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  1. #321
    Player
    Evangelus's Avatar
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    Mar 2011
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    4,834
    Character
    Evangelus Seed
    World
    Ragnarok
    Main Class
    Arcanist Lv 90
    Can you translate this please =) ?

    (パッチや拡張パックについて)次の拡張パックについてはPS3版の設定を全部入れているが、その後がどうなるかは決めていない。MMORPG市場では今後登場してくる新たな作品と戦うには、『FF14』を最新作にし続けなければならないが、いずれPS3にハード的な限界が訪れる。その際、プレイヤーがゲーム経験的に喜べるものを“PS3のために切り捨てなければならない”という判断が必要になるならば、おそらく完全な移行を決断する。
    http://remoon.blog15.fc2.com/blog-entry-29475.html
    (1)
    Rédacteur sur JeuxOnline FFXIV : http://ffxiv.jeuxonline.info/
    Twitter : https://twitter.com/JOL_FFXIV

  2. #322
    Player
    AdvancedWind's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
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    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Evangelus View Post
    Can you translate this please =) ?



    http://remoon.blog15.fc2.com/blog-entry-29475.html
    Not a direct translation, but it's basically discussing the possibility of removing PS3 support for expansions if at some point it is considered necessary to avoid limiting what can be done with the game due to the PS3 hardware.
    (6)

  3. #323
    Player
    Reinheart's Avatar
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    Mar 2011
    Location
    Subligania
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    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Rep Post 02/27/14 - Ready Check - Changes coming maybe before 2.2

    Quote Originally Posted by Lastygalle View Post
    レディチェックに関する続報です。
    本件、以下の調整内容で開発・検証作業を行っています。
    We have an update regarding the Ready Check feature.
    To resolve the issue the development team is currently developing/looking into below adjustments.



    • 戦闘中には使用できないように変更
      Change it so it cannot be used while engaged in battle

    • 使用者のキャラクター名を表示するように変更
      Change it so the person who used the ready check will be shown.

    • 保留ボタンの追加
      Adding a ‘hold(pending)’ button

    • レディチェックのウィンドウを閉じた場合、自動的に再表示されないように変更
      (この際、集計結果はログウィンドウに表示されるようになります。)
      After closing the ready check window, to change where it doesn’t open automatically
      (In this case, the results will be shown inside the log window.)




    また実装時期については、パッチ2.2よりも前倒すことができないかを検討しています。
    As for the implementation date, we are looking into to see if we can release it earlier than the patch 2.2.
    (12)

  4. #324
    Player
    Reinheart's Avatar
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    Mar 2011
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    Subligania
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    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    2014-02-20 Game Watch Interview Translation

    PT 1 Source : http://game.watch.impress.co.jp/docs/interview/20140220_635897.html
    PT 2 Source : http://game.watch.impress.co.jp/docs/interview/20140221_635995.html

    *** note to self : Retainer paid service is from Famitsu article - http://www.famitsu.com/news/201402/20048324.html

    ======================================================

    GW: Regarding the PS4 version we tried out this time, about how much is complete?


    Y: I believe we’re up to around 90%.

    GW: What’s the remaining 10%?


    Y: Addressing the PS4 regulations. During the presentation I mentioned that we used the PC version as the base to develop and optimize for the PS4 version, for example each shaders on the character is transferred over by recoding to work with the PS4’s pipeline, so it’s not a simple transfer. Therefore we go through the process of recoding then transferring. Overall work is finished, but there are couple bugs that arises from doing this, so we’re addressing those.

    GW: Was there anything that was troubling during the development?


    Y; Actually, we can’t think of anything (laugh)

    GW: That’s surprising, so it went pretty smoothly?

    Y: I might get in trouble from rendering and person in charge of client system but getting it to work on the PS4 was fast. We went into full development around October last year.

    GW: So that means, it was after the FFXIV: ARR official service start.


    Y: Yes. Of course we were preparing prior to this, however at that point it was where we completed the rendering, from there on we were waiting for the PS4 development kit. Aside from the 32 bit PC version, PS4 is 64bit so we started from addressing the 64bit part, then simply get it to where we can run it, then from there we said it worked pretty smoothly without doing much. From there on we just started optimizing for each pipeline. It was fast.

    GW: Was there any merit by addressing the 64 bit for the FFXIV?

    Y: Well, the way the OS and pipelines are thought is done via 64 bit and not 32 bit, so we have to address this or the software won’t even run. But being able to use the memory efficiently, and having increased specs for CPU and or GPU is something, when we’re going to address the DX11 later on we need it running in 64bit. This time we got the 64bit version for the PC version so we believe we would be able to address the DX11 development much easier.

    GW: I would like to ask you regarding the plans put behind the PS4 version. For the PS3 version you mentioned you tuned it to a point where it uses the near maximum limit on the console. PC version is a full speci MMO aimed for global audience, what did the PS4 aim for?


    Y: This time I asked the staff to use up as much of the PS4’s specs. unlike the PS3 where the hardware was small and tight to get the large object (game) into. We can’t put everything in so we put priorities and we had to discuss on parts that should remain at 100% size, or others that could’ve been dropped to 70%... stuff like that. When thinking about the memory, the amount of UI’s that can be opened was different, there was things we had to limit. From the past Square-Enix tries to get the maximum output from the hardware in their games. Vagrant story for example was one of them, Final Fantasy XII was also same. PS3 version was something close to that where it was something hard to be made, we believe we got it out to it’s maximum.

    Now regarding the PS4 hardware, having Mark Cerny involved in the hardware desiging was big. He was involved from the foundations of the PS4, so from the start of planning we contacted and had many discussion along with our CTO Hashimoto (FFXIV Technical Director). For example, regarding the memory, we brought up talks like this amount of memory isn’t going to be enough from our end, or how much of HDD space we want...... I believe for Mark being the middleman between us and SCE, he understands our demands but same time he has to think of the cost so I believe it was really tough for him.

    As a developer we looked at both PS3 and PS4, and we also made games on the Windows so it was pretty quick to get these addressed. I believe if it was those that only touched on the PS3 this would’ve been a hard task, also for those that may have only touched the Windows version might think about dropping the console and will end up being hard there.

    For us, we were doing both, so it was really fast addressing, and Mr. Cerny is used to the pipelining so it he was able to get a hang of the optimization methods pretty quick. In order to bring out the hardwares limits we need to develop lots of titles, that’s true. However for FFXIV:ARR being a launch title, we believe we got it to a point where everything is used nicely. Please check it out during the Beta.

    GW: For the PS3 version post launch timing, for example it was missing libraries, or there was enough features in the SDK, there were hard situations for third parties, and because of that there was an issue getting some titles. Nothing like that happened this time?


    Y: Firstly, the libraries needed to develop a PS4 title is there, however, for we since we are making a MMORPG title, there were some special ordered SDK’s surrounding network components. As for SCE it’s normal for them to prepare orthodox standalone SDK first.


    We were able to continue working with SCEJA right along with the PS3 version, that really helped. We told them stuff like “If you want us to get into beta test by the PS4’s release date, we need to have the SDK prepared by this date.” (laugh)

    We have been working with SCEJA since the PS3 version, we held weekly meetings almost for 2 years, and I was in charge of promotions and free transfer service, while the development team was working hard with the technologists. They feel like comrades for the same project and I am thankful.

    GW: When looking at the PS4 version on the actual machine, the colors really stand out and it’s beautiful. The data itself is exactly same as the PC version?


    Y: Shader is a bit different, and looking just at the process, I believe the PS4 is higher. For the PC version depending on the graphic board, graphic chip and the drivers provided by AMD and NVIDIA the way the colors/image stands out is different. If you concentrate on one side and just optimize that it’ll have problems where it’ll work with one driver but not with the other, so we can’t do that. On the other hand the PS4 version has a fixed hardware, and it’s easier for us to optimise. Process that are same such as the reflection, like water for example, and halation, for these calculations the PS4 version is better than the PC since we were able to optimize some more.

    GW: (pointing at the monitor) Even these street scenes looks really beautiful.


    Y: Yes. Other than that it’ll depending on the maker of the household televisions the color is different, so it’ll probably look different when looking at it at home. For example the backlight is different when comparing Sharp and Sony’s one.

    GW: If you can, would you want to specify a optimal TV for FFXIV ARR?


    Y: Personally I like the makers which make the black stand out, but that’s my own personal preference so I won’t say which one. (laugh)

    GW: Earlier when playing the Titan hard mode, I felt as if the effects became much more beautiful, but is this also affected because I’m looking at the TV?


    Y: The objects haven’t changed. However the shader is definitely different, so it may look more sharp because of that. PC monitor colors are normally set so you can look at them for many hours without getting tired. However for household televisions, they are made so the image stands out. Even if the surrounding environment is bright, since the backlighting is strong, it can process the image much clearer. It’s hard to buy a 40” class PC monitors, however for household it’s standard now to have about 40” television. I really would like for everyone to try it out on their large screen household televisions.

    GW: So for the PS4 version you would like players to play on the television rather than the PC monitor?


    Y: For me personally, yes. I want people to experience that household gaming came this far finally.

    GW: I see. it feels like the PS4 version’s colors are more vivid as well.


    Y: That’s probably because of the detailed objects we made is being affected by the color of the backlight and resolution. We have done demo’s on 4K but we haven’t changed anything for that one either, it’s not like we’re adjusting the colors on it either.

    GW: You mentioned that for the PS4 version the amount of character displayed increased greatly, but does this mean it can display the same as the PC version?


    Y: Yes, same as the PC.

    GW: For example the background looks nice, is this same as PC as well?


    Y: It’s same.

