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    Reinheart's Avatar
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    FFXIV Interview - 10/11/2012 - Game Watch - 1st half of interview

    Source: http://game.watch.impress.co.jp/docs...11_565356.html

    As usual my translation might have errors in them so don't take everything word for word if it's confusin
    g post in the forums with your concerns and hopefully the Reps can clarify

    -----------------------------------

    Game Watch /
    YoshiP / Minagawa

    This time around we’re going to ask mainly about the PS3 version.
    This is the first time you released the screenshot. Could you please give your thoughts about this announcement?
    Y: For those waiting for a long time, there are those waiting for 3 years and I think the best word for this is “at last”. At last we took the first step towards the promise.

    From the time the current version FFXIV was announced the PS3 version existed and I believe the PS3 version from that time and current is different in many ways but what changed the most?
    Y: Well the engine itself is different so can say it’s different but probably the user interface. I mentioned this before but we have separated the game pad mode and mouse/keyboard mode completely and spending cost on both to create so I believe this is the change which is larger than the graphics.
    As for the engine as I mentioned in the past, we have made it more flexible so instead of making extreme changes aside from the changes which I mentioned before such as texture size and mipmap size changes other assets are left pretty much the same. From there you can make changes through graphics option, this is probably the other major difference.

    When looking at the PS3 version SS I felt a deja vu, and after thinking what it was and looking through past SS the image shot shown last year October looks exactly alike the game pad mode menu. So I was surprised at that point the PS3 version was pretty much made.
    M: When we released that image I’ve shown the design with the layout we call cross hotbar to Yoshida and we mentioned about this idea. From that time it hasn’t changed much. At that time we needed to make a firm ground for the PC version and we built the mouse and keyboard UI and once the foundation was complete we went into pad UI construction. And now we can finally show it.
    Y: At that time the current version FFXIV had really bad impression to foreign players especially regarding the mouse and keyboard UI so if at that timing we released the cross hot bar we probably would of been told “They are doing something weird again” so the truth is that we didn’t release back then on purpose.

    When I first saw the new SS with the UI from Gamescom I was thinking the original ARR design got abolished but when I saw the new one this time I was relieved that it was UI design for the PS3. For the PS3 first I want to question starting with the graphics. Currently what percent of the PS3 version is complete?
    Y: It’s about 80%, we came to a point where we need to optimize so I think it’s about 20% remaining to go.

    Could you explain the difference in graphics between the PC version and PS3 version?
    Y: I would have to say the resolution is the major difference.

    Is the resolution at 720 pixels ?
    Y: Right now the length is 544 pixels.
    M: Length resolution is 544 pixel, width resolution is 1280 pixels.

    I see so you are stretching the 544 to 720 right?
    M: In 3D screen the drawing buffer is 544. So we stretch that image to render as 1280x720. And on top of that we have the UI layer drawn over.
    Y: Basically if you render at 544 pixels resolution you will get a blur so for the UI we have it drawn separately in the end.

    So for the PS3 version will go with this resolution?
    M: We are making adjustments on the resolution with Yoshida and techincal director Hashimoto while moving the screen but basically by increasing the resolution the horizontal line will look better but instead the vertical side side starts standing out on the trees so there is a tradeoff. We were troubled by which to go till the end but we decided first to release with this resolution.
    Y: By sticking to the height resolution the impression as a whole gives a better effect. Specially for the PS3 you will see gaps between stairs or side of the furnitures to avoid much of that it’s better to hold the height resolution. However in a MMORPG you will move left/right a lot so for that reason it’s better for players if the width resolution was higher to control. I’m a gamer so right now I’m taking this side but after the optimizing and increasing the performance I am uncertain which one to take yet.

    The background feels a bit sleepy, is this probably due to touching the resolution?
    M: Yes. I believe the resolution has strong impact on it. Other than that the character and backgrounds texture resolution as well.
    Y: When the texture resolution drops it will end up this way. But it depends on people’s taste.There may be some that like it this way.

    Will it apply to normal map’s process?
    Y: Of course.
    M: This image has normal and specular applied and for the shader it will be same as the PC version.

    In the screenshot released at the 25th anniversary event depth of field simulation was applied and i was surprised it did this much. For the PS3 version what will happen to these type of post effect?
    M: For the depth of field is applied to event cutscenes. With event scenes we have option of applying depth of field or vector blur. Radial blur types are applied to glares and explosions that follow an effect but cut the depth of field in regular gaming.

    I see, so it’s not limited to PC version but limited to event scenes only
    M: Yes, Depth of field and camera blur are cut when not in event scene for both PC and PS3 version. We have limited this to direct and make the event scenes more effective.
    Y: If it was blurred all the time you will get tired and can’t continue (laugh)


    What will happen to lighting or shadowing? will it be same as the PC version?
    Y: It depends on what line you base on the PC version, as I repeated earlier the drawing engine is very flexible.

