Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 32
  1. #21
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,520
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    How the main scenario is made (but it's not going to be much different for sidequests

    What Yoshi-P's job involves (talks a lot about patch cycles and its contents, a lot of which is quests).

    On Apr 5, 2019, 3 months before the release of Shadowbringers, from https://forum.square-enix.com/ffxiv/...=1#post4941071
    Q: I’m very excited for the story in Shadowbringers. How much of the story has been written so far?
    A: While I can't go into the details of the upcoming story, in terms of progress, we’re about 80-90% complete with the main scenario. Things that remain are things such as the sidequests and checking over the completed sections.
    Implying sidequests weren't complete, if even done at all, that close to the expansion release.

    This doesn't provide a lot of detail on how quests are made, but has some comments on making the MSQ by the writers

    Comments on localization which include how much work an expansion MSQ is.
    (3)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  2. #22
    Player
    Daeriion_Aeradiir's Avatar
    Join Date
    Jul 2014
    Posts
    601
    Character
    Daeriion Aeradiir
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Hycinthus View Post
    snip
    Purely on a technical standpoint? Depends on how the workflow is handled. My personal guess based on my own history of game development is from initial conception to finished product, a quest in 14 will likely take about 2-3 weeks of dev time. That being said, this isn't 2-3 weeks for everything, certain aspects will take much longer than others.

    Script - This is likely where the most development time as far as the actual quest goes. Scripts for quests not only have to be written, but then thoroughly reviewed by the writing lead &/or game director, mistakes corrected, potential lore contradictions/issues addressed, checking if the dialogue fits the character's personality & experiences, etc. Scripts aren't a simple 'write it out and you're done'. They get passed around many people and most scripts have to go through many re-writes. Then once an absolute finalized script is finished, it gets passed onto translations teams, each of which then has to spend time not only translating the script, but also changing the wording/dialogue to better fit the region (Like how certain references in JP dialogue wouldn't translate well to EN, so they get altered) through localization. After every language team approves their final script, that's when it gets truly finalized.

    Actual gameplay loop of a given quest - Even assuming the quest is absolute bare-bones 'go to point A, talk to someone, repeat 4-6 times', You would have to create, design and program the following:
    -A list of event flags associated with the quest, making sure that the flags unlock in order to prevent the quest from breaking and going out of order
    -Cutscene crafting, where not only would you have to plan which cutscenes occur where in the quest, but then also plan all the camera movements, jumps, pans, etc for each interaction, syncing up emotes/animations to key moments in each cutscene, and with FF14 in specific, program in the target all the characters in the scene should be looking at on any given text box.
    -If the NPCs associated with the event are brand new, there will be a not-zero amount of time spent crafting the NPC in the character creator, giving them a lore-appropriate name, crafting their personality, backstory, etc. If they're wearing a unique set of armor, then you also have to wait for the 3D modeling team to finish their work first. (see next)
    -Plan the placement of NPCs associated with the quest at key locations they need to be in the questline, while also having to factor the positions of any other NPC in that zone(whether their sidequest was active or not) to make sure that no 2 NPCs ever overlap from being placed in the same spot.

    To put it in perspective, I worked on a sidequest in Assasin's Creed 2 that was a glorified short fetch quest, and that quest took us about 3 weeks of development till it was fully completed & thoroughly tested. Keep in mind though, the team I worked with was like, 20 people large purely between the programmers, quest designers and QA. I can't make any comments regarding the team sizes that Square uses for their quest designers.

    Rewards - This is where there's a lot of ? as I am unaware of the given workload their 3D modeling team is under at any given point. Yoshi-P has mentioned that from first inception to its implementation, a gearset takes roughly 6months to develop, but I think this is an exaggeration. However, 3D modeling a full set with all the variations for various races like the unique body types of Roegadyn & lalafell, along with male & female variants and all the texture work involved in under a week is a massive stretch. I would likely put any set developed at around 1-2 months, given the 3D modeling team likely has to make an insane amount of environmental 3D assets for the given dungeon & trial every patch, along with any additional assets for extra content like exploratory stuff/deep dungeons/raids/etc that might be coming that patch. That is all without factoring that any work they make would have to go through approvals from higher ups, and not everything will be done on the first go around and will require multiple revisions.

