(Originally translated by gElmer the Pointyh of Blue Gartr Forums here.)
Must see Final Fantasy XI Development Team Interview!
Packing with Info, From Campaign Mechanics to New Game Elements!
As a special treat, we give to you our interview inside Square Enix Headquarters with the FFXI Development Team. In
attendance were Wings of the Goddess Director, Ogawa Hiroichi;
Planner, Saito; Planner, Ito Mizuki; Planner Gondai Mitsutoshi. It was a long
interview, lasting two hours. Producer Tanaka Hiromichi
was also in attendance, for what little time he was able to spare.
The interview focused on Wings of the Goddess content and story with Ogawa and
Saito. Campaign elements were discussed with Ito. Job and
Wings of the Goddess 6 Months Old, Constructing Massive Background
Material, Mission/Quest Relationship
What are your impressions now that Wings of
the Goddess has been out for over six months?
Ogawa: We added so many new elements at the beginning,
I think players had a hard time figuring out where to begin. Wefve reached the
point where they have settled into the content. Now I think we have to focus on
achieving balance. At the same time, we are looking towards expansion. We are
going to add a lot more in line with the current content.
Issues Involving Earning
Campaign Points
Moving on, Ifd like to ask about a point of
contention people have with Campaign Battles. There are people who do whatfs
called gBuff spammingh or gSong spamming.h
Ito:Yes,
that certainly is a problem. Wefre still experimenting, but we may implement
some rule about taking an Allied Tag after recently accepting one. The main
counter-measure is against songs, but basically they use a BOT to take an
Allied Tag, sing several songs, quickly receive their experience points and
subsequently grab another tag. We think regular players should be practically
unaffected if, for example, there is some waiting period imposed on reapplying
for your Allied Tag.
I see. On a related note, I think Raise should reward the caster more
points.
Ito: Last update, we already added some new support troops that can cast
Raise. Changing the effects of Raise is something we will have to think about.
Was this to shift importance off of players having
to Raise others?
Ito:Yes,
we wanted to free up healers to perform other actions in Campaign. We thought
it would be better if they could focus on other activities in battle.
Raise is the most effective way to aid someone, I think.
Ito: We balanced Raise considering that one should be able to accumulate
plenty of points without having to use it. We didnft make it extreme enough to
match its high MP cost, but enough that if you get the chance, you can cast it.
We thought it would be best that they have the MP available for other useful
spells they can perform.
So, you designed it so the bulk of Raises could come from the support
troops. Still, their ability can change, canft it? Right now, they are
incredibly weak, and Raises take a really long time.
Ito:They
are associated with technological powerc if that parameter goes down, so will
their ability. From here on, you can boost your medics through Campaign Ops,
but if you continue on your nationfs decline, we think youfll see a lot of weak
medics running around.
Certainly, jumping into Wings of the Goddess you face many
bewildering new things.
Ogawa: Yes, it is quite jarring at first. (laugh)
Looking at the story as a whole, itfs not only Missions, but continuous
Quests as well. This is a new technique, isnft it?
Ogawa:Wings
of the Goddess is set in the world of the past. There are already various
Missions for the established 3 nations in the present, and now wefre talking
about the state of the world during the Crystal War. To start, we drew up some
Missions. These served as the ebookendsf to the expansion. In between, there is
a collection of events that can be experienced, regardless of affiliation with
a particular nation. Players can enjoy the quests of any nation they choose.
Missions are the core story of Wings of the Goddess, while Quests make
up the personal experiences of the characters.
In actuality, would you say the Missions and the Quests for each nation make
up four separate stories?
Ogawa:I
guess thatfs right. (laughs) We wanted to keep the
amount of content in check, but in the end, it ended up being vast. Itfs tough
to keep control of that stuff.
As the story progresses, will the focus be on completing
series of Quests to in turn complete Missions?
Ogawa:Yes,
I believe so. Basically, in between each
I want to ask about the story throughout the Quests, but the story of the
Crystal War Era seems to be fraught with hardship. Therefs an immense amount of
background material to deal with, isnft there?
Saito:Yes,
there is. I think everyonefs been suffering a bit putting this one together.
