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Ff 142/25/2023 ![]() We wanted to establish what kind of gameplay experience we wanted to provide to our fans." He then had to ensure the development staff were up to the task. "I couldn't get a straight answer of what kind of game they had wanted to make," he said, "and so we needed to start from there. He began by interviewing the development staff of the original FF14. Yoshida points to three primary reasons for FF14's failure. When designing FF14, Square Enix succumbed to the pressures of having to succeed a second time. But great success, Yoshida said, can breed great failure. See, Square Enix had experienced eight long years of success with its first MMO, 2003's Final Fantasy 11-so much so that it wanted to replicate that accomplishment by making a new MMO for a new generation of gaming hardware. ![]() How did the company fail to see that its Next Big Thing suffered from mortal wounds? And once it had no choice but to look, how did it then proceed with releasing that game into the wild? The answer, according to Yoshida, was hubris. ![]() What's not been said, however, is how Square Enix originally created such a junky MMO for one of its most important franchises. He succeeded (more on that later), and much has been said about how great A Realm Reborn is. Immediately after FF14's initial launch, Yoshida was brought on to restructure the development team and rebuild the game from scratch. ![]()
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