    GW: Lighting and the shadow also looks a bit different because of the shader difference, but the base is same?


    Y: It’s the same. We haven’t changed any of the assets.

    GW: The rendering being this smooth is very appealing. When I questioned you in the previous interview regarding the PS4 versions frame rate, you mentioned it was fixed at 30 FPS but what has happened?


    Y: I have instructed them to try not go under 30, it doesn’t have to be fixed 60. Regularly for scenes that doesn’t have much stress, I believe it should get 60 frames.

    GW: So the PS4 versions frame rate is not fixed at 30 but it can now get up to 60?


    Y: Yes. So it should be getting 60 at fast parts.

    GW: Not being fixed at 30 but having the least minimum being 30 is a big direction change.


    Y: Yes. Well in places such as Odin F.A.T.E. where you have few hundred players along with tons of battle effects going on, in these type of situations I believe it’ll come down a bit more.

    GW: So it’s 60 frames display, while the graphics being PC versions highest settings?


    Y: There is a small gap in the shadow and streaming process, but I don’t think it’s noticeable just by looking. I think it’s alright to think that the highest settings.

    GW: On the PC version we have the breast movement, is this feature also in just like the PC version?


    Y: Of course it’ll be in just as is, also it’s still being finalized but the wet effect is also coming in the PS3.

    GW: What happens when it gets wet?


    Y: Basically it places another bit map over the texture...... it’s kind of like what you see in anime’s when the character goes in water and gets out, the base color becomes darker, just think of that. The surround areas where it gets wet will change color, it’s being calculated so for example when it rains it doesn’t wet the entire body, it’ll just wet around the parts that got wet.

    GW: So for plate type of gears it will look damp?


    Y: The lighting will change a bit. Also this wet effect isn’t only for characters. During the last producer letter live, the staff that is working on the BG was sad (laugh). Staff was saying “Players are all concentrating on the characters, but the BG also gets wet in a wide range”

    GW: What kind of example can you give for what gets wet?


    Y: Such as the ground. That’s why we have put in some work towards the BG. It’s a wide area to cover. But most people only talk about the characters so, it’s a little sad (bitter smile)

    GW: You mentioned the wet effect is going to apply for the PS3, and you have mentioned that the PS3 version is pushed to it’s limits, how was it possible to increase the graphic display for the PS3?


    Y: As mentioned during the presentation, we have been saying this title being a new title for the Final Fantasy series we have been specially particular with the graphics, so I believe we established the best standards compared to other genres. So, at the timing of 2.0 release, I am thinking that it was high quality. However by putting in some more time, there are small detailed processes that becomes possible, and this is what was added in this time.

    GW: What kind of plans do you have to challenge the graphics in the future?


    Y: Well we have to address the DirectX11

    GW: For effects, something like snow piling up?


    Y: Yes, but snow piling up is something more of a BG. Making it leave foot steps is pretty easy, we actually have estimated, to increase snow would mean to add a temporary layer for the snow so instead of rendering it’s more of a BG’s cost issue. It won’t be fun if you can’t play with it......

    GW: This will be doable with the PS3 in future, so you would like others to look forward to it?


    Y: Hmm, not sure. When it comes to that point, it’ll start taking up the memory, so it may be hard to do with BG layer.

    GW: You will continue to challenge regarding graphics?


    Y: Yes. I believe we will continue to do so. Well for reflections the PS4 is better than the PC so if you’re interested please check it out.

    GW: In the current FFXIV ARR some of the character’s actions has physics applied against objects, are you planning to add more physics into the game?


    Y: I don’t think for a MMORPG we need extreme physics in place. Not negating EverQuest Next (EQN) (MMORPG which has physics) I believe that a new type of play style, and as a challenge I think it’s a great challenge, I would like to try it out myself as well. However, I constantly think to myself how can we make sure it’s fun, and make sure the balancing is just right for the contents, and be able to keep on updating fast, this becomes the key point. If we went full on physics I think it’s going to be really hard to do.

    It might just be that I’m lacking knowledge, when physics are involved, it’ll become too hard for me to take charge. We have to calculate to get the answers out, and with this we can’t just go by logic, we have to go by both logic and calculations resulting in balancing complications. If it’s simply a standalone world I believe it’s possible to push it through, but with physics you really don’t know what’s going to happen. If you miscalculate just a bit it’ll affect the entire contents calculations. When thinking about these things the cost and return doesn’t match, scared that it’ll instead make it harder. If it’s like “KNACK” where everything is based on physics then I think it’s totally okay, but if you’re going to do it in a large field, we need to ask ourselves we really doing this? This part is out of my knowledge. I do believe it’ll have a strong impact though......

    GW: I see. So most likely we won’t see physics suddenly being added into the game.


    Y: At least for FFXIV that’s probably the case. If we’re to do it, do something like where the hair can move beautifully. It’ll be limited by the amount of bones, but how the robes flutter, or use physics to have long mantle to sway beautifully, i think these are alright.

    GW: So using physics in those type of sense is alright?


    Y: It may be far in the future, but I cannot say there won’t be.

    GW: I think the remote play feature from the PS4 is really great. I have tried it out but it really turned out great.

    Y: Thank you. I was thinking about changing my play environment at home to PS4 (laugh).

    GW: You don’t need the PS Vita, but I felt that just having this gives a reason to have the PS4.

    Y: When I touched it for the first time, I was already thinking “Hey, this will probably work”.

    GW: Before trying it out, I was expecting it was going to get somewhat blurry due to the streaming and also with some lag, however the the image was nice and on top of that there was no lag. So I really felt that you can use remote play to play battle contents without any problem. Was there any struggle when developing this?

    Y: For this one SCE did really great. When it uses tools added from the outside, people would say it won’t affect the performance, but in reality it ends up where that happens. For example we had situation with our own play online which was eating up a lot of memory. But this time we requested to make sure to separate the rendering buffer calculations so it was really easy to address. It was done in a really short period of time.

    GW: This time we used Wi-Fi connection to play, but if this was done via internet connection, will there be some delay?

    Y: There will be delay for sure. This will also depend on the players household environment as well, and their internet providers, depending on the type of connection there will be mm/sec difference. From there you’re going to connect via internet to send/receive information to the PS4 so the delay can’t be avoided.

    GW: It’ll be enough for crafting?

    Y: For Japan the infrastructure is really good so you should be able to do daily quests without any problems. Crafting and Gathering will probably be more typical.

    GW: PS Vita’s screen’s text is too hard to read, but does that mean we should increase to about 140% font size?

    Y: Basically, yes. I don’t want people to try and communicate while using the remote play. If you hook up a keyboard, it loses it’s meaning, and using the software keyboard also doesn’t seem right. It’s more of something you use when you want to check out Eorzea on your own. Sure you can tell your friends and static members that you’re going with PS Vita, I don’t see nothing wrong with those. If it’s between friends I’m sure they will overlook some lag the player may experience, it’s all up to the individual players play environment.

    GW: To connect from outside via internet, we need to have the PS4 on and have the FFXIV:ARR running to play?

    Y: You just need to have the PS4 in sleep, energy saving mode. From SCE’s viewpoint they want the PS4 to stay powered on and when there is access it’ll go into full running mode.

    GW: From trying it out, currently we can’t save the settings but it’ll be nice if we can save the HUD layout along with text settings for say PSVita mode layout, and whenever you switch to PS Vita to have it automatically switch to that mode, if we can do something like that we really can play with it full on.

    Y: We are planning to go that direction.

    GW: Oh, when’s that going to be implemented?

    Y: We’re curring working on this aiming for launch. I think when you tried it out today you noticed that this when controlling the cross hotbar, normally you would use L2/R2 which is controlled behind the PS Vita, but we have this switched so it can be controlled with the L1/R1 with separate configuration.

    Also when you’re playing on the PS4 the gamepad UI is displayed as priority, and when you switch to remote play it’ll switch to PS Vita’s specific UI, so we’re going to allow players to be able to customise this themselves.

    GW: Just to confirm, post official launch when we start remote play, it’ll automatically resize the text to 140% and on top of the the HUD settings will pull up the custom setting set just for the Vita , am I understanding this correctly?

    Y: You can save the font size already right now. For the other part we’re challenging to see how much we can do, we’re going to check the beta test feedbacks and make priorities and address accordingly.

    GW: Well, trying the PS Vita version, I feel like you can just release a PS Vita version as well, or is that not possible?

    Y: You get the feeling as if it’s running with this much quality but what’s making that possible is the PS4. With the PS Vita’s specs you won’t be able to produce this much quality from FFXIV ARR (bitter smile)

    GW: So that being said, the PS4’s remote play is the realistic solution.

    Y: Yes. Since FFXIV ARR is running on everyones PS Vita, people are going “Oh wow!” but the “Oh wow!” is actually PS4 (laugh). Also the FFXIV program team worked hard on this. Aside from this we just think of it as cloud service to add devices. Cloud gaming where it calculates on the server and deliver the images to everyones device.

    GW: Another sales point for the PS4 version is the Share button. With this you can broadcast and upload videos, but what’s going to happen to where you can upload these?

    Y: SCE is the one supporting the streaming. It will live broadcast when sharing. The buffering is different from the rendering happening on the game side, it’s similar but it will broadcast what has been double buffered to live broadcast. For this one there isn’t any saved data, so it’s just broadcasting in real time. I believe if you want to record videos or take screenshots you can choose your own upload location.

    GW: Will it be possible to upload to the Lodestone?

    Y: It’s not like we have a enormous back-end server so we are not allowing videos on Lodestone. However, once we decide on doing contests, it’s possible where we may give x amount of space to upload a video to upload temporarily.