The Vanafdiel Tribune on the Official Site
chronicles the deeds of some famous NPCs, but was a
lot of the detail made in the beginning?
Saito:Some
of it was, like the Windurst Missions in the present
time explored the history of the Crystal War. However, SandfOria
and Bastok barely touched on the Crystal War at all.
Looking at the chronological timelines that lay out the setting and history of
the world, wefve really had to dig deep and imagine what exactly happened at
what point in time, paying careful attention not to cause contradictions.
Thatfs how wefre doing it now.
So if you are working to avoid contradictions, that means we already know
the outcome of the events in the past.
Saito:Thatfs
right. (laughs) The overall setting, or backbone, is
already well known, but the specifics of gthis happened this wayh and such are
unknown to the player community. There are especially knowledgeable people who
point out some mistakes, but we continue to strive to eliminate any plot-holes
we can. In rare cases, we just have to use what fits bests, and perhaps
slightly ret-con a situation.
Is there anything told to us one way that we will find out actually happened
differently?
Saito:That
will all be told within Wings of the Goddess. It isnft recorded on the
timelines, but the results of the intervention of adventurers will be revealed.
Tell us about the story concepts behind the three nations?
Saito:Each
nation has different people in charge, and received various different stories.
First, SandfOria has the pure-hearted children
concept. During the Crystal War, the children band together
to oppose the adults. Itfs a coming-of-age story. However, they are
still reckless children with that common frustration with the status-quo. (laugh)
Excenmille and Rahal
of the Young Griffons must have had many other experiences afterwards to get
where they are now.
Saito:Well,
yes, they are two of SandfOriafs finest. (laughs)
Rahal especially had many events happen to
him afterwards, such as being awarded the current title of gDragon Slayer.h
Will that be explored as well?
Saito:That
is discussed in the Dragoon Artifact Quests, so Wings of the Goddess will not
delve into it. Itfs difficult to decide how much to tell without encroaching on
the Dragoon quests.
It feels like Wings of the Goddess was very difficult to make. Were
there a lot of difficult considerations to make?
Saito:We
did not just have to weave a story, but take into consideration the complex
history. We had to make sure every step was checked and double-checked. All
those little checks really added up.
Comparing it to the other expansions, would you say this
was the most difficult?
Saito:Original
content like Treasures of Aht Urghan
is different, because here we had to avoid contradictions with existing content
as well as allow new players to jump in and enjoy the game. New players who
start with Wings of the Goddess can then play the original stories and
think, gAh, so thatfs what happened.h We had to keep it consistent. As a
result, we felt we could not violate already established stories, but show you
things you had never seen before. For example, you can look forward to learning
more about what happens between Excenmille and Rahal of the Young Griffons.
Letfs move on to Bastok.
Saito:The
Missions in the present era tell of the rift that exists between the Galka and Hume races. That problem also exists in the past,
firmly engraved upon the Mythril Musketeers in the
form of rivalry between Volker and Zeid. Itfs a
serious theme and the person in charge of Quests agrees. Bastok
is a serious story with heavier subject matter. Itfs also a time of war, and Bastokfs storyline will move into the battle. Now, the
story has revolved around politics and such, but will continue like Windurst into the war itself.
Bastok certainly has a heavy theme, rife
with politics and corrupt maneuvering behind the scenes.
Saito:Itfs
a time of war, but there is a lot of other trouble brewing. Wefre looking to
develop a lot of startling revelations to surprise players.
The Scholar Adelheid seems to enter to picture a
lot. Will there be more story devoted to her in the
future?
Saito: I wonder? (laughs) She participates in
Campaign battles, and therefore will not become a key player in scenarios and
such. For example, therefs no way we could bump her off as part of the
storyline. She is standing around town and in Campaign battles, after all. Itfs
tough to say how far wefll take the character, but we can only do it a little
at a time. We wonder if maybe we overdid the appearance of this character a
bit. (laughs)
Next up, is Windurst. Wefve seen the full effects
of war, and the resulting state of the city as it progresses.
Saito:Thatfs
right, gitfs war!.h The capital had been invaded from the start, so itfs in a
state of poverty and disrepair. The person in charge wanted to create a scene
of constant action and upheaval; a daily sense of drama and chaos. We want
adventurers to become key players and affect history in ways that could not be
imagined previously.
