E3 2007: Final Fantasy XI: Wings of the Goddess Interview
As always, whenever the tight-knit creative nucleus of the Final
Fantasy XI team is in town, we're there to grill them on the latest
workings of their long-running massively-multiplayer online
role-playing game, which is now entering its fifth chapter (the
original FFXI, Rise of the Zilart, Chains of Promathia, and Treasures
of Aht Urhgan precede it) with the latest expansion pack, Final Fantasy XI: Wings Of The Goddess.
The persons we spoke with were Kouichi Ogawa, TOAU and now-WOTG
director, as well as Hiromichi Tanaka, long-time Square veteran and
FFXI producer, Sage Sundi (global online producer), Yasu Kurosawa
(North American online producer), with Koji Fox handling translation
duties as usual. Here now is the result of our brief conversation with
the team during the hustle and bustle of E3 in sunny Santa Monica,
along with a quick recap of currently known factoids about Wings Of The
Goddess.
Orcs is Orcs of course, of course.
CRUNCHY FACTOIDS:
Wings of the Goddess will ship simultaneously for Japan, North
America (that means you too, Canada), and Europe on PC, PS2 (as well as
being compatible with PS3), and Xbox 360 in Winter 2007 (meaning,
before the end of 2007).
All three versions will be identical, despite the different names for each territory's version.
A new standalone version of FFXI will be available at select
outlets soon for the low cost of $3.99. The entire data of FFXI and
each expansion pack will be included, but gamers - whose trial period
only lasts for 30 days - will only be able to access the expansion
areas by purchasing additional serial codes to register the expansion
packs.
Kouichi Ogawa (game director), and Koji Fox (translator).
WINGS OF THE GODDESS INTERVIEW:
1UP: OK, let's hit the ground running. What can you tell us about Wings of the Goddess?
Kouichi Ogawa: What you can probably see from the screenshots is that
the setting is in Vana'diel's past, around the time of the Crystal War.
1UP: So, to clarify, Wings Of The Goddess will take place in a
previous time, and not, say, a parallel or alternate universe, right?
KO: It's like the first thing you said. You're going back and forth, it's not a parallel world.
1UP: So if you're going back and forth, it seems like this
could open up certain gameplay elements, by affecting events of the
past and influencing the future as we know it.
KO: [Knowingly] Um, probably. [Laughs]
1UP: Does this mean you'll spend a meaningful amount of time in this world, as opposed to making quick visits to the past?
Koji Fox: You mean, kind of like how people go to Aht Urhgan and spend most of their time there?
KO: We're planning on having at least one area that functions as
a base-type of area in the past where players can stay if they want to.
But it's up to the players, depending on their play style, they can
stay in the present and go to the past, or go to the past and make it
their point of origin. 1UP: Since you'll be messing with the past in Wings Of The
Goddess, do you plan to introduce any type of lineage - not the game -
but family tree type of functionality to the game? It seems like you
could introduce some ancestral elements.
KO: [Laughs] Probably not.
1UP: Since the game will take place in the past, how will the
economy work? Will there be a separate economy, or will you just use
the money you make in the future (a.k.a. now) in the past?
KO: It'll probably be the same system, there won't be a
different money system. It'll be more like going to a different area,
like Aht Urhgan area and getting items and taking them back to the new
areas. It's that type of system. 1UP: So it'll be pretty cut and dry, it won't be this complex new system.
KF: Yep, that's right.
Hiromichi Tanaka (FFXI Producer), Kouichi Ogawa.
1UP: Since every other expansion has introduced new jobs to FFXI,
and since TOAU added three new jobs, does this mean Wings won't add new
jobs, and you'll spend your time fine-tuning the jobs you introduced in
TOAU? Or will you add new jobs to Wings?
KO: Pretty much both. There will be new jobs, and we'll be doing
what we did with Promathia. Then we'll take the jobs we introduced in
Aht Urhgan and expand on those as well. 1UP: Really? That's nice. In a past interview I did with
you guys, you mentioned how you were slowly adding to the number of
armor types because you weren't sure how much the [lowest common
denominator] PS2 system memory could manage, in terms of displaying so
much different armor. But with CoP and especially now with TOAU's
Assault and Salvage gear, you've got a lot of new looks. Have you ever
thought of adding new hairstyles, character models, or races, and if
not, why?
