- Reflecting on the Baldesion Arsenal (Nakagawa)
The Baldesion Arsenal was an extremely ambitious venture, and we were driven by the strong desire to deliver an experience and enjoyment that players had never seen before in a battle content. At the heart of the enjoyment is the restriction on resurrection, which introduces a heightened sense of tension as you play. This is how it all began.
The inspiration for this were the games I used to feverishly play, for instance Diablo 2 and its hardcore mode and Wizardry on the Famicom, to name a couple. I feel that we succeeded in bringing that same enjoyment and sense of tension to our players in the Baldesion Arsenal. I also think we succeeded in creating an enjoyable high-difficulty raid dungeon for the largest ever number of participants ever seen in FFXIV.
Having said that, due to the abovementioned issues and other things we’ve learned through your feedback, we’ve caused our players a great deal of stress, and this is something we deeply regret. We’ve been made to realize there are many things we can change and improve upon. We’re determined to correct all the major issues and take the experience with us when we develop future content.
My responsibility on the FFXIV team is to plan and develop battle content that will be enjoyed by all our players. In this post, I’ve been given the chance to say a few words on Eureka and the Baldesion Arsenal, but I’d like to state that my desire to create great content applies across the board.
In the future, should more issues like this arise, I promise to take your feedback to heart, communicate openly with you all, and quickly take the necessary measures to improve things. Thank you for your continued support.