Itfs the opposite of Bastok, in that they have
made those opening moves and developed into a full-scale battle. Or at least
thatfs how I see it.
Saito: There is still much to tell regarding Windurst.
There are more surprises in store, as well as some events that have been
foreshadowing in both the past and present.
A lot of material for this has been there since the beginning, right?
Saito:The
fascinating cast of characters has been established, and we can now detail
their actions in the past. Itfs a chance to explore what these people, with
whom you are already familiar, had happen to them. Windurst
has many characters with a strong sense of justice, so new faces like Warlock
Warlord Robel-Akbel and Lehko
Habhoka will appear.
Robel-Akbel looks like a villain at first
glance. Hefs quite mysterious.
Saito:Hefs
motivated by his own sense of justice. You will see more of that in the future.
Finally, a male Mithra, Lehko
Habhoka has made his appearance. What was the concept
behind this character?
Saito:Mithra
females are generally active and energetic, and we wanted males to be a
contrast to that. Mithra males are more aloof and
easygoing. In fact, we had the image of a male escort in mind, at first. (laughs) Itfs nothing big, but thatfs how we got to the form
they took. He will play more significance in the future.
Will he be limited to Windurst Quests and not
appear in Missions?
Saito: I wonderc (laughs) We cannot say for sure
at this point. He appears with Robel-Akbel, but there
are some things that will happen with him.
hTwo
Panelsh of Wings of the Goddess Missions Complete?
Moving along to Wings of the Goddess Missions, it feels like they are
only in their opening stages. What can we expect regarding the full scope of
the Missions?
Ogawa: Looking at it like a 4-panel manga,
wefve completed the first 2 panels. (laughs) (Here,
all the writers shout gWha?!h in disbelief)
Ito: Is it that bad?! (laughs)
Saito: Like 4-Koma, huh. (laughs) It may be 5
or 6 panels, but wefve done the first two. (laughs)
Ogawa: What I mean is, the third panel is in development, soc (laughs) Wefve opened up with the first two.
Missions in Treasures of Aht Urghan spanned almost two years. Can we anticipate that
volume of content here?
Saito:Yes,
you can. Think of it this way: the Missions and Quests will form a menu from
which you can select content. The story moves as one entity, but stretches out
amongst Quests. Together, they form the full volume of content. If the players
feel the same, we may continue with this format.
Lilisette appears in the new Missions. Will
she become central to the story?
Saito:They
call her the gMission Girl.h (laughs) Zilart has Lion, Promathia had Prishe, and Aht Urghan has Aphmau. Lilsette is an unabashedly active character. The Scenario
Designer wanted very much to show her dancing scene and the motion team worked
hard to make it. Please view it many times on replay. (laughs)
The battle difficulty of Missions and Quests is relatively modest recently.
Ogawa:Wefre
still in the opening stages, so things arenft so difficult as of yet. We think
itfll get progressively difficult from here on. Still, the final stages will
not require more than one party.
There are battle zones in Wings of the Goddess called gLair Areas.h
What are these places?
Ogawa:The
guy in charge of battle planning originally wanted areas gsimilar to Assault,
but more freely usable.h Rather than go through setting up an area for use,
they can be entered outside the scope of Quests and Campaign.
Therefs a lot of uses for an area like that.
Now that you mention it, I heard of a rumor regarding some trick with the
Sandworm NMc Unfortunately, I havenft seen it yet.
Ito:Only
a few people may have seen it so farc Probably because they
arenft looking for it. We want people to experience the trick for
themselves. It will suck you up. (laughs) We actually
wanted it to do this from the very beginning, but there was still some
experimenting required. Wefve now finished that and were able to implement it.
New NM triggers are always interesting. Are there any other little tricks
planned?
Ito: Yes, there are a number of things we would like to try. These things
take time butc wefre actually experimenting on something right now.
When will we be able to ride Chocobos in the
Crystal War Era? I think it would be a nice way to get around when the city is
under attack and warps are unavailable.
Ogawa:Wefre
actually thinking of adjusting the warp situation. We apologize for the wait,
but we are planning to lift the ban on Chocobos in
the past.
Can we expect battles with mounted knights as well?