    GW: Regarding this share button, how do you want the players to use this?

    Y: Well in the current era we have people uploading to Nico-nico douga, or Ustream, as well as Twitch. Before was blogs on the internet. It started off with some simple stuff, then we had links and CSS evolving the web, then we got animations and music, then now we’re to a point where we have live streaming.

    When I was lots of MMO’s I used to upload my own PvP video’s. Had it set to highest quality and capture that in the background, edit the video and borrow upload server and upload it there. It was hard, but I think those people streaming on Nico-nico is spending some cost to do that. They also have to buy graphics board and capture cards, then put that one straight to streaming. They are putting in some cash/effort into their hobbies.

    But with the PS4, that feature is already available, with a press of the single button you can broadcast. That’s why for example say for user community event, where they do in-game chocobo racing or events. If you tried to live broadcast that on Nico-nico it’s pretty hard. But with the PS4 I believe that can easily be done. For example all you have to say is announce that you’re doing an event, for PS4 you just say something like we’re live broadcasting and all the PS4 communities can watch it, I believe that’s how it going to end up.

    Also, this will allow to show our method, like for PS4 as example, we can tell them we’ll live broadcast the devs playing it, that can be easily done. Up until now we had to talk with game media’s to do joint events but we can freely do that now. It’s really big that anyone can do this. Right now it’s still passive, there are more players watching than streaming. But now that the PS4 is already released in the Western countries it’s being streamed like crazy (laugh).

    GW: For Japan, it'll be nice if we can broadcast on Nico-nama or Youtube. Is that something SCE decides?

    Y: It’s SCE. I think they have to think about how they are going to restrict comments and other things.

    GW: That might be pretty hard. But if they can address this it will get everyone hyped.

    Y: I think so too. For Nico-nico douga there is some parts that feels like underground and I believe those kind of things are the parts that excites people. I think putting restrictions there won’t get people excited, it will depend on how the hardware makers view this.

    GW: Question regarding the PS4 versions UI. First off, is the gamepad UI, the cross hot bar exactly same as the PC version and/or PS3 version?

    Y: Yes it is.

    GW: For the PS4 version, you previously mentioned that it will be possible to use the mouse/keyboard controls. Today since it was the PS4 versions demo, there were people playing with the mouse and keyboard, but from the PC version player, we’re curious to how well it turned out. This time we were able to play just like the PC version, and I was wondering, is it OK to think that we can directly bring over the PC’s mouse/keyboard to the PS4 to use it, or do we need to buy a specific recommended hardware to do this?

    Y: I believe this will depend on how SCE’s policy will be. Those devices that require specific drivers might be hard. There are those that has extra buttons for the mouse and keyboard which can be configured via config. Please test out different devices you own during the beta test to check it out.

    GW: Another part that was interesting, was the DUALSHOK 4’s touchpad, I knew from before that this can be used as a button, but was surprised where you can assign keys to both the left/right side of the pad. With just the touchpad alone you can assign 3 keys?

    Y: Yes. There isn’t a select button on the PS4, so as a default we have it as select. All you have to do is open up the config and change the settings.

    GW: At default the R1 and L1 is set to pass through in order, but for example, will it be possible to set this to work as right click, left click?

    Y: It will be possible later on.

    GW: So that means, you can use this instead of the mouse, that’ll be useful.

    Y: I believe it will be useful. You’ll be able to change the cursor speed as well so please try adjusting that as well.

    GW: For the remote play the PS Vita’s touch panel worked to control the cursor, I felt the screen was bit too small for this. But the PS4’s touchpad can be controlled smoothly.

    Y: It can be used just like a mouse so yes.

    GW: There may be some players that might play it this way.

    Y: Sure. For example set the cross hotbar in toggle settings, then just use the touchpad to press. I’m sure some will do something like this.

    GW: If you change the HDD to SSD on the PS4 version will it faster?

    Y: Not sure. Having players switching to SSD is done at their own responsibility, and I’ve been advertising the PS4 enough, but PS4 is SCE’s hardware so (laugh). I’m sure you’ll be able to do it. I’m sure later on people will start thinking about HDD space increase later on.

    GW: When I actually tried it I didn’t feel like it needs to be switched to the SSD like the PS3. Compared to the PS3 the read speed is much faster.

    Y: It’s fast, that’s for sure.

    GW: Is that because the architecture changed from the PS3 to PS4? Or is it because something is different for the PS4 version.

    Y: Well basically it has a HDD with faster RPM as same time, we have been making it so it can be read as fast as possible from the beginning, and the memory capacity is completely different. Things that are being swapped inside the memory is working much efficiently. This time we have a lot of memory space, so we have more things that are permanently placed in the memory. For these things we don’t need to re-read from the HDD so that also helps increase the speed.

    GW: What was most stressful for me while playing the PS3 was that in places with large amount of players, such as F.A.T.E.s the monsters and characters hardly displayed.

    Y: Even if there was an available memory, when the hard disk physically tries to read the high quality resource there are too many detailed transfer passes causing it not transfer anything by hitting its physical limit. I am sorry but it’s the limit of hardware.

    GW: So then I switched to SSD, those areas with high lodes, and zone changes became faster, when I tried it at works high speci PC it was much faster even if it was on a HDD. Right now I’m playing on the PC but after trying out the PS4 version today, I am thinking about switching to the PS4

    Y: At work I’m on the PC, but I’m thinking of also switching to the PS4 at home. I really like it that you can play on the big screen monitor, and this display size is really good.

    GW: The installation size to the HDD is same as the PC and PS3 version?

    Y: It’s pretty much the same.

    GW: About how much do you think it is right now?

    Y: It’ll depend on the size after the update patch 2.16, right now it’s about 12GB, and when thinking about adding the expansion pack later, we want everyone to at least have about 40GB space.

    GW: For the PS3 users is this where you want to tell them “Please switch your hardware?”

    Y: Yes. For those that purchased the PS4 console, please look into that option. For that reason we have prepared the free transfer service, we prepared service even if we’re going get hated by other companies (laugh).

    GW: Do you mean that it’s not right for it being free?

    Y: Yes (laugh). This goes for SCE’s own titles as well, but when you transfer from the PS3 to the PS4 version it’ll cost about $10. We talked with SCE and we were able to get it out.

    GW: As for the PS3 version support, are you planning to continue supporting forever even after the PS4 version is out, is that your policy?

    Y: Currently, we are working on plans for the expansion pack, but we have the PS3 included for this expansion pack.

    GW: So that means, in future, after this expansion pack, there may be a time where you won’t be able to play it?

    Y: It may be possible in future.

    GW: Oh? How many years later are we talking here?

    Y: That’ll depend on how many players are playing on the PS3 version. In the presentation we did earlier, we talked about wanting to continue keeping FFXIV innovative, but when we try to achieve something innovative it requires some machine power to make it possible, that type of situation may occur. When you think about how other MMORPG’s are mostly made for the PC, it will work with certain PC specs, for example, sorry for bringing up EQN again, but for something like that which requires physics involved in the map and players, it will require high spec PC to make it work. If that gains a lot of attention and grabs a lot of players, when the players moves to a rival company, we can’t just sit and do nothing, we have to have some of our own weapons to fight back against other MMORPGs.

    For example, getting on a flying mount and diving from a high altitude straight down to lower altitude and then having a 200m long dragon, and being able to fly around freely. If we can get a large scale F.A.T.E. like this one, it’ll be amazing to look at, and it’ll feel good as well. However, in order to do that it will require a minimum requirement on the hardware specs.

    As we mentioned many times, we are developing this game so there won’t be as much gaps between players play experience due to the hardware. However if we keep doing that, and come to point where we can’t be innovative, that’s not “FF”. That’s why I am not going to say here that we will continue to support the PS3 forever. That doesn’t mean you won’t be able to play it a year from now, not thinking like that so please do not worry.

    that’s why we put in support to make sure they can switch to new hardware for free, if we can do something together with SCE we will try to do something proactive.

    GW: I see. Before, you mentioned that your goal for FFXIV ARR is to continue the service for 10 years, and say it continued for 10 years, it’ll be hard to keep the PS3 along the way?

    Y: Yes. I believe it’s a scale. It will depend how many players are still playing on the PS3 version, and how much of hardwares limit it has reached. For me, if it’s fun, I’ll probably go with that. But I won’t just cut the hardware, we’ll try to be courteous and support those players, then make the switch. SO, I won’t say that I’m not thinking anything like that.

    GW: At earliest is it few years out?

    Y: Yes. But, again I want people to be rest assured that the next 3.0 expansion includes the PS3 in the plans.

    GW: Going into a different topic. In patch 2.2 you announced that you are going to release Leviathan. Water processing in FFXIV ARR is pretty heavy, even when starting Sirius, it’s pretty heavy load. For Leviathan stage it’s covered with water, so I’m assuming it’s going to be heavy, but is this going to work on the PS3 version?

    Y: You’re talking about the PC version right? If you have the PC versions water reflection to max settings, it will be heavy for sure. For the PS3 we don’t have much reflections put into it. We cut off the reflection in the external options so I believe the PS3 version would be lighter than the PC version.

    GW: I see, then let me ask you this, is there anything on the PS3 that’s better than the PS4?

    Y: Compared to the PS4? Hmmm, hold on.

    GW: For example in FFXI there was many things which was actually better on the PS2, right?

    Y: Ah, for FFXI that’s true. PS2 had anti-aliasing and transparencies in their hardware features, so that was the beauty of that hardware. If you tried to get that out by calculations it’s really hard to do. So it was the reason why the PS2 version was much lighter and better looking.

    GW: Yes, PS2 versions FFXI was really light. That’s why I was mainly playing on the PS2, although I tried it on the PC, Xbox 360.

