He is absolutely at the helm. He's the director. But when there is a really big team with 15 years of procedures that have slowly been created, there is a whole pipeline things go through before Yoshi-P checks it out, tests it and gives feedback/approval/a request to adjust it, and somewhere in that pipeline that has become overburdened with procedures, they felt rushed enough to ignore some of those procedures (which were meant to be to consult Yoshi-P).
Yoshi-P made it clear recently at the Anime Expo that the main thing he is working on is FF14. There is a difference between being a producer and a director. When his studio makes other games, he is not necessarily the director (person who does the day-to-day management and vision of it), but rather just the producer and supervisor that checks in and makes sure they have everything they need and gives advice. This is fairly obvious because you can't really direct lots of things at once. Even FF16 had a different director that oversaw the day-to-day development.Yoshi has been working on Tactics and two additional games since then
This is true but "new" is relative. Some of them are "new" in the sense they started in Stormblood. Some of them are "new" in the sense they started in Shadowbringers. Some of them started in Endwalker etc.As such, we have a lot of new or recently promoted devs running the game.
It's pretty clear that the battle developers who worked on Stormblood participated in the development of recent raids given they have been interviewed about them a lot of times lately. They know exactly what happened in Stormblood. Their goal was to replicate Eureka a lot because of the feedback that Bozja "didn't get people into the world enough". While I agree we just were able to AFK a lot waiting for CEs, that wasn't the case for Skirmishes, reflect farming or killing the NM bosses, so it really wasn't the problem they think it was.This is why it feels like they have forgotten what they learned back in 1.x and 2.x as there has been a brain drain since the senior devs went to other games.
That's why it doesn't make sense how it turned out this way, because there were members of their team who would surely remember Eureka's issues. Their explanation isn't that "they never worked on Eureka", but rather that they were in a rush and didn't have time to think about how all their decisions would come together.
My best guess is the decision to add ciphers was probably based on the success of the duel count system they created to make duel entry fair, but it's not the same and probably if they'd had any time to think about and plan it properly, they'd have realized that.
It's true that he has company leader responsibilities as well that he didn't have before, and if anything has a big impact on his focus it's probably that, rather than little graphical overhauls of old games.I won't blame Yoshi for any of the issues in XIV since 6.0 because he is producer and director in title only, he isn't working on this game anymore as the president and board have assigned him elsewhere.
As much as I love and respect Yoshi-P, the buck stops with the leader. I wholeheartedly believe any and all pros and cons of the game are 100% within his control.The blame for the current state of the game is on upper management and the inexperience of the new devs running XIV, not on Yoshi.
It was him that saved the game after 1.0. It was him that saw a story created that lots of people resonated with and appreciated. But it was also him that saw stress removed from the game to the point of it being boring for a lot of people. It was also him that created all these procedures that ultimately tripped up the development team and resulted in the bugs and issues with recent patches. It's also he who decided that the focus should be on the newest patch at the expense of addressing issues with old systems such as FATE sync and quality of life. It's also he who believes all the excuses given to him about it being "impossible" to improve the housing system, to "carry data with you", to overcome infrastructure issues, despite that no other MMORPG has such issues and despite that it is a programmer's job description to make it possible to do things that were previously impossible.
FF16 being heavily FF14-inspired in its design is also a reflection of how it is their team's vision and mindset being imprinted on it. That's why FF7R is a lot different.