Ogawa:For
the moment, wefre only introducing Chocobos available
for riding. As for new usesc I cannot say anything
right now. (laughs)
Can we at least ride armored Chocobos?
Ogawa:Yes,
that is what we are considering.
Putting It All Together:
Campaign, NPCs, Point Systems, and Medals
What can you tell me about Campaign and the
way it was structured?
Ito: If you look at the last Gamewatch Article
(Vol. 14) itfs about the direction we wanted to take with Campaign.
In the last Version Update, we were planning more NPCs
to explain the workings of Campaign. However, there is just so much information
to explain. Putting it all into nice, flowery text would just take an immense
amount of time to compose and subsequently translate. We eventually had to
abandon the idea for the previous update. Wefre discussing what we can provide
regarding this for the next Version Update.
If you introduce such NPCs, wefll get a solid idea
of the background of Campaign?
Ito:Even
after putting in these NPCs, we feel there will still
be a few mysteries left. If possible, we want to give players their own unit
commander to control: someone through who they can see results from their
chosen actions.
The ability of FFXI users is incredible. They figure out new content
quickly, too.
Ito:From
the beginning, we just wanted users to explore Campaign without us really
explaining anything. It was a way to let them play without restrictions. We
wanted to avoid forcing them into playing a certain way.
Therefs still a chance they will conform to a single style.
Ito: We put in as much mystery as possible. To invite players to gdo
whatever you like,h we sort of thrust them into this new world at first. From
there, their personal experiences could guide their playing style. Still, we
may be overdoing it with the lack of information. The aforementioned
gcommanderh NPC still hasnft appeared. (smile)
People who want to play that way might not have the confidence. Itfs possible some experimented is curbed because of the
risks it poses, and dissention from other players. It may be best after all to
add a little more direct control and clear explanation.
Ito:You
are right.
With the Campaign adjustments, where do you feel the difficulty falls
between glight-hearted funh and gintense battle?h
Ito: We feel there are an equal amount of people looking for intensity as
there are looking for a simpler fun experience. Therefore, we have to take both
sides into consideration. Itfs difficult to satisfy both ends in any single
update. The last update focused more on the serious player, and we will soon
add more adjustments.
Are you looking to achieve that balance with the constant strength
adjustments of allies and enemies?
Ito:Yes.
The size and scope of Campaign will constantly change in accordance with the
actions of the players. The Tactical Assessment has a large impact on this. It
acts like a vote that shows us what players are clamoring for.
Tactical Assessment is easily overlooked, isnft it? There
may not be that many votes submitted.
Ito:One
may think that the effect it has is small, but in reality, it has quite an
impact. The explanation given by the Tactical Assessment officer is somewhat
vague. We didnft want to simply write, gchoose this, and this will happen.h
How Do We Repel Beastmen Invading Cities?
Could we possibly get a hint as to how we can effectively repel invading Beastmen during these tough battles?
Ito: Think gTactical Assessment.h Rather than simply defending your own
city, if you dare to go on the offensive, you may be able to turn the tide of
battle. Cities are getting attacked frequently I believe, because the
circumstances to trigger an attack, i.e. beastmen
controlling the surrounding areas, is always fulfilled. If
you manage to take back control of one of those areas, than this will not
happen.
When a city is attacked, it directly hurts their war funds and technological
power. That country will then find itself in a downward spiral, and they have
to break that chain of decline. By taking back an area into their control, they
can once again store up war funds and make a recovery.
So, taking back a single area will make a huge difference?
Ito:Another
loss will continue the downward spiral, but troops that win get stronger, and
troops that lose get weaker. This refers to just that one set of troops. If a
unit that loses continuously, say a SandfOrian unit,
those soldiers will progressively get weaker. If no players arrive, they will
continue to fight, but they will be defeated soon after appearing. This creates
a spiral of enemy wins and ally losses.
Are you saying enemies and allies work on an experience points-like system?
So, supporting NPCs is a good way to build national
strength?
Ito:Thatfs
right. To make a comeback, there are also Campaign Ops. Depending on the type
you perform, you will improve different aspects. For example, repeatedly doing
soldier training in Campaign Ops will raise the average strength of your
soldiers. Similarly, if you perform Ops related to fund-raising and procurement
of goods, those things will be improved.