KO: Yeah, the PS2 technology isn't going to get any better, so
that's why we can't add any new races. The same with hairstyles too. 1UP: Even though you've added so much new armor?
Hiromichi Tanaka: By adding a new hairstyle, we'd have to go
back and remake every model for all of the armor on that new hairstyle.
It's not just changing the color of the hair. If we change that, we
have to change the helmet for how it looks on this type of hairstyle.
1UP: Speaking of armor, especially with TOAU you've added a
lot of great new armor, which is found in Salvage and Assault. That
sort of answered a question I asked you in the past, where I suggested
that armor drop rates in Dynamis could be a little less frustrating.
Your proposed solution was to create compelling alternatives that could
be found in other activities, like Salvage, and the armor you can earn
there is great. And yet people still spend hours standing around in
places like Dragon's Aery trying to claim Fafnir, and so on. How do you
feel about your original abjurational armor and elite armor pieces
being so good that no one wants to stop camping that sort of thing?
Obviously you've added possible abjuration drops to things like
Einherjar, but people still stick to the classic camps.
KO: Actually, we're not really worried about that now that we
have Assault and Salvage and Einherjar. People have choices now, and
while it may be hard to believe, there are people out there who like
to camp these things for hours on end. Before people would have to
camp, whether they liked it or not. But now people have choice, people
that want to camp can also camp, but they can also go to Einherjar or
such. We give people the choice to let them choose, even if they like
to camp for five hours. [Laughs]
1UP: Have you guys gotten any useful feedback about
Einherjar? You've always been pretty good about balancing things that
need balancing, and from my experience in Einherjar thus far, my
alliances often get an unlucky random draw, with our last run being
eight dark elementals that didn't really want to sleep whether we cast
Sleepga II, or Lullaby. Usually the tanks would go down first and fast,
and then the sleepers would. And then it went downhill. [Laughs]
KO: Actually, we wanted to make it difficult from the beginning.
[Laughs] We wanted to make it difficult for the high level people. That
doesn't mean we're not going to do anything. We just started it a month
ago, and so were still trying to find out how well it's going. We are
happy that it's difficult, but if any changes need to be made, they
will be made. Right now it's just the luck of the draw.
1UP: Now that you guys have experience doing large-scale
player-versus-environment type activities, like Besieged, are you
planning to implement them into Wings, but on a more manageable scale.
Also, do you plan to add them to multiple areas, to possibly
help avoid the congestion we see at Besieged? Obviously Besieged has
some problems - we've discussed that before - but what's your plan for
these types of features in the next expansion?
KO: Yeah, we had a lot of good experience in learning about what
things are good for the players and what didn't work. Of course with
the next expansion we do want to have a Besieged-like system and expand it, in idea as well as physical space. I can't say much, but we have ideas.
1UP: Back to the topic of the new jobs. The Blue Mage was the
one that fans were screaming for, but the Corsair and the Puppetmaster
were kind of hybrid jobs that took everyone by surprise. Will the new
jobs be more clear cut job types, like a White Mage or Black Mage, or
will they be more like the hybrids? Are you going to come up with
something like a Green Mage or a Pink Mage?
KO: [Laughs] I can't really say anything about that now.
KF: I thought you were going to get something out of him.
1UP: Yeah, I gotta get something.
Sage Sundi: [Motioning to Tanaka] He'd like to see a Pink Mage. [Laughs]
HT: What color of mage would you like to see?
Sage Sundi (Global Online producer), Hiromichi Tanaka.
1UP: Haha, that's a tough one. I'll have to think about that. In
regards to TOAU activities, let's talk about Chocobo Racing. When you
first announced personal Chocobos, you got a standing ovation at Fan
Fest. But now that the novelty is over, the Chocobo Racing portals in
the original nations (Windurst, Bastok, San d'Oria) are fairly vacant.
Have you considered making it so people can see races happening, or
possibly making it more interactive?
KO: First of all, we'll hopefully get in the next version update
the ability for players to go into the racetrack and actually see the
races.
1UP: How do you mean?
KO: It'll be where you go through the gates in one of the home
nations, and it will warp you to where the people are watching the
races. And in the update you'll be able to go in that area and talk to
the other people participating, up until when the race starts.
1UP: Right now Chocobo racing is fairly uninvolved on the
player's part. You can give your Chocobo items, but not on command,
just at the beginning of the race. They use the items randomly. Will
you allow players to use items at will, kind of like a 'jockey'
feature, so that races are more strategic and players have more control
over the results beyond pure breeding?
