[Actu] Une nouvelle interview de Mr. Tanaka.

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Une autre interview de Tanaka par Massively.com:


Massively: Will
Final Fantasy XIV retain the same difficulty as Final Fantasy XI? Will we be seeing the same sort of complexity as FFXI?

Tanaka: In terms of the amount of content we will have for FFXIV, probably FFXI will have more at launch, just because it's been in service for eight years. We'll make sure that we'll introduce the same amount of content as exists in FFXI, and we'll make sure that we go from there.

ffxiv-interview2-e3-epl-616.jpg

As for the difficulty -- your main question -- it's slightly different, because we will be focusing on solo players also. So you can be yourself and be very flexible -- in a short period of time, by yourself, you can level up by experience points, then customize yourself for higher levels. In terms of how difficult this is? We introduce [the game] as a very entry-level experience, so that a lot of people can enjoy it, but at the same time we'll be making sure that all the endgame players have enough content, and it will be as competitive for them [as FFXI].

Of course, one of the most popular elements of the series are the chocobos. Will there be chocobos at launch? Chocobo racing? Will they be mounts?

Yes, chocobos will be there. It may be further introduced toward a later time, but there will be something. Of course, chocobos are something for you to ride on, but any more than that? Yes, we are planning to introduce that later. Chocobos as mounts will be there.

The skill system is very unique. How quickly can players switch between the disciplines?

Aside from during a battle, you can switch any time you want. It's instant. There's no timer. However, if you just keep switching back and forth, you're low on everything. So if you want to be good at something to start with, you probably want to stick with one thing.

The skill bar on the UI only has so many slots -- is that all a player can have at once, or are there multiple bars?

We have points that you will be using to set your abilities. They're slotted so that depending on your abilities, you'll be consuming more points, so they will run out. In terms of number of abilities, it's 30 abilities at most.

We've had so many wonderful and memorable stories from the Final Fantasy series, including FFXI. Will that be continued in FFXIV? Will the player continued to be involved heavily?

Not only that -- we will be introducing more gradual storylines, more involved, so yes plus more.

Will story progress be similar to what Star Wars: The Old Republic is promising, with heavy player choice, or will it be more linear like traditional games?

In terms of FFXIV storyline involvement -- it's pretty much the same as other Final Fantasy games or other MMOs. You talk to NPCs to start it and then you continue. As for the uniqueness, we are introducing more grand-scale voice acting and lip synching. In the concept of how we introduce the storyline, it will be pretty similar to a standard MMO.

ffxiv-interview1-e3-epl-616.jpg

Will the guild system be more involved this time around than linkshells were in FFXI? Will there be more features and incentives?


We have a system called "company," a little bit larger than a linkshell. At this moment we can only say that there is a gameplay element to grow a company, but we'll be announcing full details of the company shortly, so stay tuned.

Can you clarify the guildleve system a bit?

The cards are called guildleves and the quests that you obtain are called levequests. You go to a place to obtain a card, a guildleve. The levequest is in there, and it's reusable. Currently, it's set to a two-day period to reset, but it may change. The point of this is that not only can you use the levequest, but you can also have other party members join your levequest without them having to have the guildleve. It's very flexible and convenient, and if you don't have time to go get the levequest, you can join in with other people.

We've noticed during character creation that there are places to select a guardian spirit and some sort of horoscope. Can you expand on that?

We still haven't started disclosing the full detail of what happens, but yes, something will change depending on what you choose.

A lot of players have felt that FFXIV takes more influence from World of Warcraft and similar games. Have these games influenced your design?

Not any other MMO specifically, but we got a lot of feedback from players from FFXI. At the same time, they were playing other MMOs too. They found elements they liked in those games and gave us feedback, and if they felt that something was good, then we'll try to introduce that in FFXIV as well.

One of the things that we adopted is to get more feedback from players, so we created the temporary alpha version purposely, quite different from the beta. It was just to get feedback from players, and a lot of people, especially North American players, are giving a lot of feedback.

Players have been worried about the future of FFXI in the face of the new game. Is it going away when FFXIV comes out?

We will continue support of FFXI. It will not go away as long as people enjoy it.

Can we look forward to more boxed expansions for the game?

We will continue to do version updates. As for expansions, we've already started with Abyssea -- we consider that as an expansion pack. We'll introduce more of those as well.

We'd like to thank Mr. Tanaka for his time and information.
Citation :
Publié par Jowy Blight
Une autre interview de Tanaka par Massively.com:

Yes, chocobos will be there. [...] Chocobos as mounts will be there.