However, you cannot achieve a full comeback on Campaign Ops alone. To do so,
you must also change the military strategies of your nation. If you get things
flowing in the right direction, good things will happenc
The system really is complicated. (laughs) I donft
think players knew that ally and enemy NPC strength changed with the status of
the nation.
Ito:We
heard a lot about enemies being too weak at first, and after that, they became
too strong. Here we have a base level from which things can deviate, but the
range is not that wide. More importantly, when soldiers return home victorious
and level up, training them vigorously is a big part of strengthening them.
The Merits of Winning
Campaign
Basically, the merits and demerits from
winning or losing Campaign Battles are rather small.
Ito:In
the grand scheme of things, we want each area to have its own significance. We
canft just give bonuses to different jobs, because we would end up with certain
jobs only wanting to control certain areas. For example, in SandfOria
there would be a conflict of interest amongst the variety of jobs there. This
would certainly disrupt the flow of battle.
There are many jobs to consider rewards for, so we hope to implement a system
that will please everyone into each area. Still, we havenft reached that point
yet. There are many fine details to consider, such as unique Campaign Ops or
technological advances. It is difficult going over all these different options,
and we have thought about what we can and cannot do for a long time. If you
have any good ideas, please let us know. (laughs) Itfs
a delicate matter.
It certainly is difficult. But if they are implemented, players can have a
reason to voice their opinions through Tactical Assessment and decide where to
attack or defend. However, it if favored certain jobs and ignored others, it
could be a problem.
Ito:It
could. You would have disgruntled players refusing to take on certain areas. We
are thinking about this as we observe the number of controlled areas.
Like a salary that gets paid based on controlled areas? (laughs)
Something like gil would be
an equal reward for all players. Although the interest may be low, itfs a tough
call.
Ito:In
the later years, there are players who want to have almost all areas controlled
by the Allied Forces. If possible, we want to provide some positive effect for
all jobs if they manage to take every area.
I see. So this is the ultimate image you have for Campaign
Ito:First,
we need to achieve a balance and provide an experience for both light and heavy
gamers. After that, I want players to work hard and gain control. I want
unsupported areas to be taken from them. This was the state I had in mind from
the beginning.
So even the battle system and game balance are tied to either Tactical
Assessment or Campaign Ops, and if players get a better grasp of their
relationship, they can improve their nationfs condition. Furthermore, all that
must be taken into consideration when adjusting balance or adding new elements.
That sounds incredibly difficult to do. (laughs)
Ito:It
sure is. (laughs) However, we agreed to resign
ourselves to this fate when we decided to implement Campaign.
Why do you think adventurers and the Allied Forces are having trouble
holding their own at this point?
Ito:Because
of the workload, we havenft implemented NPCs to
explain more about Campaign, and perhaps thatfs one reason.
Yes, lack of information could be a factor. If balancing included the
proliferation of more information, couldnft the war situation really improve?
Ito:Yes,
it could. This confusion could have caused the current dominance of the beastmen. However, there are some who feel it isnft such a
big problem.
I see. I understand how it could be a positive thing. I
would be worried about calling it a success, however. It depends on what each
person enjoys. Still, there are a lot of elements that go into making it work
on a large scale, as well as for the individual.
Ito:Thatfs
true. In additionc there are people who just want to run around freely and do
as they please.
Even those people sometimes have demands thrust upon them by other playersc which is a shame.
Campaign
Tell about the various military weapons and contraptions that appear in
Campaign
Ito: Right now, there arenft so many that appear on the Allied-side of
things. The Beastmen Confederate can send them out
when they have the spare resources, because players and beastmen
actually function along the same system.
Beastmen have a plotted course of action, and using
serious military weapons hinders that plan, in that it takes a lot out of their
funds. Their use changes from week to week, one week they may appear, and the
next they may not.
I see, so itfs not simply random. The chance varies from week to week.
Ito:On
weeks when the beastmen are inclined to use these
weapons, it is to promote balance, rather than to continuously dominate the
other side. We didnft want them to appear frequently.
So they exist to maintain balance when necessary. What kind of situation
causes them to appear?
