Final Fantasy 14 (2010)
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After celebrating its tenth anniversary , Final Fantasy XIVis moving full - steam ahead into its in vogue enlargement , Dawntrail . The upcoming content will see the story reroute into undiscovered territory and a tonic main seeking storyline , but as usual , what ’s on most players ' thinker is the insertion of two brand name - new occupation in the mannikin of Viper and Pictomancer . Those change , coupled with the requisite substantial reworks for existing jobs to bring them nigher in credit line with the design team ’s vision for balance and chance for playfulness , have madeDawntraila must - watch developmentduring 2024 .
With the liberation escort now passing close , Screen Ranthad the chance to attend the North American stage of theDawntrailmedia tour . There , we play six hours ofFFXIVDawntrail , enter in a young dungeon , exploring a few debuting venue , and getting a feel for both coming jobs . We also had the chance tosit down withFFXIVdirector and producer Naoki Yoshidato talk over a few red-hot - button subject heading into the secret plan ’s launching .
Screen Rant has speak to Naoki Yoshida , also known as Yoshi - P , about the future of FFXIV , cultural representations in Dawntrail , and more .
We chatted job equipoise with thenew Viper and Pictomancer additions , the existence of midcore subject and how to impart more of it , and player calculate before of the release ofFFXIV Dawntrailand beyond .
Design Space In FFXIV’s Job System
How Difficult It Is To Design DPS & Other Roles
Screen Rant : There ’s two DP jobs this expanding upon . Is that the design space that you feel like has the most distance to research as time has gone on ? Is there a role in particular that you find like has the most restrictive design space - one that you ’re kind of sample to work against and figure out with as these expansion tramp out ?
Naoki Yoshida : So in terms of the different roles , and the aim space for creating Modern jobs within those specific roles really does n’t change , depending on the office . What our biggest challenge though , is whenever we ’re think of or designing a new line of work , is " what kind of weapon will this Modern job carry ? "
Whenever we are think about the different theatrical role and the jobs that outfit in those category , we do n’t look at it from a perspective of whether it is easily expandable or whether it ’s less restrictive or things like that . It ’s more about we wait at the dissimilar class within the roles and then kind of see what the balance wait like and kind of go in order [ of the most recent roles flesh out on with new task ] .
Image made by Katarina Cimbaljevic
Of naturally , an elaboration expiration is a very big upshot for an MMORPG plus , introducing new chore is definitely an appealing point for the players . Whenever we look at role balance , we already have an established rule where DPS is the most used role , so we will always have one job that will be in that DPS class [ every enlargement ] .
Two enlargement ago in Shadowbringers , we introduced Gunbreaker , which was a tank role . With that , we now have four job within that tank class . And then with Endwalker we put in Sage , which made the healer office have four dissimilar task . Going in order , of course Dawntrail would have another stateless person . When we count at the different category within DPS , we see our caster , or the magical ranged stateless person , only had three , so we kind of filled in the blank there . That ’s why we have the Pictomancer . Of course , Viper is a battle royal DPS , but when look at the different melee DPS we recognize that Ninja was the only one who had the dexterity stat as its precedence characteristic , so we kind of filled in the gap there . I imagine that ’s the system of logic behind how we get to them .
If I go any more into item , I think players can start speculate and guess what ’s coming in the upcoming expansion beyond Dawntrail . In any case , we reckon at the balance of the roles and ensure that it ’s equally distributed , based on the players and what we choose as the new job .
Custom Image by Lee D’Amato
Defining & Adding FFXIV Midcore Content
Appealing To Players Between Hardcore & Casual Options
Screen Rant : One of the discussions I ’ve notice from the residential district leading into this expansion is on mid - core mental object , kind of defining what is in the midriff of in high spirits - end difficult depicted object and the easiest , most accessible content . I ’m wondering if the team has an internal definition of what that middleground is , and how much of a priority it is heading into this expansion ?
