![]() New York: It’s hard to become the director of Final Fantasy games, as it is most likely, and more difficult. PSB: How did the rest of the FFXVI development team decide? To ensure that development of XVI didn’t affect that of XIV, we selected a very small group of core team members to start with, and over the course of several years, slowly and carefully changed the entire team from the start to the final finish of our new game, until we had full team assembled. I was worried that if I became director of XVI, fans of both games would have good reason to believe that I didn’t give all of the attention to either project. But, as you probably know, I am already the producer and director of Final Fantasy XIV. I was delighted to announce that the company would decide which section I named Creative Business Unit III is the company that will handle the next production to the FF series. But, without a doubt, the reality is, a second, even an old and new world. Is this your current reality, now you know why the question came up when a new mainline entry was asked? I, after your initial comment, said Thank you. We hope that all of you are eager to take care of it. The whole development team has come together under the direction of Hiroshi Takai, to make that dream reality. I wanted to recapture that feeling in XVI, but with the latest in game design and modern technology. Whenever I began to decide what to do with Final Fantasy XVI, I thought back to what time I played the original Final Fantasy, and remembered how it felt like I was acting like a movie. Because of that, gamegoers and fans of Final Fantasy have quite different ideas of what a game should bebut to me, rather than ones I mentioned.Įach new film needs to be the very best play, which the director at the time could play together. ![]() In the years of the game and its history, it has always been the guiding principle that every new installment should be the best possible game that the director can put together, no matter how the game world, the characters or the battle system changes. Naoki Yoshida: I guess the core of a Final Fantasy is a deep story, deep gameplay, cutting-edge graphics, and cutting-edge sound as well as chocobos and moogles, of course. PlayStation.Blog: What do you think are the core tenets of a Final Fantasy? Did the development team look at past titles of this series for guidance or inspiration when building FFXVI? Naoki Yoshida, Production of Final Fantasy XVI. He is speaking at the turn of the phone, and was asked to design the first novel on the mainline, Endgame, and his favorite Summon. Here, we understand a personal perspective of his own. Production leader Naoki Yoshida guide us through all three here on PS.Blog. It became known about their world and characters in the early days, and it was a bit difficult to see, and, more recently, a deep dive into gameplay, as well as the huge release window. For those interested in more of the much anticipated Final Fantasy XVI, your wait has now over.Īs you did, you probably pored any text, any screen and any trailer since the first announcement of the game was in 2020.
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