Ito:There
are certain NPCs that donft fight, but mainly run up
to the fort and perform actions. If you defeat them, these weapons most likely
will not appear.
As for the different contraptions and constructs, I think wefd like to see
more variations of those appearing.
Ito:
There arenft any yetc We want to tinker with the abilities of the current ones.
As with anything in Final Fantasy XI, we start by aiming for a target. We then
remodel our vision a little, considering what effect or damage it could have.
Wefve already completed that part.
The ideal situation for Campaign would be that things happen without people
having to be there. For example, a bomb get placed and
then it explodes. When it explodes, there will be people that are affected, and
people who arenft affected. Thatfs the kind of battlefield experience we wish
to create. So to that end, we are seeing if these machines should do this, or
do that, and how we can improve their function.
This is just me talking, but there are giant tanks available to only the beastmen. What if players could wrest control of them?
Wefre thinking about lots of new situations to develop in the future.
Once youfve achieved that game balance, I think people would like to play
with those giant war machines. Something like players
hitting a button to build one for themselves. I want some construction action
on the playersf side. Then by attacking it with magic, you store up magical
power, which it then releases upon the enemy. (laughs)
Ito:Sounds
good to me. (laughs)
Campaign Ops Based on
Nationfs Strength
The demand for Campaign Ops can be seen via
stars, and the rewards can change as well. How have these changes been
received?
Ito: There is the element of how much the nation needs it and also the
element of your standing. That forms the limits of what your reward can be. If
the demand is filled, your country isnft so pleased by itfs
completion anymore. More and better rewards will go to players who complete Ops
based on the countryfs objectives. People with low ranks can get more rewards
by doing Ops their country needs. We made adjustments like this during the last
Version Update.
The guy in charge said, gWell, if they keep doing Ops that their nation does
not need, then the rewards will be lower.h
I see what you mean.
Ito:Realistically,
there are a lot of people thinking, gHey! Even though I enjoy doing this particular Ops, itfs not going to be worth it!h
However, we adjusted it thoroughly, and added no negative effects to doing an Ops. We wanted Campaign Ops to be an aspect of Campaign
that could reward you at any time you wished to do it. It was planned as
something from which both low-level and high-level players could reap the
benefits.
Sometimes Campaign Ops arenft on the list. Is that because the demand for
them was satisfied? That can be rough, getting excited to do an Ops and finding
it absent from the list.
Ito:That
can happen when demand is satisfied, or the countryfs current battle plan does
not require the particular Ops. Also, Ops can disappear due to a nationfs
parameters. A loss of money could mean a loss of goods required to perform
certain jobs.
So orders for those Ops will not be issued?
Ito:Thatfs
right. If the nation cannot afford it, the mission will not be available. Even
if a nation is on the offensive, related Ops wonft appear if the funding isnft
there. Itfs like the real world: even if you need an employee, you canft hire
if therefs no money.
Thatfs a strict amount of realism. For example, say therefs a battle on the
streets of a city. The nation takes a lot of damage, and becomes weaker.
Campaign Ops are the key to recovery, but funding has been decimated due to
battle in the city and there are barely any Ops to doc Things just get worse
and worse.
Ito:Like
being backed into a corner. I hate to say it, but I feel like we really should
have added those explanatory NPCs in this update.
There are Ops you can do with 3-6 people. Now, say you get your group
together, only to find your desired mission isnft on the list. Itfs good to
have some penalties, but itfs always good to still be able to have func
Ito:Really,
the lowest ranked Ops are practically always available. Still, if the country
doesnft have the funding, even those can vanish. Perhaps we could do away with
thatc If we do so, game balance can change so easily, so we may have to be
ready to fix imbalances. The original plan was to really emphasize the
harrowing effects of war. Still, I think that is something we can take another
look at.
I see. Everything is linked together, like the severe repercussions of a
battle inside the city. The best you can do is try and
take back an area somewhere.
Job and Battle Related
Stuff, A New System to Aid Party-Building, Balrahnfs Secret Weapons. Aht Urghan
AF2, finally?
What are your current impressions of the jobs and battle systems? You
presented a lot of stuff at events last year.
