Yochida spiega brevemente cosa è andato storto, a suo dire, con FF14.
In primo luogo spiega perchè FF11 è stato un successo:
Final Fantasy XI, Square Enix's other Final Fantasy MMO, was developed as a game where Final Fantasy would meet EverQuest—the top MMORPG of the day. In fact, according to Yoshida, the entire staff played EverQuest for at least a year while developing FFXI, trying to figure out just what exactly made it work so well. "I think it would've been good to do the same thing [for the original FFXIV]."
In Yoshida's opinion, the reason FFXI was a success is that it took the areas where Final Fantasy was strongest—cutscenes, dramatic scenarios, and story-driven content—and input them into an EverQuest inspired framework.
Per FF14 invece avanza l'idea di come sarebbe stato il gioco se avessero incrociato FF con World of Worcraft (specchiando quanto fatto anni prima con FF ed EverQuest):
However, when the original FFXIV was in development, the goal of the project was simply to make a game that was different from Final Fantasy XI. Yoshida feels that the creators didn't recognize that the global standard of MMOs had been significantly raised in recent years. He would have suggested a different path for the game—one that mirrored FFXI's own creation. "I think it would've been good if they tried seeing what happened if they turned World of Warcraft into Final Fantasy. So, because they tried only to make something that was 'different from FFXI,' they ended up with not much of anything."
Tornando a A Real Reborn, Yoshida se ne esce con la più apocalittica delle previsioni:
"We won't make a mistake like FFXIV again—if we did, it would be like at the level of destroying the company."
passando ad una intervista di 4Gamer ad Yoshihisa Hashimoto, riportata sempre da Kotaku, riguardo il Luminous Studio, il nuovo motore grafico proprietario di SE su cui è basata la demo Agni’s Philosophy.
Hashimoto spiega che nonostante ormai vada di moda usare engine di terzi, Square Enix è una delle poche a preferire una tecnologia proprietaria:
“In reality, when trying to do something a little unusual [using a third party engine], it becomes necessary to engage in negotiations with the company who created it, perhaps asking them to improve or extend some of the engine’s capabilities,” he explains. “The process is inefficient, and becomes a shackle to the artists. Therefore, with the technical side of Luminous Studio under our control, we can fashion an environment which allows our creators to let loose their full capabilities.”
"Luminous Studio was not created for the sole purpose of making triple-A games. Luminous Studio itself will not only be used to power PC and console games, but also used for smartphone, tablet, and looking even further ahead, cloud-based platforms. The aim is to broaden the vision of the company, and establish a better integrated game development environment.”
Alla domanda se SE ha già in serbo un nuovo titolo basato sulla tecnologia vista in Agni’s Philosophy, Hashimoto risponde:
“Yes, I think I can tell you that we’ve already entered that phase.
However, the engine itself is not yet fully finished, so we’re not working on anything full-time. Right now arrangements are being made as we prepare to work using the real thing.” An engine, of course, is only half the battle, and Square Enix’s Japanese studio will need to produce games of a higher quality than the likes of Final Fantasy XIII to justify what is surely a considerable R&D investment."
Qualcuno ricordi ad Hashimoto che qualche settimana prima a questa intervista, Square Enix siglava un accordo a lunga scadenza con Epic per la licenza di Unreal Engine 3 e 4.
E restando in tema Luminous Engine, in una recente conferenza a Tokyo Square Enix a sintetizzato la seria Fina Fantasy in 5 "key points" quali:
-Change and Challenge
Da chiedersi dove siano finiti il secondo e il terzo punto negli ultimi Final fantasy...dei totali missing in action.