Le plus important est dit !
Interview d'Eorzeapedia:


On Wednesday at E3, we were able to sit down with Hiromichi Tanaka and Yasu Kurosawa and ask them a few questions about FINAL FANTASY XIV. Things were crazy, and you could see the Square Enix PR people scrambling to try and keep interview appointments. It seemed like everyone wanted a piece of Tanaka, from Fox Business News, to the New York Times, to Eorzeapedia. Video camera crews were coming and going. We waited patiently in the Square Enix VIP area outside of the interview room for our chance to see what we could learn. Saori Hill did the translation work while sporting an Eorzeapedia tee shirt. A reporter from the New York Times joined us at the last minute as well.

http://www.eorzeapedia.com/2010/06/17/wp-content/uploads/Ganiman/2010/06/yasu_and_tanaka.jpg
Eorzeapedia: Will you be optimizing the FINAL FANTASY XIV client to take advantage of 4 or more cores for next generation processors with 64 bit architectures?
Tanaka: We will guarantee that it will work (in terms of the 64 bit technology). We don’t think it will have much benefit for the users, so we would like to stick to the 32 bit. It is compatible, but we will be using 32 bit. We are working very close with Intel for optimization.
http://www.eorzeapedia.com/2010/06/17/wp-content/uploads/Ganiman/2010/06/tanaka.jpg
New York Times: I have a broader question. In terms of your general approach to the project, how do you want this game to fit into the overall MMO landscape, what advances you are trying to bring with this game over FINAL FANTASY XI, and in general how you see this game fitting into the MMO market and how do you want this project to be special?
Square Enix: FINAL FANTASY XIV is going to support cross region and cross platform. We will have the translation functions in the game so people will be able to communicate with people in other regions.

New York Times: What weaknesses do you see in other MMOs that you want to solve in FINAL FANTASY XIV?
Square Enix: One thing we are making sure FINAL FANTASY XIV has is time efficiency so people will be able to play the game even if they only have a short play time. To allow them to do that, we are introducing the guildleve system, which players can play even if they are solo players or even if they only have a small group. It will be more flexible for the players. And also with have the armoury system, which will allow people to change classes anytime they like. And they will be able to combine abilities to customize their characters. This is going to be very unique for FINAL FANTASY XIV.
Yasu: More unique, more flexible. It’s not so much as what we saw as a weakness of other MMOs, we want to make sure we do the right thing instead of learning from negative feedback.

New York Times: Each class levels separately, is that right?
Yasu: We have the weapon skill, and also we have the physical level. It’s not like experience point levelling, but you will be growing. As you switch classes, you are not a totally new class. Even if you change your weapon or change your class to a totally different one, the abilities that you earned with your other classes can be utilized as well. You will be a unique character which can be different from everyone else.
http://www.eorzeapedia.com/2010/06/17/wp-content/uploads/Ganiman/2010/06/yasu.jpg
Eorzeapedia: Will there be any kind of new tools available for linkshells such as a common storage area, ability to select a linkshell emblem/logo, member ranks or banks?
Tanaka: This time we have the company system which is like an advanced system of linkshell which you will be able to level up as a group. We will let you know more information shortly. We can’t disclose too much information at the moment. Also, as a community tool, we will have this community website, which you can check out company status and your own character status. You will be able to enjoy the game even if you are offline.

Eorzeapedia: Will surnames be optional? If not, how will you make it easier to send /tells to other players?
Tanaka: It’s going to be mandatory. You have to have a surname. The surname and the name will be unique. There will only be one person on the server who has that name. However, you will have a sort of short version – a nickname of the full name. So for example, Saori Hill will be my full name, but if you make it remember “Saori”, then you only have to use “Saori” to /tell someone.

Eorzeapedia: Is that nickname chosen by the player during the character creation?
Tanaka: When you make a /tell for the first time, if you type in “Saori”, you will have every Saori in every world appearing in the results. So you select which one is going to be Saori for yourself. The user will decide what the nickname is going to be for the other person.

Eorzeapedia: There is a growing group in the community who would like to see the implementation of Male Miqo’te and Female Roegadyn in FINAL FANTASY XIV. Are there plans to make these yet to be seen gender and race combination playable? If not, what made you decide not to work them into FINAL FANTASY XIV.
Tanaka: Actually all of the design is ready, so we were planning to implement them into the game, however during the development process we had to put priority with what to put into the game, and due to the man power issue we had to give up implementing them into the beginning of the game. You will see them as an NPC, but it is not a race that you can choose at the beginning. We’ll see how it goes in the future, it might be a possiblity. We are still looking into it.

Eorzeapedia: How many classes will be available at launch, and do you plan to add more post-launch?
Tanaka: We haven’t confirmed how many will be available at launch, but in the beta version you will see many of the classes which you can find in the launch version. Also, even after we release the game we will add more classes as version updates, so there will be tens-of classes which you can enjoy in the game.

New York Times: Do you have to do anything special in terms of game balance in order to make it inter-operable between PC and console users? There is often a presumption that PC users will have an advantage over console users. What did you have to do in terms of design of the game to make it equally enjoyable for PC and console users?
Tanaka: It’s fair for both sides regardless of the platform because everything is based on the server side and has nothing to do with the platform side. So what the player is experiencing on the platform has nothing to do with the platform, you are just seeing what is based on the server.
http://www.eorzeapedia.com/2010/06/17/wp-content/uploads/Ganiman/2010/06/saori_hill.jpg
Eorzeapedia: Will there be a way to group up certain pieces of gear so that when you change disciplines you don’t have to re-equip all your gear?
Tanaka: That was the initial plan actually, but after trying it out we found there were quite a few demerits by doing so, so at the moment we decided not to implement that into the game, but if that’s what the players want then definitely there is something we can do.

Eorzeapedia: TP seems to be abundant while fighting monsters in FINAL FANTASY XIV, however MP seems to be lacking. Will there be alternative methods of MP regeneration to assist casting classes without having to rely on an Aetheryte or a 30 minute abilities to replenish it?
Yasu: Very specific questions!
Tanaka: That is the game design at the moment, so on purpose MP does not recover automatically so you have to do some sort of action to make it recover.

Eorzeapedia: And real quick, is that character designed after Yasu? (see below)
Yasu: I kind of made the same hair style (laughing)

http://www.eorzeapedia.com/2010/06/17/wp-content/uploads/Ganiman/2010/06/yasu_hair.jpg
Given that the interview lasted only about 20 minutes, you have the back-and-forth translation time, and the NYT took time asking questions, the answers to which were known 9 months ago, a few nice tidbits were learned. Tanaka and Yasu each got their own Eorzeapedia t-shirts, and if history is any indication, they’ll be donning them in style. Hope you all enjoyed our E3 coverage. We’ll work on posting the video of the demo and interview soon, as well as a broader E3 FFXIV interview round-up, over the coming days.
ca attaque dur quand meme des la premiere question le journaliste appuie la ou ca fait mal ... "Prevoyez vous d'améliorer l'interaction déplacement du personnage et de la caméra?" .Tiens c'est etonnant cette question est pas dans le texte de l'interview en dessous.

Dommage que ce soit pas traduit car c'est a mon avis le point crucial qui fera que les gens s'abonnent a FF14 ou pas.


Traduction libre de la video ou ZAM interview Mr Tanaka. ( c'est approximatif mais je garde le plus possible le sens des question et des reponses)

Zam:

Les developpeurs ont déjà annoncé qu'ils allaient modifier le systeme de combat. Peut on esperer aussi des améliorations
dans le facon dont le personnage bouge et la camera bouge et dont tout ca bouge et fonctionne ensemble ?



M. Tanaka:
Avant durant la version alpha vous deviez activé le mode action puis activer votre action.
Nous nous sommes rendu compte que ce n'etait pas très rapide meme avant le stade de l'alpha. (NdT: tu m'etonnes 10 munutes pour latter une coxinulle c'est naze !)
Nous avons ameliorer le système de combat il est beaucoup plus rapide. Vous n'avez pas a attendre que la barre d'action temps soit pleine pour déclencher des actions vous pouvez faire plein d'autres actions en attend (NdT: comme courir apres la coxinulle qui veux se disperser dans la pampa ?)


ZAM:
Dans final fantasy 11 vous n'aviez pas initiallement prevu beaucoup de contenu pour les bas et moyens niveaux (NdT: a part faire de l'exp et des quetes dans le but d'etre HL ? je comprend pas trop de quelles activités il zam veux parler) . Dans les mise a jour suivant vous avez ajouter du contenu pour que ces joueurs est des choses à faire pendant qu'ils font des niveaux ? Afin d'eviter de faire plusieur fois la meme chose est ce que dans FF14 on aura la possibilité de faire des choses au niveau groupe (NdT: Zam est confu dans sa tete moi j'imagine qu'il a à l'esprit la quete pour le bateau vers kazham par example ou l'ont doit farme autant de clef qu'on a de gens qui ont besoin de ses clefs dans notre groupe. Donc ce que zam semblerait vouloir c'est un systeme de quete en groupe comme dans AION avec des etapes a faire par un des membres de l'equipe pour valider le deroulement de la quete pour tout le groupe. (drop 1 fois chaque clef donc))


M. Tanaka
Nous allons implementé un nouveau systeme de quete appeller le "guildeve" (mandats en francais) permettant a la fois de joeur en solo et en groupe. Vous pourrez donc proiter de cette incroyable flexibilité durant le jeu. Il vous faut attendre afin de voir ce que sera ce systeme dans le jeu et vous amuser avec.


ZAM:
Dans plein de MMORPG gratuit F2P, oui pas la palette des actions possible avec le personnage est plus grande que dans FF11. Dans FFXI poura t'on faire des mouvements comme des sauts ou nager ?


M.TANAKA
Nous implementons un systeme permettant au joueurs de créer leur propres jobs dans un certains sens. Au travers de l'equipement mais aussi des caractéristiques. (NdT: je sais ! je sais! M.Tanaka repond a une question qu'on lui a pas posé... Y a un trad aussi entre zam et M.tanaka ... ceci explique peut etre cela... ou pas... )


Zam:
Mais il me semble important dans un jeu d'avoir plus d'action que simplement courir ou marcher pour un personnage, je comprends que long temps la mini map n'est pas été voulu parce qu'elle gachait l'imertion dans le jeu. Mais quand meme ses mouvements sont des mouvement de base.
N.d.T M. Tanaka entre en conversation avec son collegue sur sa gauche ( a droite de l'ecran) Mon japonnais etant assez rustique et rudimentaire je ne saurai en faire la traduction. ( Allez imaginons un truc du genre: "allez Jimmy (prénom de M.TANAKA ) réponds à la question du Monsieur il a l'air super gentil !)


M.TANAKA:
Bon OKay je repond: La raison principale est que nous ne pensons pas que ce genre de mouvements soit nécéssaire (NdT: ranger ces mouchoirs m'enfin vous etes des hommes non ?). Ca ne nous semble ni necessaire ni important d'avoir ses fonctions dans le jeu. (NdT enfonçons le clou joyeusement au cas ou la premiere couche aurait pas été comprise). Sauter sans qu'il y ai une réelle action qui se produise dans le jeu ca n'a pas d'interret. (NdT: j'ai prevenu au debut traduction libre ca veut dire ce que ca veut dire non ? libre ca veut dire que je fais tout qu'est ce que je veux tout comme que je veux c'est clair la ? Okay M. Tanaka dans AION quand on saute dans le vide ca declenche le vol plané donc y a un but dans l'action de saut. Dans mario bros on saute pour casser des briques ou passer par dessus un ravin la aussi y a un but précis. Ceci dit le but normal d'une action de saut est de surmonter un obstacle gênant la progression. Sauf que dans FF les obstacles sont justement la pour t'empecher de sortir du décor et d'aller faire l'andouille hors champ avec les lapins crétins ! )



ZAM:
les joueurs aiment passer ennorment de temps a faire du tunning sur leur perso. A le rendre unique différents des autres. Y aura t'il dans FF14 un support avancé pour la personnalisation du personnage (NdT: Moi je veux une Mi'Quote a forte poitrine c'est possible ? comment ca je suis un obsédé ? ) ?



M.TANAKA:
Les joueurs peuvent evoluer librement dans le jeu dans les zones prevus dans les versons alpha et la beta. A terme nous prevoyons un certain nombre d'extension (add on)

ZAM:
Dans FF14 on a 5 races y en aura t'il d'autres ? Est ce qu'ajouter de nouvelles races pourait etre un ressort scénaristique?


M.TANAKA:

Nous prevoyons d'ajouter peut etre de nouvelles races dans FF14 ce qui n'etait pas possible de faire dans FF11. La raison principale etait que FF11 etait deja trop gros. Ajouter une race signifie ajouter TOUT LES EQUIPEMENTS qui vont avec cette race.


fin de la torture pardon de l'interview. Merci M. Tanaka et je n'ai qu'une derniere question O-sake arimasu ka ?

Voila j'espere vous avoir divertis et informé en meme temps.

Moi j'aurai une question simple que personne n'a posé a M Tanaka : Y aura t'il des evements saisonier comme dans FF11?
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