Gondai:We
sure did. Right now, more than job balance, we are looking to develop and
expand each job as an individual role. We are continuing increase adjustments in
that regard.
Right now, to help people assemble parties easier, we are working on the
implementation of a new system.
This gParty-Building Aidh system is something completely new, right?
Gondai:If
I tell you any more, Ogawa will get mad at me. (grin) It
will help players to build parties and enjoy the game with friends. Itfs
something that wonft require a lot of preparation and allow for a more casual
playing experience. We feel itfll make playing a little easier.
How about the new Wings of the Goddess jobs, Dancer and Scholar?
Gondai:We
feel they have taken shape according to our concept. As we adjust other jobs
from here on, we will continue to take a look at them. First, we are going to
expand upon their merit points.
Merit Point Abilities were expanded from a limit of 3 to 5, right?
Gondai:Not
so much expanded, since we had planned for a maximum of 5 from the start. We
just opened it up fully last update.
So you started it at 3 to monitor the situation at first?
Gondai:That
too. We felt with a higher limit, many players would focus too much on getting
strong before enjoying other aspects of the game.
hMagic that allows Red Mages to melee more,h gNinja
hate-lowering abilities,h and gmore Avatars for Summoners.h
What do you have to say about these frequent requests?
Gondai:Changes
to increase variations in battle styles are being implemented with high
priority, but there are still more things planned.
The Monk ability gFootworkh is one way to add variation to a battle.
Gondai: Besides that, there is the Bardfs
gPianissimo,h that letfs people divvy out songs. Until now, you were basically
limited to two songs, but now there is reason to cast three or more.
As for a new Avatarc we canft say anything yet. (smile)
The appearance of Ixionc was quite the shock.
Ito:Ixionc
Itfs a high level notorious monster that occasionally appeared as an avatar in
past Final Fantasy games. We wanted to create a high level notorious monster
that moved around more freely.
Hmm, I see. Is Ixion the new summon for which Summoners have long anticipated?
Gondai:We
canft say anything at this time, but plans are in motion.
I seec How about plans for other jobs?
Gondai:Wefve
finally completed preparations for Aht Urghan jobsf AF2. It will only be for Aht
Urghan jobs at first, but if things go well, we will
be revealing it to you before long.
Will they be acquired through some new method or content?
Ogawa:That,
youfll have to wait and see. (laughs)
Zeni Notorious Monsters
You added a new battle system with gZeni Notorious Monsters.h
Ito: It was a concept of letting anyone trigger and challenge notorious
monsters. There is a grave challenge at the end of the road, but people can
really just fight what they want, whenever they want.
The ZNM triggers are acquired through battles, and the difficulty and party
size changes as well.
Ito: Thatfs right. Itfs like Light, Middle and Heavy classes of battles.
Party size requirements also change. Drops get better and better as well. We
were thinking along the lines of TufLia or AlfTaieu.
Treasures of Aht Urghanfs
Alzadaal Undersea Ruins are like that as well.
Ito:We
used more of a point-gathering concept here, thinking gCould we use the Soultrapper for this?h and allow the player a lot of
freedom. Together, these events comprise the compilation that is Aht Urghan, so we hope you enjoy
them.
Balrahnfs Secret Weapons, Adjustment Repercussions, Serpent
General Gadalarfs Quest, etc
There are many people complaining about the
harsh requirements for Balrahnfs weapons.
Ogawa:That
opinion certainly is prevalent. The quest now is just the first half, and once
we implement the second half, we will look at adjusting them as a whole.
So therefs still a second half to be completed. Donft tell me it will be
even more difficult than the first.
Ogawa:It
is mostly there to close up the story, so it will not be as difficult as the
opening half. We do understand there are severely high requirements in the
first half, and we will look into it.
Saito: Wefre aware of peoplesf reaction to it.
How about a Serpent Quest for Gadalar?
Ogawa:We
apologize for keeping Gadalar fans waiting so long,
we never forgot about them.
It feels like this will be the last quest; you have really outdone
yourselves with the series, havenft you?
Saito:Yes,
wefve put a lot into it. People might see a much different Gadalar
than they are used toc (laughs) But please bear with
us a little bit longer.
Are there any plans to continue adding on to Nyzul
Isle Assault?
