“Now we have a dream group on 16” – Remaining Fantasy XVI Developer Interview


Even if you do that job for fairly a very long time, it’s uncommon that you just get such a powerful sense of continuity with a single developer. I really feel fairly fortunate to have that with Naoki Yoshida, producer of Remaining Fantasy XVI, nevertheless. 

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In my preparation for a gathering with the legendary boss of FF14 to speak about his group’s newest recreation, I reread the transcript of our first assembly – virtually twelve years prior, when he first took over Sq.’s beleaguered MMO and launched into a worldwide apology tour. RPG Web site was one of many shops Yoshida spoke to again then, when he was a relative unknown promising to work a miracle on a really damaged recreation. 

Quick ahead to 2023, and he’s within the massive chair: producing the most recent main-line Remaining Fantasy, backed by a group of veterans from throughout the corporate. Two of these veterans – artwork director Hiroshi Minagawa, and localization boss Michael Christopher Koji Fox, flanked Yoshida within the interview room. The dialogue touches on fan expectation, hopes, fears, what units FF16 aside – and plans for the long run.

Right here’s the chat in full. The dialog has been edited for readability.

Michael-Christopher Koji Fox, Naoki Yoshida, and Hiroshi Minagawa from the Final Fantasy XVI development team.

Michael-Christopher Koji Fox, Naoki Yoshida, and Hiroshi Minagawa from the Remaining Fantasy XVI growth group.

RPG Web site: Simply whereas I arrange, I simply wish to say — I’m actually impressed by the way you’ve tried to string the needle between Remaining Fantasy and one thing new. It’s a giant swing to take!

Naoki Yoshida: I imply, I have been working with you for therefore lengthy on protection for FF14, so we have been actually, actually to see the way you responded to FF16 – in order that’s nice to listen to.

RPG Web site: Nicely, y’know, on that subject – I went again to our first interview – which was over 11 years in the past now…! What’s actually spectacular is that in that interview we talked about what you’d wish to make for those who made a single participant Remaining Fantasy recreation. This was proper as you began on FF14.

And also you stated… “If I do work on a single participant recreation, there’ll nonetheless be an essence which you can compete with others. Via a ladder system, perhaps.” And you have accomplished precisely that, have not you, with the problem stuff, which has on-line leaderboards? You stated it 11 years in the past; you probably did it!

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Yoshida: Phew! I am glad I stated that… I am glad that I adopted by way of! [laughs]

RPG Web site: So right this moment, a giant a part of it’s seeing RPG stuff. Now we have a saying amongst our workers, which is ‘every thing is an RPG lately’. Even proper now – I previewed Avenue Fighter 6, and the single-player there’s a full-on RPG. Zelda is extra RPG-ish than it is ever been. There’s Star Wars Jedi Survivor not too long ago.

You in the meantime have Remaining Fantasy, which may be very historically an RPG, and also you’re transferring it in direction of motion. So it is such as you’ve obtained these video games coming from the motion axis and turning into extra RPG, and you are going the opposite method from RPG in direction of motion… and also you’re kind of assembly within the center. So how do you just be sure you do not find yourself misplaced in that muddle? How do you stand out in that area?

Yoshida: It is fascinating, however I feel that everybody is type of aiming for a similar kind of issues. So you’ve got these very traditional hardcore video games which are like ‘okay, we have to make ourselves a bit extra trendy, we have to herald these motion components. Then you’ve got these motion video games which are like, ‘yeah, however individuals actually like these RPG components, so we type of have to go this manner…’ And so everybody’s type of like – there’s this window of that good mix that everybody’s aiming for.

I feel what units Remaining Fantasy XVI aside is that we targeted… Once more, whereas we’re transferring to motion and we put plenty of effort into creating motion, it is obtained to be concerning the story. Remaining Fantasy is concerning the story. We put our principal focus, much more than motion, on that story. And also you look again on the earlier video games, at FF15 – that they had their story, however it wasn’t full. After which they attempt to make it full, after which they promise some extra story, however then they do not give us the story…

And so that you had lots of people that went into the sequence wanting us to offer them a terrific story, and so they did not get that. And lots of people have been disenchanted in that. Like, even when they favored the sport, they’re left wanting as a result of a type of principal pillars of the Remaining Fantasy sequence, tales, was not given to them. And so we wished to guarantee that we had our in the beginning deal with the story and we predict that’s going to set us aside from all these different video games on the market. In these video games, sure you are going to have motion, you possibly can have these RPG components… However are they going to have a narrative that’s as participating as FF16’s story? I feel that is what units it aside.

RPG Web site: And that actually brings me on to Minagawa-san, as a result of you possibly can’t actually inform a narrative like this with out the artwork being proper for it. After I got here in I stated about threading the needle – and it feels to me like artwork is without doubt one of the areas the place that’s most acute? It maintains that kind of Remaining Fantasy, Japanese vibe, however it’s undoubtedly obtained a tinge in direction of Western fantasy worlds too. How lengthy did it take you within the course of to search out that stability?

