anything that seems bizarre or out of place. You can find out for yourself when A Realm Reborn is released.


RPGamer would like to thank Naoki Yoshida and the PR team helping Square Enix for arranging this interview. Stay tuned for more information as we near the 2013 release of Final Fantasy XIV: A Realm Reborn on PC and PlayStation 3.



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