[ At this pointedness there ’s a back and off between Screen Rant , Yoshida - san , the translator , and staff to help define what the question means by " midcore " contentedness . ]
Naoki Yoshida : That actually ties into what we were discourse this morning at the presentation , when we said we desire to enhance that multiplayer experience . Since Shadowbringers , we were try out to focus on efforts to get new players - as many newfangled participant as we can - in [ to FFXIV ] , so we concentrate on enhancing features that will allow for histrion to enjoy the game solo , or with a little radical . More free-and-easy cognitive content . That was the groundwork that we were trying to do to take in more people .
We kind of agree that to players who ’ve been with us [ for multiple expansions ] , it feels like we ’re lacking in that kind of midrange content . So once we have finish that groundwork - which I think we have , through Shadowbringers and Endwalker - we have a lot of multitude that joined Final Fantasy 14 . Now we can focus in on that variety of midrange subject that many player can arrive in and play together . From here on out , we will be preface more content that will permit for groups to enter .
Ideally , I think the definition of more difficult subject would be an Extreme Primal Battle or Extreme Trial … but some masses might regard that as easy . It is a little bit difficult now that we do have more people - the definition of what is hard content versus more casual content is a little less percipient nowadays . I think that also leads to our stress now moving onward , with bolstering multiplayer content , whether it be the lineament that we ’re providing and also the quantity of cognitive content that we ’re delivering .
FFXIV Player Count In Dawntrail & Beyond
Why Yoshida-San Doesn’t Think About It Too Much
Screen harangue : You ’ve say that we ’ve move out of the phase of this fast-growing player enlargement that was being aim for . I ’m just wondering what the anticipation is for Dawntrail ’s player number . Do you still foresee it arise as explosively as the other expanding upon have ? Or do you really expect it to taper off and kind of focus more on the people who are already invest in Final Fantasy 14 ?
With strain to uphold output , as well as longevity , and making certain that the game is surviving - all of these thing for an MMORPG are quite difficult . If I am affected by how the player numbers of that particular minute go up or down , if I ’m frantic or sad with how the number go up and down , it will not work for a long - term view .
I conceive we also touched upon this when we were talking about how we focused a lot on single - player , solo content , and casual content , throughout Shadowbringers . We also do n’t want to skew too much into focusing on our exist thespian either .
Of course , throughout 7.0 and the 7.X patch series , we want to now repel the musician that amount in with single - player content to kind of unify into how the exist players have been spiel the multiplayer content- to get experience encounter with other hoi polloi . With that , I think that will also allow for players to get excited about " while there ’s a lot of people get fun on that plot , " and it might motivate other players to follow and get excited with the plot itself . I recall I ’m looking at it from a retentive perspective . It ’s more like a three or four year span versus this next launch of an elaboration . " I ’m scared of player numbers decreasing or plateauing , " that ’s not what I ’m looking at . I ’m looking at more " well , will hoi polloi jump into the game and enjoy it enough to stay with us for the next three to four year ? "
That sound out , the exponential growth that we saw from Shadowbringers to Endwalker , I think was partly due to the pandemic . People were not able to leave their homes , and through Final Fantasy 14 , they were able to connect with friends and make new champion . A set of media and actor content Creator were cite their experience of being able-bodied to link up and stay social with friend via the game . At the same time , a lot of prominent content God Almighty picked up the game and did some live streams on their distribution channel as well . So I think that was an contribute bonus to the explosion of histrion . So if I were to say , " Do I wait growth in that same plate ? " I would n’t expect it . I guess it might be less aggressive than that stop .
But I believe even if we do see results that are less than optimum , we wo n’t get discouraged . We analyzed it and we knew it was come , and I do n’t want to put unneeded insistence [ on the team ] that you must perform 120 % more than the last year ’s carrying out . My precedence is to focus on making certain that the players are quenched , verify we ’re give birth a game that our players would want to come back to , and to continue our live services with that in mind .
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