What I love about Yoshida is that he's so open-minded. Tanaka, while a genius in some ways, wouldn't even consider adding stuff like swimming and jumping.


What I love about Yoshida is that he's so open-minded. Tanaka, while a genius in some ways, wouldn't even consider adding stuff like swimming and jumping.
"Open-minded" is not it. He is simply more forgiving when it comes to borrowing ideas.
On the other hand, he seems incapable of leaving the current comfort zone.
What really sets him apart from Tanaka (or doesn't) is whether he manages to make the development process more efficient in the long run. That's a substantial benefit worth the shake-up in management. Whether he can do it is yet to be seen.





He's just talking casually with players so don't take this one seriously... lolプロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here,
ディスカッションありがとうございます!
吉田の言葉が足りなくて、誤解を招いている部分があって申し訳ありません。
Thanks for the discussion!
I'm sorry if I mislead people from the lack of words from me.
「Assassin's Creedレベルのフリーランニング」については、ゲームデザイン的にもコスト的にも
実装する想定はありません。ただ、他のMMOでできるような移動導線は、可能ですし十分ありですよね。
ジャンプを駆使して、コリジョンの端にひっかっけ、高いところまで登ったりしましたねえ…
We are not planning to implement free running like "Assassin's Creed" due to game design and cost. But movements like MMO is possible. Making good use of jump and making hook on edge collision and climing up high areas... (he's not talking about FFXIV, most likely talking about another game like AC.)
特に泳ぐについては、まだまだ先ですが、拡張パックレベルで水中も作りこんで、
トライしてみたいと思っています。「泳ぎながら○○」ってアニメーションすごい数必要ですがw
EQの水を使った仕掛け、当時超新鮮でした。
(何度も溺れてドザ○モンになりましたが… 噴水でスキル上げしたなあ…
それ以前にwoodelfでスタートして落下死しまくったけど…)
水中神殿レイドとか楽しいですよね。泳ぐだけじゃなく、水中もセットで!と思ってます。
Swimming is long long away but would like to try under water in expansion.
{Swimming and XXXX} type of animation requires lots of animation lol.
It was really fresh (new) how EQ used their water.
(Drowned many times but skilled up fountain (swimming?)skill... but before that died from falling a lot starting from woodelf...)
Thinking Underwater Shrine raide is fun, not only swimming, but set with underwater!
Just think of it as far future... we might get to swim, not any time soon most likely.

yeah its great stuff, even if just talk atm, but i would love as an ls to swim through a cave to some sort of temple dungeon, would be so cool!





Continued from last translation - he posted another right after player response to his other post.
あー、丁度良かったです。やっぱりこれって望まれないですかね。
実は悩んでいたところです。フォールダメージで首折れて死んじゃうのは無いにせよ、
登るのはどこまで皆さん許容かな、と。最初は皆やると思うんですが、いずれは沈静化するとして。
でも、景観の美しさも大事にしたいところですし。ご意見貰えると嬉しいです!
I was worried about this, good that it's not hoped like that.
Can't break your neck with fall damage, but how much height allowed to climb, think everyone will try it at first but soon it will quiet down. But would like to keep the beauty of the atmosphere, would like to receive your feedbacks!





From a thread where players were talking dev's need to add more fun stuff in the game like older FF series like the dev room in FF4 and stuff. and YoshiP responded.
プロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here
吉田も含め開発には常々「楽しく作らなきゃダメだ」って言ってます。
自分たちが楽しめなきゃ、お客さんに楽しんで貰えるわけがないので。
当たり前のことなのですが、スケジュールに追われ、開発が平行化され、
細分化していくうちに、忘れてしまうこともあります。忘れちゃダメなんですが。
I am telling everyone in dev including myself "Have to have fun while making"
If we can't enjoy, the customer wont enjoy either, sometimes we forget when we're pushed by schedule or gets too detailed, but we can't forget this. (to have fun)
相変わらずスケジュールに余裕はないですがw、
今上がってる企画は、しっかり「愛を持って」提出されてきているので、
そうした「世界が生きている感覚」や「愛」は少しずつ感じて頂けると思います。
最初からだろう!と言われれば、返す言葉がないのですが、
開発本来の楽しさを忘れずに、アップデートを続けますので、引き続き宜しくお願いします!
There isn't much room in schedule lol
But all the project that's coming up submitted "with love" , with this little by little should be able to feel "Lively world" or "Love"
Can't respond back if told "From beginning!" (should been this way from start)
We are continuing to update while not forgetting to enjoy developing.
Please continue your support!
P.S.
火曜日にプログラマチームが某レイドモンスターのブレスで全滅して涙目になってました。
修正確認のはずが、意地になって攻略してたので、これも愛と言えば愛w
One way to make your game shallow is to think up cool places to go just for the sake of it without any proper context to tie them up to the setting. Very Korean.
Everything should start from imagining the setting and the lore. If they are merely tools to justify the existence of a cool landmark (or a feature), instead of the landmark being the tool to justify the existence of the lore it ties in with, the depth of the world will suffer tremendously.
I wish he was reading this thread, as I feel like he's about to make a huge mistake taking the former approach.
For example, the whole vanilla Vana'diel was set up with a Grand Plan in mind when it came to lore. The areas around Qufim were not barren for no reason- the crystallized trees did not point towards the same direction just because it looked cool- Qufim was not shaped like a crescent because making islands a shape of a crescent is "totally AWSUM". The crags, the drogaroga's spine, everything was a part of the setting.
I hope Yoshida takes some notes from how XI was built, but I wouldn't be surprised if he doesn't understand.
Last edited by Betelgeuzah; 07-17-2011 at 01:18 AM.

To be fair, if they get an idea in their head of something that looks INSANELY FREAKING COOL, that would make everyone take one look at it and go, "That is the most awesome thing in the history of mankind," I'm sure they could take that idea, take a look at their already established lore, and see if there's a way they could implement it in a way that makes sense with as few modifications to the AWESOME as possible. Taking your example to heart, you don't know if Tanaka and co decided to create Qufim the way they did because they already thought of the lore, or because Tanaka had an image of a really emotive, desolate area and decided to write the lore of the zone based on the vision he had in his head.One way to make your game shallow is to think up cool places to go just for the sake of it without any proper context to tie them up to the setting. Very Korean.
Everything should start from imagining the setting and the lore. If they are merely tools to justify the existence of a cool landmark (or a feature), instead of the landmark being the tool to justify the existence of the lore it ties in with, the depth of the world will suffer tremendously.
I wish he was reading this thread, as I feel like he's about to make a huge mistake taking the former approach.
For example, the whole vanilla Vana'diel was set up with a Grand Plan in mind when it came to lore. The areas around Qufim were not barren for no reason- the crystallized trees did not point towards the same direction just because it looked cool- Qufim was not shaped like a crescent because making islands a shape of a crescent is "totally AWSUM". The crags, the drogaroga's spine, everything was a part of the setting.
I hope Yoshida takes some notes from how XI was built, but I wouldn't be surprised if he doesn't understand.
Certainly, no one would want an area/zone shoved into the game just for the sake of it being there with no ties to the story whatsoever. That's what we have currently for about 85% of the game. However, so long as they find a way to tie things into the world lore in a verifiable and understandable way, it really shouldn't matter whether the lore spawned the zone, or the zone spawned the lore. Cool is cool, no matter what inspires it.
I'm allergic to effort.
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