Final Fantasy 14 Analysis

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Final Fantasy 14’s Director Talks About The Reasons For Its Failure How It Was Fixed Naoki Yoshida, director of Final Fantasy 14: A Realm Reborn, discussed where the original game went wrong, and how he and his team tried to save and rebuild the whole game from the ground up. “…that will probably be a big mistake.” Final Fantasy 14 left a bad impression after its initial release. The game gained extremely negative comments from gamers and press alike, up to the extent that it was considered one of the worst games of all time until A Realm Reborn erased it from the list. Several complaints were noted; unstable servers, almost non-existent storyline, numerous bugs and glitches, and lack of content, just to name a few. Yoshida defined three major…show more content…
To balance the extremely high detail, the original game limited the viewable characters to twenty at any given screen. While it may look great, it defeated the purpose of an MMO; the density of avatars in a virtual town would be something an MMO player would look forward to. Yoshida then delved into the fact that the team did not consider the changes in the MMO industry since its launch. MMOs were taxing when it came to time and resources, and not many Japanese developers were keen on releasing one. This led to fewer developers and gamers actually playing the genre, leading to the staff’s lack of knowledge and experience. Despite the problem, the company was able to make Final Fantasy 11 a success. Yoshida said that during the development of FF11, the game staff played with EverQuest for at least a year, figuring out what made it work well. He added that it might have been a good if FF 14 underwent the same treatment. Several years since the release of FF 11, the MMO world had shifted to showcase game content as one of the major aspects to include in future games. FF 14’s goal was to make something ‘different from FF 11’, and team “ended up not with much of…show more content…
Yoshida and his team read the game forums and implemented fan feedback. While Square Enix thought it was a risky move, this act established a solid connection to the players to hear them out and motivated the team to continue what they started. The FF 14 development team was insistent that the game should not be released until it could be deemed ready. “We won’t make a mistake like FF 14 again – if we did, it would be like at the level of destroying a company,” Yoshida said. Several months after the initial coding of the remake, Final Fantasy 14: A Realm Reborn was finally launched, receiving positive remarks from the press and fans, even gaining recognition as the best MMO of 2013 and 4 million accounts to date since its initial release. The game’s first expansion Heavensward is expected to go live in June 2015, and will feature Ishgard, a new location in the north, vast fields and dungeons, three new classes, a new player race, and

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