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CGM: Until now, much of FFXIV‘s narrative has been centered around the player being a champion of Light who fights against the forces of Darkness.. With Shadowbringers, the script is flipped on a large scale. Were there any challenges in disentangling the ideas of “good” and “light” from one another, and how is this reflected in your creative approach to enemy design in Shadowbringers?
NY: From my own personal experience with fantasy media, there typically seems to be a conflation of “light” or “justice” with the notion of “good.” It feels unilateral to me. Surely any force that goes too far in one direction can’t be entirely good, right? That’s why I figured that if there was too much “light” in the world of FFXIV, then there had to be some negative effects. The linchpin here is the Warrior of Light being so thoroughly active in their duties as the realm’s champion that their “light” has become overbearing, disrupting the balance. That’s exactly what happened in the First—the setting for Shadowbringers—and why it has been decimated by the Flood of Light. We felt that restoring that balance would make for a very Final Fantasy-like narrative.
In terms of enemy design for Shadowbringers, this was actually a big stumbling block for us. Some context: generally speaking, Japanese people tend to be rather…agonstic, so to speak, acknowledging aspects of all religions. On Christmas, we exchange presents with one another, but a week later, we’re at Shinto shrines making offerings for the New Year. We’re neutral in that sense. So when we think about the concept of “evil,” we have a comparatively large pool of ideas to draw from. Now, in designing foes that stem from a source of light that has become too powerful, it’s all too easy to immediately jump to the idea of a fallen angel. We specifically wanted to avoid that pitfall in Shadowbringers. Players will be fighting against the First’s “Sin Eaters,” yes, but they are not necessarily angels. It’s funny—when our artists first started conceptualizing new enemies, many couldn’t resist the pull of drawing meticulously feathered wings on their creatures. I feel that’s oversimplifying things. That’s why I had to ask them for several retakes whenever I saw those wings start to appear. I had to explicitly ask them to tone down the designs. Basically…I told them to come up with something super demonic-looking, and then make it white. (laughs) We definitely did struggle with this concept because it’s apparently been ingrained into our collective consciousness to associate white with “good” and black with “evil.”
Obviously you were referencing some of the Ishgard stuff in the beginning (this focuses on shadowbringers), but I wanted to share this as both solace and evidence that you don't need to carry/worry the feelings you have.
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CGM: At the 2019 Media Tour in San Francisco last month, you gave a thoughtful and nuanced answer to the hot topic of gendered expression in FFXIV via clothing options. I wanted to say thank you for being aware of this discourse and giving thought to players’ feelings. Is there anything you haven’t had an opportunity to express on this issue or any comments you would like to clarify at this time?
NY: Individual expression actually ties into what we’re trying to depict in Shadowbringers by challenging the idea of light being good and dark being bad. They are not absolutes.
As people, our values are formed at the intersection of many factors: education, history, religious teachings, and so on. They are typically something we gain through instruction. With regard to the conversation surrounding gender and matters of personal expression, we need to acknowledge that people’s values influence whether they see this is a positive or a negative thing. We can’t change that. We can’t change what people are taught. But we are in the process of changing our perspective, and that’s important to keep in mind.
With matters regarding LGBTQ+ expression in FFXIV, we can’t necessarily say that people who oppose it are universally evil and that people who are for it are universally good. It’s understandable that if you were raised with certain preconceived notions about gender or sexuality, then you would not necessarily think to challenge them. What we are trying to impart to our players is a sense of freedom. The freedom to choose how they want to express themselves as individuals, and the freedom to retain their own values. We don’t want to place blame on either side. If we do become one-sided in the way we approach these things—much like the seemingly “good” force of light overtaking the First—we run the risk of being too extreme and alienating the people who stand on the other side of the issue. We are prioritizing freedom, and we are still on the road to finding a way for everyone to understand that we all are free to make our own choices.
CGM: Thank you for thinking about this. It’s a delicate issue, to be sure. For what it’s worth, I appreciate that FFXIV did grant me the freedom to use the Ceremony of Eternal Bonding to marry my male partner back in 2015, and that meant a lot to me.
NY: I’m glad. And to reiterate, I don’t want to measure our players on a yardstick of good versus bad. We just want to give them options. FFXIV is a social game, and there are always going to be players from different countries, decades, cultures, backgrounds, and so on.
SE may beg the question, may suggest freedom to view the world with your own lenses rather than those prescribed, nor is that question just directed at you or those similar to just you- that's for all of us to check our own prescribed lenses and to make sure we're free to view the world and interact with it. Rather than just wear the shades we're told to wear and jump as high as we're commanded to jump. So they may ask something, but you're allowed to answer :).