    So, in PS3 version you will be as flexible and able to customize the graphic option?
    Y: No, for PS3 version is fixed, however with PC version it’s possible to change settings for the drawing and the range is very wide so when being asked if it will be same as a PC in a way it can but that is meaning making the PC display same as PS3.

    So maybe it’s better to ask how much of PC version would be easier to answer
    Y: Yes, basically it will be around PC versions medium settings.

    Is the PS3 version frame rate controllable?
    Y: It is possible, I have been talking to the development team the maximum to be 30 FPS and for lower it can go as low as possible.

    You made it clear that the 30 FPS is maximum
    Y: This is an MMO so even if you can move at 60 FPS it’s not racing game or fighting game so there isn’t nothing really where you need to fight over that 1 frame so instead it’s more important to be able to see more characters. So I have been talking about keeping the frame rate at max 30. For goal to be able to get 30FPS with 3 party (24 PC players), 4 mid size monsters and after when the number of character display increase to drop the frame rate. However this is pointing that the 3 partie members gear all have different gear, pointing to where there is no way of reusing the memory. It’s bit hard to explain.

    Will it be possible in future to have the PS3 version with full HD display?
    Y: Most likely not, memory is one issue but as an MMORPG it won’t get enough performance.
    M: Honestly it will be hard, even if you can make it full HD you won’t be able to enjoy the ARR FFXIV’s gaming and will make player play in unfriendly settings. For now it is best to develop concentrating on what’s the most optimal settings.
    Y: Of course I believe it’s possible to do it but it will become to a point where no characters will be displayed. With this you have to ask yourself if that is an FF MMO and I believe that’s not it. I am not particular with getting full HD out.

    Also the ARR FFXIV graphics hasn’t reached the original image shot but is that still the goal or did the goal change so it won’t reach that original goal? which is it?
    Y: When looking just at the current “forest” it’s not reached yet (laugh)

    Did the direction change?
    Y: It’s same with directional light we applied this time but the individual features to make it photo realistic depends on environmental parameters so you can look at it at any way. When you look at the first concept screenshot we have made it dramatic but when comparing it to the current “forest” it won't match the image.
    M: When we released that image, it was when the ARR drawing engines features weren't finished so it’s closer to old versions engine or shading features. Most of the characteristics are due to the taken at the dusk hours so even with the new engine when when the plain field is going through a sunset the horizon will look goldish and will appear as special magic hour. The drawing will have lighting and post effect applied and even with the same model it will look totally different.

    My favorite part of that image shot is the sky, this sky has natural gradation and smooth clouds which you can’t see much in an MMORPG.

    M: In ARR FFXIV this type of sky and cloud is possible. The image shot is a still image but in the main system there are hourly effect so for Gridania there are times in noon hours where the sunlight comes in and makes it really beautiful. It’s completely different aspect from when looking at a still image. To make the screen have a meaning by moving we started huge adjustments. When changing the scenery to a mountain with different hours it will have a different mood compared to forest of Gridania.

    Y: Yes. When you look at the mountain region at sunset timing it may not look much different from that image shot.

    M: Yes, by setting the environmental settings, it is possible to make it similar.

    Y: Anyways with ARR FFXIV’s engine with one environmental parameter the entire image changes. For the sky visuality’s burnt color we have the lighting applied so for Gridania we have blue and green stand out but for mountain reason I think will make it more black so it’s possible to make that type of image. Right now the background team is making changes to settings for each areas individually using the time of hour in-game so depending on the area and time the mood will change greatly.

    M: (while looking at the SS) For this character it’s taking lots of light from outside and the parts where the lights not hitting it still looks bright. Even with the same character it will greatly vary when you look at it from indoors and outdoors. Like the shadow dropping around the chest area or if you look at the gradation when receiving the light from top the engine is made to apply surrounding environment. As I mentioned earlier the drawing engine is different but it’s possible to make similar image as the image shot and by optimizing the settings for that scene it’s possible to get it to exact like that image. I think it’s possible to even produce even beautiful image.

    So it will be possible to produce an image that won’t fall behind but surpass the original image shot.
    Y: I believe so


    That is something to look forward to.
    M: With old engine used in current version when working on the visuals for fall of Eorzea we were able to bring out quality images we couldn’t image at the beginning. Just like that with with the new engine when it’s used more I believe it will be possible to produce an surprising image.

    Next could you please explain about the PS3 version’s original interface the game pad mode.
    M: We are making it so the controls won’t be much different to those playing in PC version, meaning keyboard and mouse. With this cross hotbar when comparing to keyboard/mouse player it will be possible to select and execute actions at same speed.