    Y: FFXI was optimized for the PS2 first then transferred over to the PC. FFXIV was developed so it can be played on any hardware, it was developed with a switch method, depending on the hardware type we can turn on many switches, which will make it beautiful, but it’ll also make it heavy. If you turn the switches off, it will run on low spec machines. This is due to difference in how it was planned for the structure. For the PS4 version this time we have almost everything switched on, so I don’t think there isn’t anything that’s good on the PS3 which has lots of switches turned off. But that’s due to the difference in hardware.

    GW: PS4 versions beta test is starting finally on 2/22, are you going to open new servers?

    Y: At phase 1 stage, we are going to open up several worlds set specifically for the beta test in Japan.

    GW: So these are just test servers, and not actual servers for release?

    Y: Yes, these are test servers for the PS4. From phase 2 we will start placing new worlds for the NA/EU DC and Japan DC.
    *DC - Data Center


    GW: Are you going to move over those several test servers into the real servers?

    Y: No, we’re going to wipe the data there so that will be different, but we will probably keep the world names and the test server names.

    GW: So that’s going to be the new servers aimed for the PS4 version?

    Y: We’ll have to see how successful the beta goes, but we are planning to add at least 2 new worlds for each individual DC. For the PC version we are also going to start sale on Steam soon, so I believe we’ll see more player increase.

    GW: Is there anything different with the Steam version compared to the PC version?

    Y: No, you can use Steam wallet to make payments, that’s about it.

    GW: When will the Steam version start sale?

    Y: We are not sure yet. We are finalizing the date, but we’re planning in mid February.

    GW: It will support all 4 languages?

    Y: Yes. For Japan, not much people know about Steam yet, however there are about 55,000,000 members.

    GW: There will be not only the regular version but the collectors edition as well?

    Y: Yes. For Steam it’s digital only, so it will be the digital download version.

    GW: Can the current existing players transfer over their macro’s and hotbars to the PS4?

    Y: We are planning to use the feature SE is preparing for transferring the macro’s and local saved data to PS4, using that it looks like it will be possible. Not sure if it will be available by the official release timing, we’re fighting against the clock. However transferring from the PC version to the PS4 isn’t so easy, as the file types are different, and also there are regulations. The best option would be to prepare a server for this and save it there and be able to read it from any platforms, however that will require couple millions in investment...... We are going through trial and errors using the previous FFXIV’s The Lodestone server machine.

    GW: For the PS4 version, how will you support it globaly?

    Y: For global we currently support, Japanese, English, French, German language, and PS4 is planned or already released in those regions so we are going to support that directly for the PS4 version.

    Next for China, it will be basically for PC only. Right now there are talks about how the PS4 may be releasing in China, when that is decided and if SCE wants to we can start going into that direction a little. Aside from the current four languages, we are planning to first start wit the PC. We are looking at the PS4 sales in Australia and noticed the console market in Australia is pretty big. And there are lots of FFXIV players from Australia as well, so I think it would be nice to be able to do some PR there.

    GW: I was in Taiwan till last week, but there were lots of people requesting for FFXIV service in Taiwan. Taiwan is also listed up for one of the planned region, but are you planning to go through a publisher or is SCET going to provide the service?

    Y: For Taiwan we have several talks going, we are going to go through a publisher.

    GW: Can we expect that coming soon?

    Y: If the talks goes through it might be quick. There is also the option to get the Taiwan put in along with the China’s one.

    GW: By that, do you mean to have Shanda to provide service for Taiwan as well?

    Y: For example, it’s much better doing at same time than starting from zero. I believe there are many options for this.

    GW: The Chinese version that is planned for Shanda’s release, is this for both traditional Chinese characters and simplified Chinese characters?

    Y: It will only be for simplified Chinese characters. If we put in traditional Chinese characters, there is no meaning to adding service to Taiwan.

    GW: Personally I was curious about the Mac version from today’s presentation. I believe this was the first time you mentioned about the Mac version. How much can we expect for that happening?

    Y: Right now it’s still at a level where I’m joking about it to the development team (laugh).

    GW: You’re saying that now, but in actual you guys are secretly working on it?

    Y: No (laugh)

    GW: You sure?

    Y: Within the development team there are talks like “Why aren’t we going to do Xbox One?”. Just like how we said that as long as Xbox doesn’t change their closed network policy it’s going to be hard. It’s same here, Mac’s demands are pretty big, right now I’m just mumbling to myself “I want Mac version”, that’s about it for now (laugh).

    GW: I would like to see it happen, but doesn’t look like it’s something that’s going to happen this year.

    Y: That’s not possible. Sadly, we don’t have any margin in the current development line.

    GW: For PC version players there is a big rival now called the PS4 so, we want to know when the DirectX 11 version will be out.

    Y: Once we address the DX11, if it works we’ll probably address DX11 on the PS4 as well.

    GW: You can do something like that?

    Y: It’s possible through update. But not sure if it’s going to be heavy, or if it can be applied for the MMORPG, it will depend on that. As for the PC version, I believe we will separate the clients.

    GW: So by releasing the DX11 version, PS4’s graphics will also improve?

    Y: First we’re going to go full on with the PC version, we’ll address as much as we can for the PS4.

    GW: Knowing that the image may get some improvement in the future, gives motivation to purchase the PS4 version.

    Y: As I mentioned in todays presentation, for example just like the wet effect. For FFXIV we have a graphics specialist team, they are always trying to find ways to improve the graphics, they stare at the forum thinking about this all the time (laugh).

    GW: Knowing the possibility of graphic improvement for the PS4 is good. Thinking of the possibilities of improvement it’s good to recommend the PS4 version.

    Y: I believe so. but you have to understand that because the hardware is fix it’s easy to optimize but at the same time it will hit a limit at some point. Because of that, when we add something we need to sacrifice something else, we have to add and take away to work.

    As for the PC version you can just swap out the graphic board, memory, CPU and it’ll be possible to do a lot, but for the PS4 it’s a fixed hardware, so for example if we are going to increase the reflections we have to choose what to add the reflections on. Like there will be reflections on water but have to make it where it doesn’t reflect on glass, it’s possible to turn it on for both, but that will drop the frame rate. The interface is rendered separately so the UI’s response won’t drop but the rendering may get affected. But this is just simply talking about if and when we try to greatly increase the graphics quality.

    (Continued to second half)
    [end of part 1]
    [part 2]

    GW: Going to ask couple questions regarding patch 2.1. This large scale update was implemented in December but what was the reaction, also if there was anything you wish you had done differently?

    Y: If we go over the parts that should of been done differently, there is too much, but the worst was the amount of F.A.T.E. occurrence right after the release. I apologize. I have instructed earlier to increase the occurrence but that fix wasn’t placed so it shocked me. Right after the patch I went to do the beastmen dailies and people were shouting “Yoshidaaaa” in Thalanan...... People wrote “Was patch 2.1 supposed to be a game where we wait for F.A.T.E.s?” It was really that, and I am very sorry.

    GW: That’s why it was fixed immediately through hotfix?

    Y: Yes . I really got angry for this one, said “Why isn’t the fix I instructed to put in not in?”

    GW: Did the developer in charge forgot due to being so busy?

    Y: No, this is a large scale project, so my instructions isn’t specific to one individual, it’s managed through a list, so it’s not where I ask someone to “fix this one” but each individual team in charge checks the list and make those adjustments, everyone was thinking that someone probably already addressed it.

    I went up to the team in charge and told them “I’m up to my limit this time, check out all the Yoshida shouts in Thalanan!” then at that same timing Odin popped and there were players all by Odin shouting “We can see!, We can see!” so the the person in charge said these people are shouting “God Yoshida”, so I replied back “It’s supposed to be where you can see it from the first place, forget that and do something about this!” (bitter smile) . That was the start of the patch, and I even had instructed to fix it before hand and that happened so it really hurt, the first impression is really big, again I’m really sorry.

    GW: Regarding patch 2.1’s content, personally I liked Crystal Tower. The difficulty was just right and it had was fun to play, the BGM was also done well and thought it was an amazing content.

    Y: I really think it was worth it to make the adjustments before releasing.

    GW: How was it originally, was it much harder?

    Y: It was hard. You’ll probably end up wiping on the first room to the left more than 5, 6 times. (laugh).

    GW: Was the individual mobs a lot stronger?

    Y: No, the gimmick used was hard. You know how there is the section where it separates into 3 sections by A, B, C and you need to have people standing on the platform to remove barrier from other team, so they can hit? Almost everything was like that. And we said that’s impossible, if one team can’t output enough DPS it wiped everyone and was way too hard.

    GW: I think the current difficulty is just right. If you don’t have any strategy it’s not going to work, but if you have just enough communication you can get it done, I think it’s set just about right.

    Y: For example, for Behemoth if you have at least one comet up everyone can survive, but if everything breaks everyone runs around crazy when they see Behemoth roar for the meteor and finding out that there isn’t any comet up. It was just right where everyone was just laughing about it.

    GW: Are you going to keep Crystal Tower’s difficulty same?

    Y: We’ll go with about that much difficulty.

    GW: On the other hand the Extreme mode primals and Bahamut’s Coil is really hard. Also Moggle Mog’s difficulty was adjusted, on top of that you mentioned to ease the difficulty for Sirius. What are you basing to decide to ease or maintain the difficulty?

    Y: For the extreme primals, it’s set to our ideal difficulty. Bahamut was supposed to be much harder, but I’m amazed at the players breaking through them. As for Moggle Mog, that one was related to main story and was too hard for it.

