Matsui: This May, Final Fantasy XI will celebrate its 14th year from the start of service, but the player population has also been gradually decreasing. To continue development, ultimately the only two ways are to either reduce spending or increase our revenues, but it's tough to just pull new customers as we have other MMORPGs ourselves (FFXIV, Dragon Quest X) and there are plenty of rival works from other companies. So, in order to capture some younger players over to FFXI in light of current trends, we would need to completely revamp. The cost to do that would be about the same as making a new MMORPG. We thought about all of our current players and how they would feel about changes, and ultimately we decided that rather than modifying the current FFXI, we should just work on new titles.
Around when did you make these decisions?
Matsui: When we launched the expansion Seekers of Adoulin in 2013, we decided that we would continue with the current Vana'diel and make things as convenient as we can for as long as possible rather than doing any large scale remodeling. However, the management aspects aren't the only problem, but we also have to support game consoles like PS2 and Xbox 360, which means we need to maintain the equipment and development environment for all of that, so finally we made the overall decision to end that support.
Saito: From the players' perspective, a lot of people seem to have thought we should cut PS2 support, but we're in a difficult position because the development for the different hardwares were all integrated. It's not like the Windows version is entirely independent.
What do you mean that it's all integrated?
Matsui: When we designed the development tools, we created an integrated environment so that we could control all of the resources on PS2 development equipment. All of the graphics resources and music were also made relative to the PS2, and those were then transplanted to the Windows version.
Saito: The PS2 environment is at the heart. So even if we remove that support, we're stuck with it. We once thought it would be good if we could specialize on the Windows version, but we weren't really able to pull it off. Since it was originally released as a PS2 title, the PS2 environment was the primary focus. The camera functionality and even event scenes were made on PS2 equipment. But as the equipment is aging, we're not left with much to develop on.