    Keyboard is digital control but for gamepad it’s analog control but you’re saying it’s possible for both to control at exact same speed?
    M: For keyboard, it’s possible to assign 1 action per multiple keys. With this pad UI you can control with similar image. Basically it’s shift control where you press the hold the L, R key and pressing the direction key or the 4 buttons to select and execute at same time.
    Y: For pads you get into a habit so like for example with old NES game Wizardy just like how you remembered how many steps to take and cast spells we made it so by using it over time you can customize to match your needs.
    M: With current FFXIV the process was to first select the target and execute the focus goes to hotbar and from there you use the directional key to choose the action you want and select..

    FFXI’s pad control was exactly that same process.
    M: Yes, for this reason to select a action you have to move the cursor and select which made it disadvantage compared to keyboard/mouse control so we changed that. This time the target remains same and later say you wanted to use the action on right most of the screen for that you just press while holding R2.

    Oh so you can do it with 2 actions!
    M: The action on the left side of the screen is auto attack on/off but for selecting this you just hold the L2 and press the square button and that’s it. In general you choose the target on field using the left/right direction keys then once you confirm the target you can use the action by holding L2 (R2) key to execute actions. This will be the basic control.

    That is very easy to understand, for those that were playing FFXI they will get used to it right away.
    M: Yes, you don’t have to think about getting use to it to execute actions.
    Y: Apologize it’s from another company but say for Monster Hunter when you select a item you hold the R button and... they have these type of controls. It’s close to that thinking where you use “holding shift”

    So in that sense it’s close to follow the current Japanese standard
    Y: Yes, what I told Minagawa was you definitely need to have an way to target “who” for example using up/down key for friendly and for enemy use the left/right key. Told him to please don’t change this. And later once you select the target to just select the command instead of having to go through which command to use. I really don’t want that so asked not do that.

    I see with FFXI pad controls there are times where setting macro left and right and positioning it correctly or depending on jobs you had to go through macro pallets up/down.
    M: This time if we made it so you can set the macro in the cross hotbar and you will also be able to set emotes or items as well. For example you write a text command macro to target the target the enemy closest to you and attacking you and have that registered in the hotbar. By doing that when you get hit by pressing that action on hotbar you can target and execute actions right away. It’s possible to do stuff like that.

    That is a good one. There are 4 sets of 4 slots in each pallet. with total of 16 slots but it’s possible to change around and use it?
    Y: The image that you have 8 slots x 2. One holding L2 with arrow keys and buttons = 8 and another is holding R2 and arrow keys and buttons for 8 slots. You will always have 16 slots. We didn’t put anything in the center 4x2 block on purpose this time since this was the first time we are showing PS3 version screenshot and talked about not filling up all 16 slots since if we do that people will get confused.
    M: Told them to please don’t go happy crazy and show off you can fill this much! (laugh)


    But at Gamescom PC version screenshot the main goal was showing many action icons.
    Y: That was because it was for PC version. PC players are type of people who will think that it has to be that way as to PS3 players it’s first time so we didn’t want them to feel “what the hell is this, I don’t get it, it’s too messy I don’t want to play this game”

    But once you start playing the 16 slots will be filled up right away with actions no?
    Y: Not sure, it should be no problem being empty up till around level 15.
    M: We are currently test playing the alpha version but we haven’t filled up the first pallet. Well it’s not cross hotbar and on PC version but it’s possible to play regularly without filling the first 12 slots.

    Could you please explain how to control the 16 pallets or switching between pallets?
    M: We are calling the 8 slots of left/right side as “action set” when explaining in more details when you hold the L2 button the L2 side’s 8 slots will glow while it’s in that ste by pressing the direction key or circle, X, square, triangle button you can execute 8 actions. When you let go of the L2 button the glow will go away and now when you press the R2 the right side 8 slots will glow.
    When you hold both L2 and R2 the center number mark will glow and you can switch action sets. By holding the L2 and R2 together by pressing the direction key or 4 buttons it will switch between 1 to 8 action sets. with 16 slots per action set you will also have 8 sets of these with total of 128 actions per class and this is per class.


    That should be enough to not get any complaints.
    Y: Might be too many (laugh)
    M: We talked about making it less as having too much might make it feel hard.....
    Y: You can set the emotes you normally use such as /wave or /bow in slot but even with that it’s about 8 or 10 emote actions . Say for example for all class pallet #4 being for emotes only so even when you change class/job so I feel that it should be enough with just having 4 pallets but we are currently talking about bringing it up to as much as memory can handle so it’s set this way. Also you can set the macro in the slot so for example by putting “switch to set 2” in square button and in set 2 have same button switch to “set 3” and on you can make it where you can try and control the game pad with just one hand and use only 3 buttons only to attack while switching through pallets. Depending on how you set it up you will be able to play in many different way.