    GW: But Moggle Mog’s difficulty was lower than extreme or Bahamut. So you thought since it’s part of the main story it had to be little bit easier for Moggle Mog?

    Y: Yes, I think it can’t be hard. It requires 8 players so it needs to be much easier. Even when looking at the data, there were lots of people stuck on it. For players that already progressed in gears doesn’t really need the rewards, so it was hard for good players to help out others. We made it too hard for the kill order.

    GW: I see. Can you please tell us how you think about the battle balance, if there is any reason behind the difficulty structure.

    Y: I’m not thinking about this alone, when the battle team gives a new idea for a content, first we check the concept, and if the steps are too complicated, or if there are too many steps, I look over everything and tell them “we don’t need something like this at this timing”. But for most that have been released, we are making adjustments after it being released.

    Once we get it temporarily finished, the battle team try it out themselves and when they decide it’s too much they make the changes themselves. In the end I get inside with them and we try out different gears and make the final adjustments. Battle team members are pretty logical, I’m also same, but we tend to like battles where once we know the logic the battle being stable. Then when you think about Sirius’s boss, even if you knew the logic, there was many features where it didn’t make it stable due to mobs health or amount of mobs, and I think it was bit too hard.

    GW: You mention that Sirius was too hard, but for new dungeons that are planned for release in every patch, like this Sirius and hard dungeons, how is the difficulty set when making these?

    Y: We think of these as place where you can farm.

    GW: So it’s somewhere you can go once a day without worrying too much?

    Y: For example if there are drop items, there is gil, and if it’s for second character, you can use the gear drops from there, also it’s one of the options for collecting Allagan Tomestones so it’s set up to be used with the Duty Finder. You can match through Duty Finder and as long as you know, understand the strategy you can run through them without much trouble, at start it’ll take about 40 minutes but once you get used to it you can run through them in about 20-25 minutes, we have it set so it takes about an average of 30 minutes.

    So when you go with that, the boss difficulty for Sirius was too hard. The hard part was that the healers needed to constantly keep everyone HP topped off or they will get charmed and couldn’t control, it was hard to tell it as well. Then you got the trash mobs and the boss charging through at the same time, all of this coming at the same timing so for that one it brought out the bad personality for the person who was in charge of that dungeon (laugh). For that place if you take away the amount of waves, and lower the hit points on the trash mobs, and take away where it stacks, it should get much easier.

    For Sirius’s boss, you had to clear every step to clear the boss, and there wasn’t much freedom. When you compare that to the amount of tomestones you can obtain, and amount of time it needed for clear, it was too much, the logic is there and it’s good, but there was a mis-match between the dungeons goal and difficulty.

    GW: But when you compare Extreme Primals and Bahamut, those are nothing near Sirius.

    Y: Well the rewards you can get from there are much bigger, so it’s set that way.

    GW: I see, so that’s how you’re thinking.

    Y: Yes. We are making it to match the reward. For example the extreme primal series is made into quest form, by defeating all 3 you can obtain a ilvl90 weapon. On top of that you can choose any ilvl90 weapon you want, and you can do this every week just by defeating those 3, the reward can be chosen for this content. That’s why it’s set to be difficult.

    GW: So you don’t want new players to easily clear Extreme modes then.

    Y: Yes. That’s why we stacked many logics, and there is theme set to it. For example for Garuda extreme, you need to position Garuda, Suparna, Chirada correctly, on top of that if Suparna and Chirada is too close to each other it puts a buff and makes it hard to defeat, so you need to separate everyone's roles, and to mitigate Chirada’s damage you need to share the damage with all the DPS, stuff like that.

    For Garuda extreme, the theme is to split the roles, where you split into 3 sections to fight, and you have to also divide the damage among everyone. But once you finish that phase, you gather in center and just say “We passed the split phase, just 2 more times!” something like that.

    For Titan extreme, if you can remember the patterns, you can clear without any miss, so it’s something similar to a shooting game, however, if the DPS is too high, the pattern may change and it’ll make it scary. (laugh)

    For Ifrit extreme, until now healers didn’t get really involved in the gimmicks needs to think about their standing positions and the two healers need to cooperate together to beat it. At same time for DPS, they need to concentrate and get enough DPS out or they won’t be able to break the nails. That part splits the roles, but we changed stuff around there. Ifrit extreme mode is where everyone needs to do their best for their roles.

    As for tanks, we put in a concept where tank switch is needed, so we’ll probably use that later on as well.

    GW: Since it’s “idea” difficulty, there are no plans to change the difficulty in future for extreme primals and bahamut?

    Y: There isn’t. We have no plans to change the difficulty of the gimmick itself, as more patches are released, it’s set so that it’ll ease with the “echo” buff.

    GW: Regarding that “Echo”, this occurred in the quests too. If you die couple times the buff is placed and it increases the characters base stats making it easier. How much buff are the players going to get with the “echo” buff post level 50?

    Y: Stuff like 25% Damage Cut, or Everyone gets 25% HP boost, extremely talking it’s stuff like that. That “Echo” buff is being developed right now aiming for patch 2.2. There will be contents that will have this applied and those that won’t have.

    GW: Which contents are you planning to apply this to?

    Y: First we’re talking about getting this in for all the hard mode primal battles, for Bahamut’s coil, we are planning a raid specific “Echo”. At the timing for 2.2 release it won’t be applied, but one week after the patch release, there will be a +10% bonus, 2nd week will have +20%, 3rd week.... as the weeks go by the players will get stronger and will get easier to win.

    GW: Is this for all the Bahamut’s Coil turns?

    Y: This is for turn 1-5.

    GW: So this won’t be applied to the brand new content?

    Y: We won’t put it on the brand new contents. Reason why is because those will be the hardest difficulty, so the players who were playing at a slower pace now have higher item levels, and becomes relatively strong. At same time the content difficulty gradually increases, and those contents which they felt can’t be cleared can be cleared with the stronger gear they obtained along with the “Echo” buff, it’s set up so it can be cleared little by little.

    GW: I see, so even those contents which can’t be cleared right now because of the difficulty, or those people who can’t participate because they don’t have enough item levels will be able to do so by waiting just a bit longer.

    Y: This is the part I have been saying all this time about “don’t have to be in a hurry”. Along with the item level increase, the contents will start becoming easier.

    GW: For an old gamer like me who doesn’t have enough play time, and not being able to participate in end contents, these type of adjustments is really nice (laugh).

    Y: There are many others that are looking forward to this. It won’t apply for the newest end content but for those who are one step behind, they can feel that “it’s getting eased, so I should go check it out?” that’s the flow we’re expecting. For “Echo” buffs there are that will be applied when you wipe, and those that will be applied to everyone from the beginning of the content. If you don’t want to use the “Echo” buff, it’s possible to turn off the buff yourself.

    GW: Also, right now in Bahamut’s Coil turn 2, lots of people are using a method where you make the bosses timer run out to fight, are these type of tricky strategies allowed?

    Y: At current timing, it’s allowed. If that strategy is easy then sure. I’m amazed how they came up with that idea (laugh). Because everyones gears are stronger than what we imagined this strategy works. Up till turn 3, we made it where you can have weapon item level at 90 and rest of the gear being item level 70 and barely win. Now that everyone is overpowered with more HP, with higher DPS and heals, they can ignore the enrage (aoe attack) to force clear.

    GW: Going back to 2.1’s job balance, how do you feel about it right now? Do you think it needs to be modified some more? Or is it turning up just right?

    Y: Yes. For balance purpose I’m telling them to hurry up and fix the fairy bug.

    GW: You haven't mentioned this at all in the previous interview, but in patch 2.1 Black Mage gotten weaker right?

    Y: Yes, right now Black Mage is bit weak, but if I say “Black Mage is weak” people are going to say there is going to be a buff so (laugh). But it’s not like we wanted to make it weak, it’s set to what what it should’ve been. If you think of Black Mage as a utility, it’s well balanced. It has both offensive and defensive skills, you have walls and magic barriers. During the Osaka F.A.T.E. even without any accessories Black Mage was still doing top DPS, I think it’s just about right. For Summoners and Monk DPS, if the person that can bring out the DPS plays it, it’s really amazing (laugh). If you compare it to that then sure the DPS will be lower, but I think it’s about right.

    GW: You mentioned you’re going to adjust the job balance with every patch, but what kind of adjustments are you planning for 2.2?

    Y: Right now we don’t have anything specific that needs to be done.

    GW: So in patch 2.2’s job adjustment, it’s just fixing the Fairy’s behavior?

    Y: Yes. we need to fix that fast as it has a big effect. We have been putting lots of balancing recently for the PvP. Other than that, right now there isn’t much where we need to fix or it’s going to be trouble. Unless the battle team has some changes for 2.2 and haven’t brought it up to me yet.

    GW: In patch 2.15 it was mainly adjustments related to PvP.

    Y: I think with the last 2.15 patch, it spread it out. There is one staff that’s always doing Wolves’ Den but if you watch that staff he plays in different variety, says the WHM is now strong. We’ll continue to observe the situation, and we’re going to put in rating match in patch 2.2.

    GW: What kind of regulations will the rating system have?

    Y: Right now we’re looking into what to split the entrance. But we’re going to make adjustments so those who just started PvP won’t get matched up with those who has tons of points already. Top ranking players with Dire gear is too strong, so we’re going to make it where players can get that at lower rank and make it where they’ll gradually get stronger. We’ve put in detailed changes here, so we’re planning to explain this in the next live letter or at the timing when we read the patch notes.

    GW: One thing that got on my mind regarding jobs is where you mentioned in the earlier presentation was that with expansion pack, there might be new actions. If say Summoners are getting Leviathan summon, what are other jobs getting?

    Y: We’re increasing the level cap, so you’ll for sure get 2, 3 skills.

    GW: Oh, not only one but several. What kind of things are you looking into?

    Y: Nothing yet (laugh), not only actions, but I’m sure there will be new class and job.

    GW: For a MMORPG that has item level, what are you going to do as the level cap increases?

    Y: From beginning it’s already balanced out so the characters strength is set to one number and item level set to another. Character strength being 50, and item strength being 50, or character strength at 60 and item strength at 40. So if the level cap is increased, it will just increase the character's level.

    GW: Is it ok to think that the characters base stats is going to increase, along with additional job specific actions?

    Y: Yes.

    GW: So the ilvl 95 Alagan weapons and relics, those rare gears we have now won’t become trash gear?

    Y: Yes. That’s why if the item level increases there will be other stronger weapons.
    (This part, it makes no sense... if ilvl increases, lower ilvl gear will get weak... it won’t get weaker than it’s own ilvl gear but will be weaker than new higher ilvl gear so... I guess Game Watch & YoshiP is looking at it from a different perspective.)


    GW: You mentioned the item level will continue to increase, how much increase can we expect for every patch or each expansion pack?

    Y: I can’t answer this yet. By guessing wrong it will affect the economy and players motivation, so just like most other MMO’s we won’t announce anything beforehand.

    GW: By the way, how did you feel about the Osaka’s fan event?

    Y: Honestly speaking, it was fun just as always. Was able to talk to all the customers, and was able to take pictures with everyone. I don’t think I missed to talk to anyone. There may of been some that didn’t want to talk to me though (laugh).

    GW: Did anyone say something harsh?

    Y: Not really, was stuff like “housing is too expensive~”, that’s about it.

    GW: Everyone is too nice (laugh)

    Y: Yes. (laugh).

    GW: No one mentioned “you secretly nerfed Black Mage.”?

    Y: I’ve been saying from before Black Mage isn’t that strong, so I think everyone understands that. That’s why I think on the internet everyone likes to get hyped up or use me as a reason to enjoy.

    For us, in the end we look at it not as players, but as a developer and we think about products life span, at same time we are thinking about players life cycle. For example, with MMORPG, with new genre data, one person will continue to play an average of about 100 days. At one point people used to say that was 9 month or 6 month, but right now it’s short as much as 3 month. That’s how much the players aren’t fixed to one game in current era. We have to think about those, and think of overall designs and the timing items are obtained, and how much time required to clear one content. To be honest, I was really worried about the first 3 month. The 3rd month is really scary, but thanks to everyone, it kept it’s pace and we were able to break through.

    I understand there are people dissatisfied, but that’s because we are thinking about the product lifespan and thinking about how to keep everyone to play long term, we have to think from develops, producers, operations viewpoint. I’m a player as well, and there are times I feel like saying “grr” and so I know how everyone will feel unhappy for some parts. But when I meet everyone, lots of people cheers us and tells us that they are enjoying, so I’m hoping people understand the situation.

    GW: With that said, do you acknowledge that you’re getting lots of players support?

    Y: Not going to get conceited about it. But what I thought was interesting was before the producer letter live, everyone is abusive, but once it starts everyone is like “Yoshidaaa!” and everyone’s having fun, so I just think of it as a big party.

    GW: At the Osaka event Takai-san came on as guest, was there a reason behind why you chose Takai-san?

    Y: More like I was looking at Dragon Quest X’s live broadcast, and the director at that time had a small section in the live where they mention the update. It was really minor stuff but everyone was excited about that one, since those minor fixes were getting attentions it helped the developers morale. I felt that, that was nice and we have lots of new customers since ARR and up until now I was doing most on my own, and we have been getting more requests where they want to hear from someone other than YoshiP.

    And since we’re going to go around different regions, instead of going with the same people every time, we thought it’ll be nice if we take a guest and be able to talk about different kind of things. I can’t say stuff like “I couldn’t see the effect, so I fixed it myself without telling anyone” (laugh)

    GW: So we’re going to have a different guest in future?

    Y: Right now we’re planning to have one guest in every F.A.T.E. event.

    GW: As a previous FFXIV player I would like to see Komoto-san.

    Y: I think we can get Komoto soon.

    GW: Like in the next Sapporo event.

    Y: That’ll be interesting, but might end up saying Ramen, Ramen (laugh).

    GW: Lastly please give a comment for those players looking forward to the PS4 version.

    Y: Square-Enix is known to not release new titles when new hardware is released, however this time we took the front row, and we’re going to release the newest Final Fantasy series. Although it being PS4 launch title, we believe the game has high quality and performance, and good amount of gameplay. For those that purchased the PS4 on 2/22, please try it out thinking of it as PS4’s benchmark software.

    It’s fine just play it while checking how much specs the PS4 has. We want everyone to try it out and see how amazing the specs are, or also feel how much household gaming has changed. Other than that we want everyone to try the remote play, and see how the gaming experience will change.

    I would appreciate if you can also see how much FFXIV:ARR itself being appealing. You can do many things, I really have confidence to be able to deliver this title. If you participate in the beta test, please buy it and play it just like how you would play a regular RPG title, that should be good.

    For those playing the PS3 version, if you are thinking about purchasing the PS4, there is no demerit for the PS4 version, it only has merits, so please try it and feel the difference, how detailed Eorzea is and enjoy!

    Thank you very much.

    [end of PT2]
    (27)
    Last edited by Reinheart; 03-01-2014 at 02:17 AM.

  5. #325
    Player
    Kule's Avatar
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    Wow nice interview. Love how he name drops the Ivalice games! =D
    (0)

  6. #326
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    Reinheart's Avatar
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    Q: Should I change the red font color on the translated text?
    Want to make sure the colors are easier for people with color blindness, I really never thought of that until I was made aware on twitter and it's a good point.
    What colors work better?
    (2)

  7. #327
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    Tahldon's Avatar
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    Quote Originally Posted by Reinheart View Post
    Q: Should I change the red font color on the translated text?
    Want to make sure the colors are easier for people with color blindness, I really never thought of that until I was made aware on twitter and it's a good point.
    What colors work better?
    Black and Blue would work well I'd imagine. Black for the interviewer's questions and Blue for the guest's answers.

    Also, thanks for the things that you do, Rein. Greatly appreciated, bud.
    (3)
    Well... "Common" sense isn't all that common anymore, now is it?

  8. #328
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    Quote Originally Posted by Tahldon View Post
    Black and Blue would work well I'd imagine. Black for the interviewer's questions and Blue for the guest's answers.

    Also, thanks for the things that you do, Rein. Greatly appreciated, bud.
    Thanks, switched to blue & black on above interview and on my google doc.
    If anyone with color blindness can confirm it's better or prefer another color would appreciate. thanks.
    (3)

  9. #329
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    FFXIV 2014-02-20 Famitsu Interview

    Famitsu Article - Source :
    http://www.famitsu.com/news/201402/20048324.html

    F = Famitsu
    Y = Yoshida

    ======================================================
    F: When did you start the PS4 versions FFXIV ARR development?


    Y: Development started at an early stage. Once we had the NDA tied with SCE we used the information provided by them to estimate the hardwares release date. We used that date as our goal and started working towards it. As for the real coding, this started around October of 2013, so it was pretty quick to go through the optimizations.

    F: Why did you keep the price for the PS3 and PS4 versions price the same?


    Y: This was done to prevent something like for example, where people purchase the cheaper PS3 version and use the free transfer to the PS4 version. We don’t like to put variations depending on the hardware, so even if there is any type of bonus materials, we try to always keep it fair to all, and made sure people don’t have to purchase new collectors edition.

    F: So you personally don’t like something that you don’t feel right, to be done to others?


    Y: I would like to keep it that was as much as possible. For those that purchased the standard edition, we prepared the digital upgrade to collectors edition as an optional method. I try to stand in players shoes, we have a reason behind every measure we take.

    F: How would you like the players to play the FFXIV ARR Beta test for the PS4 once it starts on 2/22?


    Y: I want them to think of it as a benchmark software for the PS4’s hardware. Hook it up to your TV and download the beta test program. Please check out and feel how beautiful and smooth the PS4 works through the world of FFXIV ARR.

    F: Can you test out the individual features of the PS4 during the beta test?

    Y: It’s possible to utilize the PS Vita’s remote play feature and video sharing feature from the start of the beta test, so we would like everyone to use it to check out the PS4’s specs. As for the video sharing service we are not planning to place any NDA so please go ahead and upload a lot.

    F: How much of FFXIV can you play in the beta test?

    Y: It will be to a point where it’s right after you fight Ifrit in the main story quest. For leveling it’s up to about level 20. As for areas, there isn’t any restrictions so if you want to you can travel to every part of the world.

    F: We assume there is going to be increase in players once the PS4 version is released, what kind of plans do you have to address the congestion.

    Y: We have PS4 specific test servers opening up on 2/22, and we’re going to open several worlds for it. This data center will be placed in Japan.

    F: Why is the data center going to be in Japan?

    Y: If we can put it there, if there is any troubles the server team can address the issue quickly. Even if we put the data centers in overseas it’s possible to work, but it’s highly possible that there will be some loss because it’s not in Japan.

    F: For the 2nd phase of beta test planned on 4/4, it will be possible to play on the data centers placed in each region, correct?

    Y: Yes. With that timing, we are planning to have a brand new worlds at the same time for those who are newly starting their adventures from the PS4 version. You’ll be able to select existing worlds to create a character as well, so you can join in with your friends on existing worlds, or if you’re one of those that want to get in the start rush when the PS4 version starts, you can do that by selecting the brand new world.