KO: As for the jockey feature, that's probably not anything
that's going to happen soon. It's a good idea, but it probably won't
happen. But there's going to be a new type of race in the next version
update that will be different from the races we have now. And that
system will be a little bit different.
1UP: One thing that might be holding the popularity of
Chocobo Racing back is the lack of anything visible to show off your
excellence in the event. Guild crafters get aprons and other items, but
there currently isn't any armor, like a feathered coat or helmet, that
shows off your prowess as either a breeder or a racer. Any chances of
adding something like that in the future?
KO: As you know you can win trophies, and in the future more
trophy types will be released. But also there will be some type of
armor type to achieve. It's in the future, but we are thinking of it.
One of Wings' 'Young Griffons.'
1UP: How long will you continue to update and tweak the Aht Urhgan content even after Wings Of The Goddess is released?
KO: For the first few months we'll be concentrating on Wings Of
The Goddess, but there are still some things that we haven't finished
with Aht Urhgan. But once the first batch of Wings content is finished,
we'll want to go back and tie up some of those things in Aht Urhgan as
well, so there will be some tweaking going on.
1UP: Who is Wings Of The Goddess aimed at? Chains was
originally criticized as being too difficult, and Treasures was
considered fairly easy by FFXI standards. Will Wings aim at the
hardcore endgame player, or is it designed for more casual play like
TOAU?
KO: Actually, when we first started planning Treasures of Aht
Urhgan it was supposed to be for really high-level players, and make it
really difficult. But it ended up being a little bit easier than most
people were expecting. But for the new expansion we want to make it for
the high-level players, and that's what we're aiming at, but we'll see.
1UP: I want to ask about the POL community stuff for a
second. It's nice to see improvements constantly being made to the
Linkshell Beta, but to be honest, the user functionality is still a
pain in the ass, in terms of logging in and out or searching for
linkshells and players. Most linkshells that already have their own
independent message boards have little reason to convert to Square
Enix's offering. So are you looking to streamline the functionality so
that PlayOnline becomes the place of choice for the community to gather?
SS: Yeah, we realize that the linkshell community came a little
bit too late, and that it should have been integrated earlier. Because
it is Beta, there's still a lot of things tht we're working on and
getting feedback for. But since it's being made in Japan, there are two
different styles for these bulletin boards and message boards. There's
the Japanese style and the American style. So maybe right now a lot of
American users are having trouble because the style is the Japanese
format that people are really used to. The perfect realization would be
to have both styles, and let the users choose, where the Japanese users
could pick the Japanese style and American users could use the message
board type that they use on their own sites. We're still working on it,
it's still Beta, so hopefully we can fix that. Probably the best thing
would be to break it up into parts, and let the users choose which
parts they want and use those parts to build their own original site. 1UP: Are you using the Beta community to gather feedback about what people feel about the game.
SS: Yes, it's easier to get feedback this way.
1UP: Really, so if people have a gripe, they should post it on their linkshell community message board?
SS: [Laughs] It's probably difficult to see all of the
feedback like that. But every month we get stuff from GMs and reports
from linkshell communities. So things that are hot topics that month,
it's a good place to leave your feedback.
Yasu Kurosawa: We also look at Bulletin Boards, and on the
official site, there's a place where you can leave comments, so we look
at all of those.
1UP: Is there any Wings Of The Goddess specific information that I haven't asked that you want to convey?
KO: As for new areas in Wings, there's about 30 areas.
1UP: How does that compare to a previously exisiting Vana'diel chapter?
KO: It's the same amount of areas that were in the original Final Fantasy XI without Rise of the Zilart.
1UP: I guess it's good that you're going to the past since you don't actually have to add to the map now.
KO: Yeah.
1UP: Hey! You're cheating! You guys are cheating! [Laughs]
SS: [Laughs] It's a little bit different than just going back
into the past and using the exact same maps. It'll be a little bit
different than that. But approximately the same amount of geography. 1UP: Lastly, when Wings ships, do you guys plan to offer a
PS3 version, since the PS3 has its own built-in harddrive? I mean
beyond supporting the older PS2 version.
HT: You mean like a packaged release? No, with the version
update now you can play the PS2 version at PS2 resolutions, but there
aren't any plans to do a PS3 version in the works.
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