Ito: We thought about it, but then we added Balrahnfs
Secret Weapons. Before adding brand new content, we feel we should focus on the
new weapons, as well as increasing the rewards gained from Nyzul
Isle.
For example, besides the Balrahn weapons, maybe
some other weapons we can strengthen. It will provide various goals for people
to strive for.
Ito:Thatfs
the kind of thing wefre considering whether or not to implement. But we need a
reason before just adding new stuff to Nyzul Isle, so
itfs on hold for now.
Fellows can now be called in the past, but will this become part of the
Fellowfs story, or is it simply for fun?
Ogawa: Basically, it was to give you more areas in which to play with your
Fellow. So many people wanted Fellow available in Aht
Urghan areas, but they are so full of camps, we
wouldnft allow it. Now we have the past. Therefs still the possibility of a new
story, but there are currently no plans for it.
Closing Statements
Please give us some last words for the players.
Ogawa:Now
that Mog Bonanza has ended, and the hot summer is
upon us, there will be several seasonal events and an update coming near the
end of the year I think everyone can enjoy.
Saito: Missions and Quests still have a long way to go, so stay with us
until the end. The animation and event teams have always strived to create
content to surprise and wow our users. Please look forward to it.
Gondai: For jobs, we want to make more
adjustments and create a smoother playing experience. Letfs work together to
achieve that goal.
Ito: We will be working in earnest on developing Campaign and overall battle
content. I hope you continue to enjoy playing.
Thank you very much.
Special Short Interview
with the busy Tanaka Hiromichi
The Legal Issues of a Mog
Bonanza Live Drawing
How was the 6-year anniversary Mog Bonanza?
Tanaka: We got a huge reaction. And then afterwards, we got the opposite
reaction. (smile) We could not broadcast the lottery
drawing. We wanted to set up a camera and show the drawing, but it turned out
it could be misconstrued as gambling in other countries. Thatfs why we couldnft
make it more public, but we still enforced a strict selection process. We even
took a video and really want to show the public.
What kind of selection method did you use? Did you just draw lots?
Tanaka: We announced the winning number in-game at 7pm, but before that, at
6pm, we gathered in the conference room and drew the lottery. There were a
variety of methods. A ten-sided die, drawing a playing card, pulling out a
Bingo ball, scratch and win lotto cards (laughs). We went from person to
person, doing each digit separately.
What a waste that you canft show that to the public. Everyone is very
interested in seeing how you picked the numbers.
Tanaka: I know, we wanted to cry when we found out we couldnft. Wefll have
to rethink the selection method and just do a quick pick next time. By the way,
we have some statistics of what numbers people bought. 77777 was the most
common, with 11111 after that. The top ten are pretty much all like that.
What about the next Mog Bonanza?
Tanaka: We donft want it to end here. Still, we have to reevaluate some of
the methods before doing it again and tackle those legal issues. Just in
At
Tanaka: Thatfs undergoing some serious development. It will take a little
more time. Once the technical stuff is set, I can tell you more.
How goes development of content for mobile phones? Chocobo
Raising and other Chocobo-related content would be
fun.
Tanaka: Way back when, maybe 3-4 years ago we thought so. We presented to
plan to add chat and Auction House functions to mobile phones. However, we
ended up canceling those plans. There were technological problems, and issues
setting up a payment system.
Things have improved since then, havenft they?
Tanaka: They have. At that time, there was no gunlimited data transferh
phone plan available. Itfs something that could work now, but I guess it was
ahead of its time. (laughs)
Recently, Koeifs online title has gone in that direction. You can perform
actions in-game using a mobile phone.
Tanaka: With that ability in mind from the design phase, it isnft so hard
to implement. But trying to retroactively add that content to the game would be
a different story altogether. The idea has pretty much been abandoned.
Looking at the future of FFXI as a whole, many wonder if there will continue
to be significant development.
Tanaka: There will! Perhapsc or maybe not. (laughs) But, well, Wings of the Goddess updates will
continue for at least another year, and Missions have a long way to go. Therefs
also the upcoming gPrivate Dungeons.h
Any last words for the players?
Tanaka: The next Version Update will bring lots of new stuff, but it a long
ways away. Please stay with us.
Thank you very much.