    F: How many worlds are you planning to add for each region?

    Y: Currently we are planning to open up several for each data centers, but we’ll have to see the amount of access after release and add as needed from there.

    F: I can imagine there will be people that will get invited from their friends to start in extisting worlds.

    Y: That’s true. By that time, those players on the legacy worlds will be able to transfer to non-legacy worlds as well, the restriction should be lifted by then.

    F: When is that planned for?

    Y: If early, it’s planned for beginning of March.

    F: Being able to transfer means the economy between worlds is being resolved?

    Y: For those players in Japan’s Legacy worlds their wallets are pretty tight (bitter smile). Due to the price reduction on the housing, lots of lands were purchased by FCs, also we observed the players gil data and market situation and decided that it should be good now.

    F: Can you please tell us the characteristics of the remote play using the PS Vita?

    Y: Graphic quality is same as the PS4 version, unlike the PC version you can take it out and play outside.

    F: For example, in what kind ways can you use this?

    Y: If you connect it via Wi-Fi, you can do the beastmen daily quests, or while heading home in the train, you can put up Duty Finder and when you get home you should have enough members set up to enter the dungeon... that kind of thing is probably possible. However, if you use it from outside and use the infrastructure mode to access, it’s possible that there will be lag, so in this case it’ll probably mainly used for solo contents or just to wait for Duty Finder match.

    F: Will it be difficult to play through instanced dungeon contents via remote play?

    Y: I think it’ll be really hard to clear extreme primals with it...... When we did an in office remote play test we were able to clear though (laugh). Anything aside from that, for example battle contents that are about the same Beastmen dailies or crafting items, these can be completed without any problem.

    F: There might be players that will try and test how much they can fight through remote play (laugh).

    Y: As long as it doesn’t bother other players when trying it (laugh). It’s probably best if they try it out between their friends. It’ll be fun to see something like “Challenging Titan extreme on PS Vita” being broadcasted.

    F: Is there a PS Vita specific config feature?

    Y: When you use the remote play, we have a configuration prepared so it has better controls.

    F: We can’t forget about the video sharing feature as well.

    Y: For example when you create a video on the PC version, you’ll need a pretty good capture board, and pay attention to the video when recording so the performance doesn’t drop, and then you have to edit before uploading. As for the PS4 all this can be done with by press of a single button.

    F: Will there be new contents or gimmicks for the new players along with the PS4 versions release?

    Y: We have introduced the Duty Roulette and Treasure Hunt in patch 2.1, we are planning to continue to add these type of contents. Currently we believe that we need to release more contents which required more time to put into, we don’t have these. We have to watch the balance between these and this is also what we are concerned the most. Went off topic, but as for new players, when they play through the game for the first time, since the Treasure Hunt and Duty Roulette is put into it, it should allow players to be able to choose from more variety of things compared to when it was first launched.

    F: Are there anything else planned for the new players?

    Y: Not contents, but we want to prepare some commentary videos.

    F: Is it possible the players starting new from PS4 version to reach the current top players?

    Y: If you’re talking as in progress, you’ll be able to reach the advanced players for sure. Reason is because as contents are released, older contents difficulty will be eased. Of course the top runners will keep on progressing forward, but you’ll at least be able to reach right behind them pretty quick. This game stance was planned and put into the foundation, so it doesn't matter when you start playing FFXIV ARR.

    F: You’ll be able to use the strategies already used by those older players, so it’ll be easier to run through them as well.

    Y: With the patch 2.1 being released last year December, the story is much deeper than when it was first launched, on top of that we have new contents and we continue to add more features that can be done.

    F: There are lots of good hearted older players.(older player = long time players)

    Y: Lots of older players are nice enough to explain the strategy. I’m sure they will happy to welcome new tanks (laugh).

    F: When developing the PS4 version, was there any advantages?

    Y: We have the experience for developing the PC versions FFXIV ARR while developing the PS3 version in parallel. That know-how is there among our staff, so they have learned to bring over the architecture set for the PC version into household consoles. I believe that’s one of the big part.

    F: So the PS3 versions development experience was put into good use.

    Y: Yes. The FFXIV ARR had plans from beginning for the PS3 version and for the Chinese market and we had set the minimum running specs.

    F: So that being said the Chinese version is closer to the PS3 version?

    Y: Some may already know this but in China there are more players using the internet cafe to play rather than playing on their own PC’s, so the speed in which they switch OS’s is bit slower compared to other countries. When I took over as the producer and director, I checked the average specs of the PC’s used in the internet cafe’s and the specs were pretty much close to the PS3.

    F: So if it’s something that can run on the PS3, it should be possible to run on the PC’s in foreign countries such as China?

    Y: Yes. That’s the conclusion we came to when we first started looking into the PC hardware structures. However, if we develop the game optimizing for the PS3 alone it’ll hit a cap, so first we completed the PC version, and made a structure where if you increase additional optional setting it will become bit heavier, or if you remove it it’ll be lighter.

    F: So the PS3 version is actually a version that took off some of the settings?

    Y: Think of PS3 as a small box. We put in the features that are required and not required, put in what’s there for the PC version, and optimize as much as possible, it’s something like that. Now , the PS4 on the other hand, if you compare it with a high end PC it might be smaller, but it’s much bigger than the PS3. We don’t have to think too much about what to take out, we were just able to put all the stuff needed right inside. Unlike the PS3 the memory size is uncomparable, it’s huge, so we put in everything that we should be putting inside. From development standpoint it was really easy.

    F: Which part of the PS4 makes game development easier?

    Y: I believe the big part comes from game developer, Mr. Mark Cerney being involved in the hardware development. We had him visit us from the planning stages and requested for memory size increase, and other requests. From that, I believe the hardware turned out to where an excellent game can be made easier. As mentioned earlier, PS4 versions FFXIV’s coding started October last year. If you think about that, you can see how fast and smooth the development went from there to current beta test.

    F: Yes, that is really fast.

    Y: If I say this, I might get scolded by the programmer in charge, but I was surprised the graphics worked easily. We have no problem putting in contents, and most of the work was to address SCE’s regulations and making optimization for the PS4 hardware.

    F: Was it hard to develop game for the PS3?

    Y: Let me say, no comment (laugh). I have personal attachment towards the PS4, and it might just be because I have stronger feeling towards the PS4 than others.

    F: Once you transfer the service from the PS3 to the PS4 , you lose the rights to play on the PS3 version, but why is this?

    Y: Originally we were planning to make it possible to play on both PS3 and PS4. It even looked like that was going to be possible when we negotiated with SCE. However when our legal offices checked into this, we were told this cannot be done in Japan......

    F: Why isn’t it possible?

    Y: In Japan we have a rule where you can’t have one product with two values. For a product that can be played on the PS3, being one value, we cannot add another value later on to where you can also play on the PS4. As a business, this means that you’re adding two values onto one object.

    F: So it’s considered same as a package deal?

    Y: It’s part of the the anti-trust law. By adding another value on top later it takes away the rivals. It’s a rule put in place so it will prevent sales to promote your own companies product having more advantages.

    F: When you think about it, being able to switch between the two is only beneficial to the players.

    Y: It’s possible to make it possible to make foreign PS3 and PS4 both playable, but if we do that, that becomes a disadvantage for the customs in Japan, so we didn’t go with this option. After careful thoughts, by losing the right to play on the PS3 by moving to PS4, it will clear the legal issues so we went with this.

    F: Did you come up with this idea?

    Y: Was just and idea, but when I brought up this idea to our legal offices, and through investigation we received the OK. We also contacted SCE and they also confirmed that there was no issue with this, so we gave the final go with this.

    F: After transferring to the PS4 version, if you repurchase the PS3 versions package, you can play with both hardware?

    Y: In that case, it’ll be easier to buy the PS4 version package and apply the registration code and I think it’s much more convenient (laugh). But if you’re asking if it can be done, it can.

    F: When increasing the household console or PC specs, will the PS3 version pull the developments leg?

    Y: We are still challenging the PS3 hardwares limitations in our updates. For example in patch 2.16 we have plans to add an effect where the players gets wet, this can also be done on the PS3 version. But I’m sure sooner or later we’ll hit that maximum limit. We do have PS3 in our plans for our next expansion pack, but if asking if that will happen for the one after, we cannot promise.

    F: For example what kind of stuff will it go over the PS3’s limit?

    Y: Say you want to fight a 200 meter long dragon while rotating around it... stuff like that. We want to challenge FFXIV ARR with the world, so if we can’t put in features in which we feel interesting, we will lose and would be lost on what we can use to fight with.
    (Talking about fighting with other existing/new MMORPGs)


    F: So before that happens you’ll make the decision?

    Y: It won’t be right away but there will be a timing when we ask players to please shift from the PS3 version to the PS4. But until that day comes, we would like to continue to take responsibility to maintain the quality of the service for those that purchased the PS3 version.

    F: What kind of material will confirm to put an end to the PS3?

    Y: We will observe the ratio of amount of players moving from the PS3 to the PS4, and using that information, we are going to plan out the final timing.

    F: So in order to switch over hardware you have the free transfer service.
    (Transferring from PS3 to PS4)

    Y: We have been requesting to SCE from an early stage that we want to offer free transfer. We want the players to make payment when playing. Say for example something aside from this, for example when changing the play environment, when this happens we are trying as much to get rid of handling charges as much as possible.

    F: Do you have plans to release Xbox One version?

    Y: Xbox Live’s gold membership has about 60,000,000 members around the world so it’s very attractive. However, there are two problems. First because of the gold membership, there isn’t much registered members in Japan. Secondly, Xbox Live runs on a closed network, so the community will be separated from other platform players. I believe the second part is the biggest issue, until this is resolved I think it will be hard to release.