    This would likely be the choke point for trying to do any sort of monthly mini quest thing. The 3D modeling team has to make hundreds of assets from gear to environmental stuff for each major patch in just 4 months, their workload is likely crammed enough as it is. it's likely the reason that when multiple events are in close proximity, some of them tend to suffer in terms of rewards, since they may not have time to give every event a 'big' reward. Or why you see them implementing some stuff into the game files nearly half a year in advance (the Heavensturn items were in the game since 6.2, as an example) since that's when they have the spare time to work on something.

    TL DR: That one quest is likely about 2-3 weeks of professional work, being done by one of the quest teams once they finished their work for 6.3.

    But this is all my $0.02 based on my own experiences in the industry. I have no detailed idea of how Square's internal dev environment works.
    (6)

  3. #23
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,520
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    This has information about story and quest design https://na.finalfantasyxiv.com/blog/003029.html

    Then they have to come up with characters, so see this https://na.finalfantasyxiv.com/blog/003359.html

    Then they need translating
    https://na.finalfantasyxiv.com/blog/003334.html
    https://na.finalfantasyxiv.com/blog/003339.html

    For rewards, I remember the models take something like 6-8 months because it starts with an vague idea, then the concept art team have to try to draw it and find the best one that they came up with, then it has to be made, animated, have an icon designed, tooltips written, then translated and tested. Just for a simple reward that some people might discard afterwards. There is more information about how long it takes to make items here https://na.finalfantasyxiv.com/blog/003401.html

    My other links were to events that took place after live letters, but these are from the blogs.
    (3)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  4. #24
    Player
    kevin_satron's Avatar
    Join Date
    Apr 2021
    Location
    Gridania
    Posts
    313
    Character
    Kevin Satron
    World
    Typhon
    Main Class
    White Mage Lv 100
    somebody didnt watch that one LL livestream where they explain how they make a sidequest. it literally takes days or even weeks just to create 1 sidequest because everyone is busy with msq and other type of quest like tribal quest, job/role quest, etc at the same time
    (5)

  5. #25
    Player Deveryn's Avatar
    Join Date
    Aug 2020
    Posts
    2,724
    Character
    Deveryn Ev'liarsh
    World
    Excalibur
    Main Class
    Summoner Lv 100
    CBU3 is always working on something and they're doing more despite also making XVI. The proof is out there, but people want to ignore it and act like victims.
    (1)

  6. #26
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by Deveryn View Post
    CBU3 is always working on something and they're doing more despite also making XVI. The proof is out there, but people want to ignore it and act like victims.
    I wouldnt really say that, its just the simple fact that anyone who hasnt worked in the game development business wouldnt know how its actually all done. So people assume as if everything is all simple and clean.
    (1)

  7. #27
    Player
    Heroman3003's Avatar
    Join Date
    Oct 2022
    Posts
    398
    Character
    Lauren Zackson
    World
    Lich
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Atelier-Bagur View Post
    I wouldnt really say that, its just the simple fact that anyone who hasnt worked in the game development business wouldnt know how its actually all done. So people assume as if everything is all simple and clean.
    Or people would assume based off of how easy indie devs can add features every week i ntheir small-scale projects and do not recognize that some things are sacrificed to corporate production pipeline in order to make big projects like MMOs possible, and one of them is ability to casually just add a thing real quick over an evening of one man's coding.
    (4)

  8. #28
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,070
    Character
    Bungo Cotton
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Hycinthus View Post
    What dont you like from Bozja?
    I don't like any arbitrary systems where I have to level up. It's ironic because it's everything I wanted from Eureka, and yet it's not enough. Eureka was terrible. The fate system of spawning nms was terrible. The xp was terrible. The grind was terrible. So the change to Bozja at first was great, but I don't know. I didn't like it. I don't like running from fate to fate. I don't like the dungeons inside of them. I don't like the fates that turn into boss fights. I don't like it.

    But again, it's optional. I like that part.
    (0)

  9. #29
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by Heroman3003 View Post
    Or people would assume based off of how easy indie devs can add features every week i ntheir small-scale projects and do not recognize that some things are sacrificed to corporate production pipeline in order to make big projects like MMOs possible, and one of them is ability to casually just add a thing real quick over an evening of one man's coding.
    You just answered your own question. You cant compare a single player experience small scale project to an MMO. Its like comparing apples and oranges. Way to go to make yourself look so ignorant.
    (0)

  10. #30
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    I feel like the future of MMOs is gonna have quests auto-generated by AI. It's actually possible to generate content faster than players can complete it now, even the art assets, music and battle design by AI. It shouldn't replace human-designed creative works but there's a place for that automated stuff as supplemental content within certain parameters.
    (0)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast