Final Fantasy XIV: A Realm Reborn’s Scholars Can Summon Fairy Pets

Final Fantasy XIV: A Realm Reborns Scholars Can Summon Fairy Pets

Final Fantasy XIV: A Realm Reborn’s Scholars can summon pets, too. Well, “pets,” rather, since they’re actually fairies. Square Enix shared images of two of these fairies, Eos and Selene, on the game’s official blog this week:

Final Fantasy XIV: A Realm Reborns Scholars Can Summon Fairy Pets                              Final Fantasy XIV: A Realm Reborns Scholars Can Summon Fairy Pets

Final Fantasy XIV: A Realm Reborns Scholars Can Summon Fairy Pets

Final Fantasy XIV: A Realm Reborn Pre-Order 20% Off Back Again

Final Fantasy XIV: A Realm Reborn Pre Order 20% Off Back Again

If you hated the first installment of Final Fantasy XIV, you’re probably aware that the reworked version Final Fantasy XIV: A Realm Reborn is being released later this month on August 27. (Or you’ve heard about the character creation benchmark yesterday and you’re now stoked to try the game out).

If you’ve already owned an original copy of the game on the PC, you’ll be happy to know that you’ll be getting the game for free (woot). For the rest of us interested in trying the game out, pre-order deals of Final Fantasy XIV: A Realm Reborn is now 20% off again at everyone’s favorite digital retailer GMG. (The deal went away for a while due to GMG’s reward week.)

If a Standard Edition isn’t good enough for you, there’s also a Digital Deluxe edition which will get you additional in-game goodies such as the Helm of Light, Baby Behemoth Minion, the Coeurl Mount, and the Behemoth Barding for your Chocobo (mmm… horse armor-ish). Full details here.

Pre-order for the Standard and Digital Deluxe Edition will both receive additional pre-order incentives like early access, the Mog cap item, and a Cait Sith doll minion.

The 20% coupon GMG20-4B9NY-L4FEN will work for all region, reducing the price from $29.99, £19.99, and 24.99 € for the Standard Edition. For the Digital Deluxe Edition, it’ll be taking 20% off $49.99,  £34.99, and 39.99 €.

Pre-Order deals

We found some more decent pre-order deals for the week below. Use coupon GMG20-4B9NY-L4FEN for all titles at GMG below. Coupon expires August 9th, 11AM Eastern time. All the titles below are Steam activated except of course for FF14.

 

Start End Game Title MSRP % Off Sale Price
Aug 2 Aug 9 Total War: Rome II + Greek States DLC $59.95 20% $47.96
Aug 2 Aug 9 FF XIV: A Realm Reborn $29.99 20% $24
Aug 2 Aug 9 FF XIV: A Realm Reborn Collector’s Edition $49.99 20% $40
Aug 2 Aug 9 Lost Planet 3 $49.99 20% $40
Jul 25 Aug 20 The Bureau: XCOM Declassified
$49.99 10% $44.99
Aug 1 Aug 20 Europa Universalis 4
$39.99 20% $31.99
Aug 1 Aug 20 Payday 2 $29.99 20% $23.99
Aug 1 Aug 20 Skullgirls $14.99 20% $11.99

 

More Digital Deals

 

A couple more solid titles and bundles that stack with the 20% off GMG20-4B9NY-L4FEN coupon are below. All Steam-activated unless otherwise noted.

 

Start End Game Title MSRP % Off Sale Price
Aug 2 Aug 9 Rise of the Triad $14.99 20% $12
Aug 2 Aug 9 Legends of Aethereus (Not Steam) $29.99 20% $24
Aug 2 Aug 9 Citadels $39.99 20% $32
Aug 2 Aug 4 Aliens: Colonial Marines + Season Pass $49.98 84% $8
Aug 2 Aug 5 The Walking Dead + 400 Days DLC $29.98 60% $12
Aug 2 Aug 5 Darksiders II + Season Pass $69.98 80% $14
Aug 2 Aug 5 Max Payne Complete (1-3 + Rockstar Pass) $89.96 84% $14.39

 

This post is brought to you by the crew at Dealzon. We’re here to help Siliconera readers find the best gaming deals online, whether for the PC or console. To be clear, Siliconera will sometimes make money if you buy a game. Feedback? Let us know in the comments.

Final Fantasy XIV of levequests and group combat

ffxiv groupcombat epl 1220 Final Fantasy XIV previews levequests and group combat

Final Fantasy XIV is changing a lot with its relaunch, but many of those changes are a matter of giving the old a new purpose and function. Such is the case with the much-maligned levequest, previewed in the latest video update from the game’s alpha version. The new system seems much cleaner, with more narrow level bands, a distributor right at the camp, and a much simpler interface for starting and finishing one of these quick repeatable bursts of content.

Looking forward to working in a team a bit more? Then you’ll be happy that the second half of the video is devoted to an early preview of group combat, switching back and forth between several members locked in battle with large opponents. While the abilities and balance are still rough, it’s a clear departure from how the game looked and felt in the first version. Check out the full video just past the break.

Comments

I really like it. The first version of FF14 was a mess. Im a long time FF11 player so I had some expectations. At first it might not look very spectacular but you can spot some very important parts. First off combat looks finally again impressive, full of action and it immediately reminds me of FF11 which is a very good thing. The given example shows a classic setup with tank, damage dealer, healer and supporter roles. For me this is fantasticnews. You can also see the classic attack from behind to take advantage of a blind spot. You can see an Archer doing his job and a Mage switching between heals and offensive spells. It all lokks like the reborn realm will be great. I hope they keep up the promise they deliver with these videos.

I tried the game at it’s initial launch and it just didn’t feel very much like a FF game. Most of the interesting classes from what you would call Final fantasy are missing and even the ones they did have lacked those signature abilities.

I’d be alot more interested in giving the new version a go if they brought back some of that FF flavour. Either way I hope all the best to the game.

Edit: ( icon biggrin Final Fantasy XIV previews levequests and group combat ) So I just looked at the new site and the “jobs” list. I just went from meh to definately going to give this another go.

Analyzing:Final Fantasy XIV

Sadly, January 7th did not see the release of the new Final Fantasy XIV benchmark. It did, however, see the release of both the beta tester application and the full trailer for the new version, both of which are relevant to the interests of any Final Fantasy XIV fan. The trailer is likely of greater interest, seeing as how most current fans are likely already flagged as Legacy players and thus don’t need to apply for testing, but the point is that both are out there.

Of course, the new opening movie is the only piece of information we’ve had about the game for a little while, but it seems worth analyzing and examining even on its own merits. No, I’m not talking about speculating as to whether or not the guy on the horse who looks exactly like Odin is in fact Odin or not (spoiler, doy). I want to talk about what this means for the lore, what the overall effect is, and whether or not this monster of a trailer succeeds at what it’s meant to do.

xffxiv moglog trailer 1 epl 110.jpg.pagespeed.ic.tAOe ggx01 Analyzing the Final Fantasy XIV trailerThe first part of the trailer is familiar to anyone who’s followed the game for a while; it’s the End of an Era trailer in its entirety, with no differences that my eyes could pick out. It’s a good trailer, but I wonder if it might confuse players coming to the game for the first time because there are a lot of important people on the screen in short order, and we don’t get a sense of who they are at any point in the video. That makes it all the more likely that they’ll be around in the new world just so players unfamiliar with the first version will know who these people are.

Mind you, Merlwyb is awesome, and I don’t want her to die. But the death toll from the Battle of Carteneau should really be higher than “one old elezen who might still be around in some form.” Punchy endings aren’t a bad thing.

Let’s move on from morbid ruminations. The second part kicks in after the final spell is cast, and in parts it’s just a pastiche of footage that we’ve already seen in bits and pieces. The roaring behemoth and Odin in the woods have been glimpsed before, and neither of them has any connection that we know of to what’s unfolded in Eorzea. They work as establishing shots but aren’t terribly exciting.

When we see Thancred and company, things take a turn for the interesting. The fact that they lived seems almost a given, especially as they were nowhere near Dalamud’s landing spot, but the fact that we see them hammers home the idea that it hasn’t been all that long since we were last in the world. None of them looks older, and all of them look to be expecting the return of the players, and of course they’ve got snazzy new pseudo-steampunk bits adorning their outfits.

ffxiv moglog trailer 2 epl 110 Analyzing the Final Fantasy XIV trailerThis does raise some interesting questions regarding the storyline: Do they know that the players are coming back? Thancred and Y’shtola’s actions in particular seem to suggest that they were waiting for a sign that just arrived. That makes me wonder just how much of what has happened was already part of Louisoix’s planning in the first place, whether he expected the whole summoning ritual to fail or not. It might have always been a contingency plan… but that’s all wild speculation.

I have to say, Eorzea repaired awfully quickly from the absolute destruction Bahamut inflicted. I’ve seen five years thrown about as the accepted figure for the gap between the original game and the relaunch, but considering the effects of Dalamud, I think five years seems a little short. Still, none of the Circle members appears to have been ravaged by long years in a post-apocalyptic world, so it looks like five years is just about right.

Once we’ve had a roundup of the major NPCs, it’s back to the stand-in players, who do nothing particularly interesting — they call their chocobos, then run off toward a weird thing in the distance, full stop. Worth questioning is whether they’re in a reborn Silvertear Falls or not — the landscape could easily be Ishgardian, or Dalamud’s return could have restored what the airship’s tussle with Midgardsormr knocked loose.

ffxiv moglog trailer 3 epl 110 Analyzing the Final Fantasy XIV trailer

 

As a lead-in to the remake, it works fairly well. While there are some bits that won’t be clear to non-veterans, all of the major points are addressed. There was a massive battle, a cataclysmic awakening, and all of the heroes were cast to another time and place to renew their efforts. If you weren’t around for everything leading up to what happened in the trailer, you can get the gist of it, even if it’s uncomfortably long in that regard. Not that there’s a whole lot that can easily be trimmed out.

As a trailer, it’s… less successful. More than half of it is either recycled footage or bits that we’ve seen in passing, enough that watching it for the first time feels like a long recap followed by a few moments of things actually happening. It raises some interesting questions, but some of those questions either would be answered in moments by the remake or will likely be ignored altogether.

It’s not bad, but boy, I would have rather seen a benchmark. Just for nostalgia’s sake, really; I do not have any real worry about the game running properly.

FFXIV explains changes to money and items

ffxiv items epl 1002 Final Fantasy XIV explains changes to money and itemsA lot of changes are coming to Final Fantasy XIV when the relaunch finally comes around. Changes to currency and item properties are among the less interesting of those changes, but they’re certainly going to have a big impact on the game. A new update from the development team explains in depth what will be changing, what items will be removed, and what will happen to currency values.

The currency one is what’s going to throw the largest number of players for a loop, as the game is reducing all money values to a tenth of what they once were. To reduce numbers, all money is getting the ones digit removed, meaning that players will be 10% as wealthy as they are now, but all vendor prices will be 10% of their current values. Net purchasing power should be identical.

There will also be a number of items removed from the game, altered, or otherwise changed with the new version. Players will lose several key items and ammunition, and other items will be bound to a player to prevent trading. Take a look at the full rundown for all the particulars on graphics, money, and other mechanical shifts to inventory management.

Final Fantasy XIV of Across the country

On Wednesday last week, I got on an airplane to head across the United States, starting a long and grueling trip. I spent half of Wednesday in the air, half of Thursday either on a train or in a car, and more or less all of Friday in the air once again returning home. All of this for about two hours of playing Final Fantasy XIV and a couple of interviews, in case you missed everything going live on Thursday.

Would I do it again? In an instant.

There’s no way that I can repeat the amount of information that was in the roundup in a single column, so I’m not going to try. What I am going to do is talk about some of the other assorted bits and pieces of my Final Fantasy XIV experience and the surrounding events because it was truly something to see. I’ve been fairly skeptical up until this point, but I’ll say that after sitting down and playing the beta version for a little while, I’m now a believer.

ffxiv moglog afterevent 1 epl 221 Across the country for Final Fantasy XIVA lot of this comes down to little things. Yes, it looks as if bonus points are still in the game exactly as they were before, and that should upset me… but it doesn’t, largely because they actually seem to be a bonus now. The verdict is still out on how easy they are to reallocate, but if you can actually use them to tweak your stats and build your character toward a distinct sort of playtstyle rather than auto-spending them in the most immediately relevant stats, that makes things much better. I actually never spent my points in my high-level playthrough, and I didn’t run into issues of survivability or damage.

Furthermore, there’s the fact (touched upon in my hands-on preview) that the game might have a traditional quest model, but in no way does it follow the tried-and-true hub model. Quests are scattered hither and yon along a variety of paths, and it’s very easy to miss them rather than simply starting here and going on to there. The game is large and diverse enough for you to find things as you level a new class you never noticed before.

And then there’s Naoki Yoshida.

Seeing the man in person made it even more clear why, exactly, he’s managed to capture the hearts of Final Fantasy XIV players. There’s an energy about him, a definite sense of purpose and direction that at the same time can be tempered by outside forces. Yoshida knows what he wants to do, but he also is flexible enough to take outside input into account. He’s like the ultimate developer.

There’s also the fact that the entirety of the venue was decorated to remind everyone about FFXIV. National banners hung from the ceilings, walls were covered in Gridania-appropriate art, and concept art decorated the windows. There were even plenty of fake trees, which sounds like overkill but wound up giving an air of warmth and closeness to the goings-on.

On a personal level, this was a watermark trip for me for a couple of reasons, not the least of which being the fact that it’s the furthest I’ve ever been. Going from one coast of the country to the other is sort of by definition the farthest you can go, yes, but I’d gone all of my life without going further from my home than Chicago. But I absolutely needed to be at this event.

ffxiv moglog afterevent 2 epl 221 Across the country for Final Fantasy XIVNormally this sort of trip just isn’t in our budget (and we don’t accept travel stipends from studios), but even Joystiq knew this was a big deal worth splurging budget on. There’s nobody on the staff who knows FFXIV as well as I do, and this is the real start of the media push for this game. That wow factor I’ve been talking about for the past several months? This is where it needed to start.

So how did it go? Pretty well, I’d say. The game is open without being empty and directed without being on rails. It offers guidance but does not push; it offers options without bewilderment. There are some factors that I think need further examination — housing sounds unnecessarily restrictive at this time — but that’s the point of testing, and it seems as if we’ll be getting a better game as a result of the tests.

Obviously, I can’t talk about the test in depth, and neither can anyone else who would like to continue to test the game. But I think other Legacy members will be pleasantly surprised, and I think new players coming in will find more than they bargained for.

Can the game sustain a subscription model in a world of free-to-play? Before I would have said no. Now, I’m going out on a limb and saying… possibly. It’s really something else, after all.

Oh, and because everyone’s already sharing this? At maximum resolution and graphical settings, I scored 8673 on the benchmark. Slightly tweaking down the shadows and having long-distance objects at lower detail kicked my score up to 9609, and the shadows were only really notable when looking at the Aetheryte from above. So the game is just plain going to look better more consistently.

FFXIV of Parties and roles

Final Fantasy XIV’s party setup already makes a bold step away from normal conventions. Where most games these days top out with parties of four or five players, a full party in Eorzea is eight people with according benefits. It’s definitely a game of numbers.This offers some unique drawbacks and advantages all at once. The drawbacks are implied just by the sheer size: It’s harder to get three strangers to work with you as part of a team; it’s harder still to gather up seven without one person dragging you down through a combination of cluelessness and hapless malice. But considering the pre-relaunch game offered a lot of content that could be done solo or in ad hoc groups of varying sides, perhaps this won’t be such an issue in the long run.

So let’s talk about the potential advantages. I think the game is uniquely poised to deliver on this front simply because having more people in the party allows you to do things that more modern games don’t have the space for — things that Final Fantasy XI was quite good at doing in party composition, as it happens.

ffxiv moglog party epl 1227 Parties and roles in Final Fantasy XIVChecklists over roles

Final Fantasy XI’s classes certainly fell into roles or were forced into those roles through player use. However, this was prior to the days of the modern trinity’s rise to ubiquitousness, meaning that group composition was very different. You had your tanks and healers, but you also had buffers, debuffers, magic damage, melee damage, pullers, and various other miscellaneous functions. And for several classes, your subjob and your gear determined whether or not you could fulfill a certain role or not.

Pullers, for instance, needed a ranged attack, which cut a small number of classes out of the running, but I still fondly remember pulling with Dia as a Red Mage and having a Dragoon fling pebbles to pull targets. Healers needed to keep the tank alive, but tank survivability scaled pretty well, meaning that during normal content it was quite possible to have a healer providing some other useful role like debuffer or buffer or what-have-you.

The emphasis was more on a checklist of functions rather than a specific set of roles. It was a matter not of looking for a healer but of looking for someone who filled the needed role of healing and other possibly needed roles. A COR/RNG could be a puller and a buffer, meaning that you could fill the healer spot with something else.

Not that this was a perfect system. There are approximately a million classes capable of doing melee damage and two or three capable of tanking, which means that a lot of players are just out of luck. But this seems like something that could be applied to Final Fantasy XIV quite easily, especially while reinforcing the reason a player might choose to use a class over a job in a given situation. Sure, a Dragoon is a better melee damage dealer than a Lancer, but the Dragoon can’t also serve as a debuffer. The Lancer, when played correctly and given the right skill loadout, can do precisely that.

Depending on the skills available, of course. I’m just throwing out ideas here.

ffxiv moglog party 1 epl 1227 Parties and roles in Final Fantasy XIVScaling content

Here’s another idea worth considering: What if Final Fantasy XIV turned its party size into an advantage rather than a disadvantage? City of Heroes had the same upward limits on a normal party, but it managed to make its content more fun despite the huge party size by allowing people to group up more or less at will due to the wonders of content scaling.

CoH managed this through a fairly simple trick. As more people entered an instance, the size of enemy spawns increased so that three regular enemies turned into five regulars and a lieutenant, then 12 regulars and three lieutenants, and so on up the line. The first couple of steps up were fairly linear, but as you approached the full size, spawns got exponentially larger and major villains had to be faced at their full power.

This scaling wasn’t perfect. Archvillain scaling was sometimes dicey for small groups or solo players, and good builds could often sweep through huge spawns normally without the need for a party. But the idea and the core execution was spot-on, especially the exponential scaling part. A party with two or three members could easily just be three damage-dealing sorts, but once you got into near-full numbers, groups were meant to be large enough to require crowd control, tanking, and healing. The game swelled or shrank to account for others.

FFXIV already even has a system for marking tiers of content in the form of party size flags. Imagine a dungeon that scaled purely based on the group size. At 1-3 players, the major bosses are tough fights that can be handled solo with care or in a group without too much difficulty, and enemy groups are reasonable or require minimal crowd control. Once you hit Light Party status, bosses and enemies get tougher and require more coordination. In a full party, you’re into the full-on party vs. party combat that was talked up before the game was released, where having a really hard set of roles is an asset rather than a drawback.

I’ve mentioned the whole endgame back-and-forth before in this column, and I’d like to see FFXIV be something spectacular. Offering honest-to-Twelve scaling content from launch would be wonderful, especially since it would match the in-game leve scaling. Just food for thought.

Teasing players with a rideable goobbue into Final Fantasy XIV

ffxivpressevent landing epl 219 Final Fantasy XIV teasing players with a rideable goobbue

Every so often, there are pieces of information put out that are transparently false, stories so insane you know they simply must be fabricated… like the idea that Final Fantasy XIV would promise the introduction of a new mount and that said mount would be one of the toothy monsters known as a goobbue. It’s the sort of thing that could be immediately ignored as being a series of enterprising photoshopped pictures if not for the fact that it’s being passed along by the official site.

Yes, apparently, the lumbering beasts that terrorize players in both Final Fantasy XI and Final Fantasy XIV will be added to the stable of mounts alongside chocobos. The preview video itself (embedded just after the break) states that they’ll only be available for a limited time before version 2.0; the lore article claims that the very idea seems absurd even in the game world, but there it is. Hopefully players can learn how to obtain the mount soon, with the added caveat that we’ll probably have to believe it’s a real thing at that point.

Final Fantasy XIV News:Touring La Noscea and Thanalan

ffxivpressevent tour epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVMy time spent at the Final Fantasy XIV tour didn’t just include a preview of the areas to be found in the upcoming beta. No, we proud and few got the chance to also explore some of the game’s other iconic areas, areas closed off at the start of the beta but slated for opening later on in the testing process. I poked around both of these regions, touring both the streets of Ul’dah in Thanalan and the cliffs and plains of La Noscea.

These areas were admittedly still a work in progress. While the maps were mostly finished, the enemies in many of the regions were placeholders, and it was clear that the client we were using had a version with these regions in a state that’s not ready for prime time. Still, it was interesting to look at both and see things that had been changed, updated, and in a few cases removed altogether.

Before I proceed, a note: All of the areas under discussion are still being optimized and improved, so some elements such as lighting and geometry may change by the time you get to play with them.

ffxivpressevent tour 1 epl 217 1361120840 Touring La Noscea and Thanalan in Final Fantasy XIV

 

Ul’dah

It’s impossible to play Final Fantasy XIV’s launch version without being intimately familiar with Ul’dah. The city wound up serving as the de facto player hub, especially since it also had the most logical layout of the three capitals and was the most centrally located. I knew that the main cities hadn’t been changed extensively, but even minor changes would stand out like a sore thumb in the city.

The first thing that struck me was the result of removing the market wards: The Flames’ new headquarters are located in an alcove adjacent to the Aetheryte plaza, similar to the alcove that serves as the front of the Platinum Mirage. Most of the guild houses have remained largely unchanged, but a few of the passages within the city have been altered slightly, just enough so that old players will stumble over differences.

On the upper level of the city, the cold stone has been replaced with opulent red carpeting, with many parts of the city benefiting from added details and decoration. While the Wellhead Left was non-functional, a prominent sign indicating the airship landing has been added to both the upper and lower floor, while the avenue between the Gold Court and the Quicksand has been widened slightly and given an impromptu stage in the center.

More than anything, the revamp is made plain by extra NPCs on the streets, notices on storefronts, and bits of interest all over the place. The city is mostly intact but feels quite different from its original incarnation.
ffxivpressevent tour 2 epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVCentral Thanalan

Here is where the major deviations begin. It’s easy to see points of similarity between the old Thanalan and the new one, but the two regions are immensely different, starting with climate. Where Thanalan was previously nothing but badlands and desert with a handful of oases scattered about, the central area now more closely resembles the Serengeti. Thin grass grows in various places, trees stretch above the landscape with thick trunks and broad boughs, and moles still dart about as they always have.

Some things never change.

Black Brush has gone from being a small camp to being full-featured, with reasonable buildings and plenty of bustling activity. Not too far from the camp, players can find several ruined buildings, ones that appear to be the subject of a new excavation. The mining caves have been refurbished as well; rather than simply having some scaffolding at the gate, the caves now have tracked bridges in place as well as mining carts and a handful of support buildings.

It’s easy to see the source of this new lushness, as water now flows freely though the region, which includes a small waterfall. Certainly Thanalan retains much of its dry and dusty character, but this portion of the area is far more lush and green than before, which brings to mind a region in a state of an unexpected shift.

Also worth noting that new monsters were roaming in the area, although those may simply be placeholders for the moment.

ffxivpressevent tour 3 epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVLa Noscea

I was informed before the tour of La Noscea that while Limsa is mostly working, the city was not entirely safe to traverse in terms of server stability. Instead, I stayed outside of Limsa, and that was more than journey enough.

Unlike Thanalan, this region has undergone no major climate changes; it’s still white cliffs, thick grass, and cobbled stone. The difference is one of scope. Before, the island was devoid of any human habitation beyond a handful of Aetheryte camps, but now it’s covered in houses, farms, piers, and all manner of fascinating details.

Perhaps most interesting to me was something sitting off the southern coast. At a distance, I could see a crystalline formation there, but as I drew closer, it became clear that it was one of the meteors summoned by Bahamut during the Calamity. The sea itself has reacted in agony, a sign that the king of dragons yet casts a long shadow on Eorzea. It wasn’t far from several docks, ones that I managed to break by jumping over a gate and falling through the sea.

This would be a good time to point out that you still cannot go swimming.

After a bit of laughter, I went back to wandering the region, which is an almost incalculable departure. The fact that buildings dot the landscape help make the area feel more alive, and they also contribute to the sense of difference between the game’s various regions. Here, as you’d expect from Limsan society, settlements are placed wherever they fit and serve a function.

Overall

Even in the places where the fundamental map elements haven’t changed much, the actual character of the maps is worlds different. Far from being the massive expanses of similar ground in the launch game, each region has a distinct character and is overflowing with little touches of detail.

Red Rooster Stead goes from being a farm in name only to a neatly cultivated patch of land with obvious function and the form to back it up. Public notices are posted outside of shops in Ul’dah. Flowers bloom in patches around the water in Thanalan.

The region around Gridania makes the overall zone changes a little more obvious, but from what we’ve seen of these regions, the new Eorzea will be a gorgeous place indeed.

A dinner with Final Fantasy XIV’s Naoki Yoshida

ffxivpressevent dinner epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaHaving a conversation with Naoki Yoshida can be a very intimidating exercise. It’s not because of his demeanor; he’s friendly, genial, and has an obvious sense of humor. No, it’s because there’s an unmistakable level of energy to him, a huge amount of passion and ambition that drives everything he talks about.

He’s exactly the sort of person who would try something completely insane like remaking a game from the ground up after burning the first version to the ground, for example.