Hiroshi Minagawa: It in all probability comes from in my expertise, having labored on FF12 and FF14, and likewise having a group that labored on those self same initiatives is that we have been simply creating one thing that felt proper to us. Due to that, we had an excellent basis that we may construct upon. However on prime of that, I feel there have been two issues that we discovered essentially the most difficult – and that we thought that, you understand, was actually necessary to this and that we wished to problem ourselves with. 

First was creating very real looking characters with a really real looking facial movement – and having the ability to have all these completely different expressions and inform a narrative by way of these facial feelings. It was difficult us to create one thing that is very, very pure. One other factor was lighting. Quite a lot of our workers wasn’t prepared for this, and so we needed to be taught on the fly. And we realized quite a bit with this as a result of we put plenty of effort into creating one thing that is going to be spectacular.

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Yoshida: I imply, for those who have a look at the core members and and never identical to the leads but additionally the individuals which are working beneath, you have obtained just about all people labored on the FFT, everybody who labored on FF12, FF14 – and so you’ve got these those who love these forms of video games and created these forms of video games, they have been all coming collectively and the result’s that now we have a dream group on FF16.

Minagawa: For the cutscene group lead now we have Takeo Suzuki, alongside others coming straight from FF12. 

The English voice cast recorded first, which is also a first for the FF series.

RPG Web site: Koji, this one’s really roughly for you. So, I’d say you at the moment are arguably essentially the most important non-Japanese contributor to Remaining Fantasy since Nasir*, proper? And, you understand, that is not a foul particular person to be behind, because the sequence in all probability would not exist with out him. So how does that really feel? Do you are feeling the stress? And for the others, I am curious what they most like about what having somebody such as you be so outstanding brings to the desk.

* Editor’s Notice: Nasir Gebelli, the Iranian-American lead programmer on FF1-3 – a person thought-about so important that when his Japanese visa expired part-way by way of FF3’s growth, the Japanese group adopted him again to the US, and completed the sport there.

Michael-Christopher Koji Fox: First off, I’ve by no means considered myself in that type of place earlier than…!

RPG Web site: After all not! I am right here to level it out although…

Koji Fox: [laughs] I imply, it is simply… I joined Sq. Enix… 20 years… I imply, the day it was Sq. Enix was my first day. I interviewed with Sq. after which they joined, and it was like ‘oh, now I am working at Sq. Enix, hooray!’ However since then it is simply been, you understand, you be part of the challenge and the challenge is not only you. It is everybody and also you’re part of that group and you do not actually consider your self as, y’know, ‘I am somebody completely different’. I am identical to one other particular person within the group.

And I feel that is additionally been actually cool as a result of the groups have actually, actually welcomed me. I have not felt like I was, you understand, the one gaijin on the challenge – and once more there’s you understand Sq. Enix does have plenty of builders from all all over the world. There’s not quite a bit, however they’re there. They usually’re doing nice works in a lot of completely different fields like artwork and know-how and programming. 

However that stated, it is as a result of the group has accepted me and allowed me in and allowed me to have this freedom to deliver my data but additionally my love of the sport as nicely. As a result of, once more, that is the factor with plenty of the builders is that all of them love Remaining Fantasy. All of them love the sequence, and so they all find it irresistible for various causes. And we have all performed the video games.

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After we develop we additionally suppose like – ‘If I used to be a participant, would I like this?’ That is me, each single line that I write. I am pondering if I used to be on the opposite finish of the controller if I would be like ‘That is a terrific line’, or ‘that is a horrible line’, and that impacts what you do.

However yeah – it is humbling. However now that you just point out it, it is plenty of stress! And it is solely plenty of stress since you simply talked about it, as a result of I hadn’t considered it earlier than, and now I’ll be desirous about it each single day for the remainder of my life. [laughs]

Yoshida: I feel he is an actual absolute celebrity developer. I feel he is the American who does essentially the most work of all of the People I’ve met. In reality, I feel he is the American on this planet that works essentially the most! [laughs]

Minagawa: From the design perspective from my aspect as nicely, I haven’t got that many alternatives to work with Koji-san straight, however one of many issues he was an enormous assist with is that this when it comes to brand design. After I’m like, look, I would actually like a local English speaker’s perspective on this – what do you consider this? What do you consider that? It is identical to on the finish of the day, irrespective of who you ask,, it is like ‘Koji-san will type you out – go and ask him, he’ll set you straight.’ Whether or not that is the font or the emblem or something – I simply could not do it with out him.

Koji Fox: I — no, you could possibly – you could possibly do it with out me! [laughs] I am simply telling you concerning the fonts, proper?!

FF16 features a full-blown action combat system, in part as an experiment to appeal to a new audience.