    F: If that problem is resolved then it may be possible?

    Y: Highly possible. That’s really the main issue really. I really love the Xbox game console, so I really would like to try right away (laugh).

    F: Are you negotiating with Microsoft?

    Y: We have talked with the Xbox’s general manager Mr. George Beckham during in every E3.

    F: Would be nice to at least be able to play with those playing on the same Microsoft’s product, those playing on the Windows.

    Y: Yes. I feel the same way.

    F: OK, how about releasing for the Mac version?

    Y: For the OS itself it’s gaining popularity, as well as other MMO makers are starting to look into Mac version as well, so we also are talking with staffs about starting to look into this.

    F: Will it be possible to automatically apply the PC versions macro’s and UI onto the PS4 version when they login?

    Y: For macro sharing, right now we cannot save the data from the PC version onto the server, so you will most likely need to recreate the macros.

    F: What do you mean by that?

    Y: Because the save file structure for the PS4 and the PC is different, if you can overwrite the PC data it goes against the regulations so.......

    F: I hear people saying that it’s possible with the FFXI but why can’t you do the same with the FFXIV ARR?

    Y: Back then MMO genre was still not known, so there were many irregular things that were allowed and that’s what I believe made it possible.

    F: Isn’t there any solution to this?

    Y: Right now we’re looking into solutions in a way where we prepare a space on the server where you can temporarily save datas such as macro data to solve this. However even with this, we have over 6,710,000 characters so...... If we release this feature it will surely overload on access, and that will cause another issue.

    F: Looks like you will need additional investment put in place for this.

    Y: It will probably go over couple million yen, so we’re looking into trying to use the previous FFXIV’s Lodestones back-end server to this. We currently don’t know if this can be address by the PS4 versions release, I’m sorry.

    F: Moving macros from the PS3 to the PS4 is also hard to do?

    Y: It looks like we can use the feature which SCE is preparing to move client data between PS3 to PS4 to address this. We are developing on this as fast as possible to try and get it out while the beta test is going on. Once we can address this, we’re going to make an announcement so please wait for it.

    F: In March you are planning to release patch 2.2, but which scenario is going to be the main feature

    Y: In patch 2.1’s story, it went over about how Garlean Empire’s threat was gone for now, there was a weird atmosphere surrounding.... it was more like a ‘omen’. In patch 2.2 Leviathan will be summoned and Eorzea centered around Limsa Lominsa will panic.

    F: Will the three nations of Eorzea make a move following the appearance of a new Primal?

    Y: Since the issue surrounding Garlean Empire is taken away, the motive for each nations is starting to change. You’ll start seeing the bad side, and the gap after the 7th Umbral Era.

    F: Will the main story be centered around the Maelstrom?

    Y: The lead this time will be Limsa Lominsa. For example if Ramuh is summoned later those in Gridania (where the Sylph’s live) will go into panic.

    F: So the story surrounding the Primal will be unfolded?

    Y: No, it’s different. The nation in where the primal is summoned will have to address the issue in some way.

    F: So if it’s Shiva then it’s Coerthas is going to be the main stage?

    Y: I’ll leave that to your imagination (laugh).

    F: Will we see new character appearance?

    Y: Yes. Not only new characters, but it will involve nations such as Ul’dah, to make the story. You’ll also start noticing how Alfino is still ‘young’.

    F: He already has a leader status in the Scions of the Seventh Dawn.

    Y: You’ll find out why he also can’t keep up the leadership later on as well (laugh).

    F: This time it looks as if the story is going to be pretty deep.

    Y: On the other side, we got character like Hildibrand where he makes new efforts as well (laugh).

    F: In the Beastmen daily quest the “Chosen One” is born, but will it affect later on?

    Y: Sylph’s “Chosen One” will relate to Ramuh. Please look forward to the future scenario on how the chosen one will grow.

    F: Will FFXIV ARR cover and reveal story that wasn’t really talked over enough in previous FFXIV?

    Y: Things that aren’t inside the current FFXIV are the parts I chose to drop, so in general we won’t go deeper regarding these later on. Although, I think we should go over the story surround F'lhaminn and the scenario surrounding Niellefresne. But even if we officially chose to do so, it’ll be further out in future to release this.

    F: What kind of reward can we get from Leviathan hard mode?

    Y: For the “Hard mode” this one will relate to the main story quest. We have item that’s needed to progress in the quest, also I think you’ll be able to get strong weapons from it as well.

    F: Will it be possible to attack the boss from behind?

    Y: We made sure you can attack from behind and the side as well. Even if it looks like you can’t attack from the side, we made sure the action from behind will work.

    F: It looks like the ship, used for the battle tilts.

    Y: It’s one of the key points to the strategy on what causes it to tilt that much.

    F: For the “Hard Mode” wouldn’t it become easier than the Moggle Mog fight?

    Y: As for Leviathan Hard Mode, it is adjusted to match with the same amount of difficulty set to Moggle Mog battle adjustments made in patch 2.15. If everyone understands the gimmick, it should be pretty easy. Even if there are new players, you should be able to cover. If everyone was new, you should be able to take it down with 2-3 tries, that’s about the right image. The Moggle Mog that was released in patch 2.1 was put in because we needed to try and get something we developed in previous FFXIV into the game, so there was little bit difficult.

    F: Back then we used the kiting method to strategy.

    Y: When we were thinking of the gimmicks on make it where you needed to run while having other take it down was harder than expected. But these parts were adjusted already in patch 2.15.

    F: What about the additional features for retainers coming in patch 2.2?

    Y: We will implement a fee based retainer service which we have been announcing since the previous FFXIV days. With that, we’re going to add new features aside from being able to store items, and currently preparing for it.

    F: It will be a type of useful feature?

    Y: It’ll will be a new play mechanic where you can dispatch. You decide on the retainers job and class, then pay a tip (tip/chip - as in form of payment, tokens) and choose the item you want to obtain. Then you dispatch the retainer. Once the retainer successfully obtains the items, they will gain experience points and gain levels, and will be able to wear different types of gears.

    F: Retainers will be able to wear gears for adventurers?

    Y: Yes. As the retainer gains higher level, he/she will be able to equip better gear, with that they will be able to bring back a much rarer items.

    F: Will the items vary depending on the class/job role we assign to the retainer?

    Y: If you want items that drops from monsters then set it to battle type class. If you want items that are obtainable by gathering class, it will be better to choose gather type class.

    F: Along with Great Labyrinth of Bahamut, will the Crystal Tower end once version 2.0 is done?

    Y: We are currently talking about releasing a new raid once the expansion pack goes on sale. But if we ended Crystal Tower at that timing, it’ll end up with tons of ideas that we haven’t used I think.

    F: So currently there is a possibility of a situation where severals raids being updated at the same time.

    Y: I think for Crystal Tower we can keep on updating even after the expansion pack is released.

    F: On the other hand, are you working on plans for the next high end content which will replace the Great Labyrinth of Bahamut?

    Y: The title and theme is already decided. It’s really FF like and it’ll probably make everyone go “So that’s the route you guys are going to take next”

    F: Will item levels increase as every new patches are released?

    Y: We are not planning to increase the item level with every patch. Please think of it happening about every 2-3 patches.

    F: When patches where the item levels remain are released, do you have plans to stimulate the economy?

    Y: For example in patch 2.2 the item level will greatly increase, and in patch 2.3 we are implementing a large scale content. With this content it should create a new business opportunity.

    F: It won’t cause a halt to economy like right now?

    Y: It is due to our problem, but I think the shock from housing in patch 2.1 was huge. Many players have decided to save their money to purchase a house, and because of the the market halted. And because of that the market went down, and lso made it harder for the gil rotation causing negative spiral. We’ll make sure this type of situation does not happen again.

    F: Do you have plans to sell a product like collectors edition that has bonuses?

    Y: In general nothing is decided yet, but we will for sure release a collectors edition for the expansion pack. Just like the package version we are planning to have some attractive items.

    F: What kind of things would you like to add as the bonus for collectors edition?

    Y: We were really going to put a figure with the launch versions collectors edition. Due to limitations to time we couldn’t get it out......

    F: Do you plan to put in different figures in each package......?

    Y: No we’re not going to do that (laugh).

    F: Do you have any plans for special package, PS4 bundled with FFXIV ARR?

    Y: I personally want to do that, it’s up to SCE so it’s hard to answer. If I was in SCE’s shoes, PS4 is currently in shortage in the world, so instead of releasing a bundle, I think it will be better to put in that power into hardware production.

    F: Lastly, can you please give comment to those that doesn’t know FFXIV:ARR, those that doesn’t know the games attraction.

    Y: In FFXIV ARR we have the Duty Finder so you’ll be able to form a party quickly. When going through contents it doesn’t require much communication so you don’t need to plan ahead, you can play as if other players were NPC’s. You can enjoy playing an online game at ease, in your living room. Please participate in the beta test, and see that there was a world like this. You don’t have to be scared just because it’s an online game.

    F: Thank you

    (Interviewed January 30th )
    (16)

  10. #330
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    Op links added for Game Watch and Famitsu interview translation... I need to add the others one missed to update on the OP...

    Also checked out the 4Gamer Interview as well and here's some stuff I got from there that was different from above 2 interviews.

    PS4 Beta test phase 2 starts - 4/4 to 4/7
    PS4 Early access starts from 4/11-4/13 - Those that already transfer their PS3 account to PS4 from 4/11 will be able to continue to play their existing characters on the PS4
    64 bit version will have a benchmark to test the DX11.
    DX11 will be worked on fully, after the Chinease version of FFXIV.
    (6)

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