I had the opportunity to sit down for a one-on-one dinner with Yoshida at the Final Fantasy XIV preview event, during which we talked a great deal both about the upcoming relaunch of the game as well as his own experiences in remaking everything. For those of us who play Final Fantasy XIV, it’s obviously an exciting time, but for Yoshida, what’s happening now is the culmination of work that started only a month after he took over control of a game that he had to revitalize after a horrible flop on launch.

ffxivpressevent dinner 1 epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaAs Yoshida remembers it, after he’d been working with the game for a very short time, he knew what he wanted to do with both the story and the game. It needed to be rebuilt from the ground up. So in January of 2011, he sat the team down and showed a full presentation explaining, in his own words, how he wanted to drop a meteor and wipe everything out. Wipe the slate clean completely and remake the game from the ground up. A few members of the staff were skeptical, but most of them were excited to be working on something so audacious and unprecedented.

Really, “audacious” doesn’t begin to cover it. The End of an Era trailer cost about $3 million to produce, and the cinematic team started working on it in April of 2011. Even then, it was down to the wire to see whether it would be ready on time. It’s been an immense undertaking for Yoshida, made all the more stressful by his taking on the role of both producer and director for the title. Even though all of the decisions wind up being his, the two sides are often in conflict, and he claims to not naturally find himself in the public figure role that being a producer entails.

Not that it’s easy to tell that when confronted with his immense enthusiasm. Yoshida doesn’t just love FFXIV; he loves MMOs in general. His play history reads likea highlight reel of MMOs over the last decade: EverQuest, Dark Age of Camelot, Warhammer Online, World of Warcraft, RIFT, Star Wars: The Old Republic, Guild Wars 2. “You have to be passionate,” he says. “You have to love the field.”

Some of those are unsurprising; playing with the FATE system invites comparisons to RIFT’s eponymous rifts and the public quests of Warhammer Online. It’s the latter that Yoshida claims inspired the system, but they’re not something that he considers to be a special feature of the game. As he sees it, these mechanics and ideas are a good way to make the game more fun. They shouldn’t be a marketing point; they should be a central feature in every game, another option for players to enjoy.

He also believes that Guild Wars 2 did a good job with the same basic system, something that was inspiring for the FATE mechanics. Apparently he quite enjoyed GW2, feeling it was very polished and a very fun experience. He also noted that the buy-to-play model was interesting from a business perspective and that it that engenders a different set of expectations from players regarding content and updates.

On that note, is FFXIV going to possibly head to free-to-play? It all depends on what happens when the relaunch takes place, but it’s certainly not the first plan. Yoshida definitely feels that the subscription model is the better option, at least initially. “Every game wants to be a subscription game,” he argues.

ffxivpressevent dinner 2 epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaIt’s not that free-to-play is a bad model, but it can be unreliable, prone to wild shifts in revenue over time. It also can be less consistent for the players, with some free-to-play games essentially started as disposable enterprises that players aren’t expected to connect with. Players in general can find the environment less welcoming.

I was especially curious to see what he felt about the North American players. From my perspective, the FFXIV community has always been very contentious and often negative. Imagine my surprise to find that Yoshida feels the NA community is far more positive as a whole than the Japanese community.

It’s not a question of how much criticism he receives; it’s a difference in perspective. North American players have access to a large number of MMOs, and so when a player complains, he’s able to provide points of comparison. By contrast, Yoshida argues, Japanese players as a whole tend to not have the same breadth of experience. He feels that the Japanese community will just tell him that he did something terrible, while American players will provide had feedback on what doesn’t work and why as well as what does work and why.

We discussed briefly what he thought of players who will have lost interest or left by the time the relaunch actually takes place, and it turns out that doesn’t worry him. People have every right to play whatever game they want, he says; it’s been a long wait and it’s understandable to move on. The game will be here when they come back, and he hopes to astonish both new players and old alike with the state of the relaunch.

That level of calm extends to the relaunch as well. When I asked whether anything in the game made him nervous, he replied unambiguously, “No. If I don’t feel something is good enough, I’ll remove it and fix it. There’s no room in this for anything I’m not fully confident about.”

His confidence has kept him fueled through the development process. Catching four hours of sleep a night for two years takes its toll, and Yoshida jokes that he loves red meat because he needs its energy to keep going on the project. Fans have suggested that he take a lengthy vacation after the relaunch goes live, and he says with a grin that he would never attempt something this in-depth or insane ever again.

Then, thinking about it, he laughs. “Not for another five years, at least.”