RPG Web site: Doing an internet site like RPG Web site, we sit on the axis of your viewers. We have followers of classic-style RPGs, but additionally we have Mass Impact followers, Elder Scrolls followers, stuff like that. It looks like FF16 wish to enchantment to either side, proper? So what would your message be to the followers of the extra conventional RPGs that FF has traditionally appealed to, and in contrast what would your message be to those that just like the extra real-time motion targeted video games?

Yoshida: We’ve not actually considered what we would say to the Western RPG followers or the traditional followers, as a result of… we have simply created a recreation that is for everybody. We have created this factor that is combining the most effective of RPG, combining the most effective of motion, including a narrative to that… after which you’ve got this real-time motion RPG that is going to be hardcore but additionally actually accessible to followers that perhaps aren’t good at motion video games – whereas including a bunch of RPG components as nicely. We’re type of creating this factor for everybody, and never placing it in a sure compartment. 

It is simply because we have accomplished it this manner since FF14, as you understand. Sure, we’re an MMORPG, and there is some people who find themselves like ‘argh, I do not wish to play it ‘cos it is an MMORPG’ – however we’ve not created it any otherwise than an everyday Remaining Fantasy. It simply occurs to be an MMORPG.

RPG Web site: That makes good sense. For what it is price, I’ve seen you speak on the subject of the style definitions in different interviews – about phrases like JRPG, WRPG and so forth – and I feel a part of the explanation the media makes use of these buckets a lot is that the customers are additionally fairly connected to them.

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That is the fascinating factor – the factor I am unable to wait to see with this recreation – is seeing expectations get shaken. Is that thrilling for you? What are you on the lookout for within the reception? Will success be judged by way of present FF followers, or in what number of new followers you make, or one thing else?

Yoshida: My largest factor, and I assume it is my largest fear – however the one factor that I’m on the lookout for is how individuals consider the story. I wish to know the way individuals suppose once they get to the top of the sport and so they’ve completed watching all the way in which to the top of the credit, and what they really feel at that second. How will they really feel? That is what I wish to know. I wish to know if they’ll say, ‘this was the best factor ever’, or ‘this was a extremely fascinating story’. I am simply ready to see how the followers react to the story, as a result of that is what we have put a lot effort into.

After all it will be fascinating to see what these hardcore motion avid gamers consider the methods, what Remaining Fantasy followers that perhaps don’t love motion make of this new type of play… these are all issues that I am additionally fascinated with studying about. However when it comes all the way down to it, all I actually wish to know is what individuals consider the story.

FF16's story will come to a definitive end, but that doesn't mean it's the last we'll see of this world.

RPG Web site: Because you’re speaking about ending the story… you guys have loved having the ability to work on an MMO, proper? The fantastic thing about an MMO is no matter you are crafting, you have all the time obtained one eye down the tracks. In case you give you a pleasant story thought, you possibly can suppose, nicely, we’ll increase on that later. That is clearly completely different. You are constructing one thing with a starting, a center, and an finish.

Y’know, perhaps you may do some DLC, or perhaps you may even take into consideration a sequel or one thing. However that is it for now, I assume. So… how was that? As a result of that is obtained to be fairly a change of tempo coming from 14, the place I am positive in lots of circumstances you are engaged on an enlargement and pondering, ‘this is the seeds of one thing to make use of in ten years’. You are delivering this factor full, entire, on day one.

Minagawa: For me, the most important factor was that as a result of we all know there’s an ending… you possibly can work all the way in which as much as collapsing figuring out that there isn’t any work after that! [laughs] There’s not going to be one other patch right here that does not get accomplished for those who collapse. You may work as onerous as you possibly can… after which collapse, figuring out that you just’re lastly accomplished!

Yoshida: [laughs] For me, it is really not likely completely different. I type of strategy the FF16 story the identical method I strategy expansions for FF14. 

I feel script is one thing that does not give all of the solutions on the finish. It invokes plenty of emotions. It makes individuals suppose… it leaves a bit little bit of doubt there on the finish. You are going to have finality in the primary beats of the story, and you are going to get these solutions. However there’s all the time going to be that door left open a bit bit to get individuals pondering. 

Transferring ahead, when individuals get the sport and so they play it, and so they find it irresistible sufficient that they wish to see extra… We have left the door open a bit — simply sufficient in order that we are able to proceed and may present extra. However for what you are going to get on June twenty second, it is going to be an entire expertise that you are going to have the ability to get pleasure from from starting to finish. 

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RPG Web site: Nicely, that is about our time – thanks, guys. Beautiful to speak as all the time. 

Yoshida: Oh – how far have you ever made it right this moment?

RPG Web site: I’ve accomplished the primary story bit that is obtainable to us, so now I am within the open-ended space – I’ll have some extra of an discover now…

Yoshida: So what you have performed right this moment… it is in all probability solely a couple of seventh or an eighth of the sport. Round that a lot. So there’s much more – and it will get loopy because it goes! Hopefully we’ll be sending you a code so you possibly can play extra…! [laughs]

RPG Web site: Thanks once more on your time. Let’s not depart it so lengthy earlier than the subsequent time!