    For the UI I was told we can talk to FFXII’s director Minagawa-san so I was looking forward to it as I really enjoyed FFXII. You have talked a lot already but could you please explain the idea behind the structure for ARR FFXIV UI design?
    M: For the main plan ideas for the PC version was to have a control which is MMO global standard for the mouse and keyboard, this was the main priority. And the other was to have a UI which you can play without any speed loss using the gamepad. It was these two. For the first half of development was to make the foundation. If there are too much different in control between gamepad and mouse/keyboard it will end up to a point where we have to adjust the balance the game to match the system to the UI which is weaker. When thinking about long term operation, service such as an long term MMO this will become a critical problem so making sure there won’t be any difference between the two control device when going through battle.

    Yoshida-san what was your order for the gamepad mode?
    Y: I was mainly thinking about when doing dungeon or contents. For example with current version the popular primal battles. compared to FFXI it requires positioning and some action and that part is also the part is popular so when controlling this with the pad it’s not good if there was another step for the PS3 players, don’t want to make a situation where you don’t want to invite PS3 players in party. And for that reason to make a UI which doesn’t have create any handicap.


    For gamepad mode you have a working example from FFXI, was there time where you got influenced by it or also felt annoyed by it?
    Y: Not really, I heard from other players how the macro’s were being used in FFXI as it was preceding title and stuff at same time when first FFXIV started the development team were being thrown around with what was in FFXI at launch and needed.
    There are many parts FFXI and FFXIV being similar but it’s a different game. with ARR UI we started from scratch. First to think of a system which allows both PC version and PS3 to control at same speed and then include popular FFXI features into it, but for the main design it did not interfere. Also through current operation of current FFXIV we have received many good feedbacks so we are taking those into consideration.

    I believe there are many players playing FFXI with gamepad would it be possible to key assigned to that FFXI default?
    M: It’s not possible. Honestly there will be parts that will contradict if we say it ‘might’ be possible that’s irresponsible so at current state “it’s not possible” is the answer. You may set up to something similar but there are those people who have been playing FFXI for long time and because of that using FFXI’s default in FFXIV it won’t make everyone happy. I said it before but it looks similar but it is a different game.
    Y: When FFXI was first sold MMORPG was still not major in PC gaming genre so to make it easier to understand I believe they took that game console UI for FFXI. It was a new invention and the challenge and result was beautiful but with current generation console MMO is still not major while PC game MMO genre is now more popular.
    So when you look at the current world market to see which one has more players, the number of PC gamers and players who played MMO through PC is overwhelming. If you want to acquire as much players you would have to consider the standard mouse/keyboard. So logically thinking we need to apply the global standard UI for the PC ARR FFXIV Mouse+Keyboard. And for the PS3 version’s gamepad mode to make sure you can play without any disadvantages. If you try and force to make it like FFXI it will create disadvantage when you’re in FFXI mode.

    That part is indeed hard.
    Y: Yes, but I think doing so will break the idea

    Also it’s said that you can use the gamepad mode in PC version as well but how do you switch?
    M: When you first create the character at the very beginning you will choose which control you want. At that time you choose gamepad control mode or mouse+keyboard control mode.

    I see, can you switch midway?
    M: Of course you can.

    Could you explain the tutorials for gamepad mode in detail?
    M: For mouse+keyboard it went pretty far and we have everything in where you clear through the first town. For the pad we are currently adjusting the controls so we will start making the tutorials and I believe it will follow through the same steps.
    Y: For gamepad mode tutorial it’s the tutorial widgets text and reference screen changes only so it won’t be much different from the mouse+keyboard. Nakamura-san (interviewer) what kind of thing did you expect?

    Since the UI is totally different I was thinking of how to put the macro’s or action in the hotbar or for say PC version you can just drag the icons with the mouse but for PS3 version that isn’t the care right?
    Y: Oh for me I am saying that we don’t need tutorials for macro’s or drag & drop. I think that’s explaining too much and like even think if you can drag & drop into the hotbar is only something a PC game or people used to gaming so to get tutorials for all in-game I believe will make people feel it’s too much to learn. Also there will be a problem on when to give that tutorial since you can use from the beginning. But if we give that explanation at the opening for console players it will confuse them and go “What does that mean?” and if you put that out later on in game they will be like “I know that already!” so for my answer I say “Don’t release it!” (the tutorial) For players who already know they will know from beginning, and if you try it out you will find out right away. For those that don’t know about it can learn from friends or linkshell or free company staff. Development team bring the tutorial list with it listed but I keep on telling them “We don’t need it!” (laugh)




    Continued to 2nd half... which talks about gambit system and all that... but I have to get some sleep sorry >< 2:30AM need to wake up in 3.5hr ~

    EDIT 2nd half finished on next post.

    response - tag so this post shows up on my sublimen tracker
    (35)
    Last edited by Reinheart; 10-13-2012 at 07:52 AM.