[Interview] FFXIV Core - Tanaka et Kawamoto.

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Source : www.ffxivcore.com

Citation :
New FFXIV Information from Dengeki!

Aya and I once again team up to bring you speedy and accurate translations from Japan's premier gaming magazines.

Today's interview is probably what the leaked infomation mentioned in earlier. The site must have misattributed the information to Famitsu, when it's actually from Dengeki. Not that this is important, though. YOU CAME HERE FOR FACTS.

The interview covers a wide range of topics, such as:
  • Stronger, more impressive graphics
  • What equipment on a character will be shown
  • The extent of FFXIV's seamlessness
  • Weather
  • Position in battles
  • Effect of camping on server strain
  • Chocobos
  • Weapon and armor durability and repair
  • Crafters and their relation to durability
  • Crafted item customization
  • Possibility of a return of a player residence
  • Guildleves, Aetherite, Guildleves!
Scans up shortly!

Head-on interview with Mr. Tanaka and Mr. Kawamoto, the two key men in FFXIV’s development.

Our interviewer asked these developers questions about the content revealed at the playable version of FFXIV presented at Gamescom in Germany.

Left: FFXIV Producer Hiromichi Tanaka
Also produced Japan’s first MMORPG, FFXI. Other achievements include FFI and II, SaGa2 and Chrono Cross.

Right: FFXIV Director Nobuaki Kawamoto
Kawamoto is once again taking the helm as director for FFXIV. Other achievements include Chocobo’s Mysterious Dungeon 2 and, of course, FFXI.

New Information!

Today’s interview with the creators is about the guildleves and armory system that Square Enix has been releasing information for bit by bit. Today’s interview is with Kawamoto, the center of FFXIV’s development.

More powerful graphics made possible by the strength of PS3 and PC

Dengeki (below: DG): Thanks for your work in Germany. We were pleasantly surprised that there was a playable version available there; we didn’t think there would be one.
Hiromichi Tanaka (below:HT): Thanks to Kawamoto’s hard work, we were just barely able to make it out in time.
DG: First, can you tell us what the biggest difference between FFXI and FFXIV will be?
Nobuaki Kawamoto (below:NK): It’s got to be “guildleves.” There’s a goal, and you gather people to achieve it. That would be the greatest difference at this time: the possibility of enjoying a different way to play. The next would be the changing of abilities by simply switching weapons through the “armory system.” You could say it’s like we took the idea of the FFXI system and developed it even further.
HT: In the same way, though the characters shown up to this point were made to resemble those in FFXI, an even greater degree of variation is possible this time around.

DG: Will neck and waist equipment be reflected in the graphics?
NK: We’re still deciding on what things will be represented graphically that we didn’t show in FFXI, but there may even be things shown that weren’t in FFXI.
HT: There was even talk about making ring graphics! (He laughs)
NK: We’re still discussing which areas will appear.

DG: Is it true that movement between areas will be seamless?
NK: This information has often been mistranslated, saying things that no matter how far in the world you go, there will be no fade effect. This isn’t the case. The areas are now wider (about the size of regions in FFXI), but there is a bit of loading between those areas. Even so, just because the areas are wider doesn’t mean the monsters will chase you as far as you can go.

DG: But there’s no difference between the residential areas and the battlefields?
NK: I guess the only real difference between those areas are whether there are enemies present or not. There are cities, of course, but just like the way Aetherite is placed everywhere, there will also be areas set up to gather and talk to other players outside of the cities.

DG: Can you unsheathe your weapons in cities?
NK: Yes. In FFXI, it was not possible to auto-attack in cities, so you couldn’t draw weapons. In FFXIV, though, if you want to draw, you can.

DG: Will weather’s effects on your character be portrayed realistically?
NK: We’ve aimed for realism with the weather, so even if you’re excited to be in an area at first, after a while you may feel that you don’t want to go there anymore. Consequently, weather will have an effect on your character, but it will be more of a game-related aspect. However, there will not be elemental weather like the kind seen in FFXI.

DG: The message “attack from the right” appeared on the battle screen, but will elevation have any effect on battle?
NK: We thought this time we’d like to try and have a battle system where positioning was important, but because the areas in which using elevation in battle are limited, we decided not to get that specific.
HT: Getting into the best position to fight an opponent (camping, perhaps) is very important in this game. If we added elevation into it, it would probably most likely be abused.

DG: If camping comes into play, won’t there be lag issues?
NK: Thanks to my experience with FFXI, I think I’ve been able to learn the games limits in areas like that, so I think it will be all right.

All adventures start from Aetherite.

DG: Aetherite seems to be a very important structure in this game, but would it be best to think of this as a method of transportation?
NK: Its primary function is a gathering spot. It is where adventures begin and adventurers gather. Transportation is its secondary function. Since it’s a warp point, people will naturally gather there. That’s the image we’re going for.

DG: So will players be able to use it for transportation between cities, transportation to battles, to guildleve starting points, and so on?
NK: That’s right.

DG: I’m sure chocobos will also be a form of transportation, but then how would you separate when to use each of the two?
NK: We’re still considering whether or not to use chocobos as transportation. Chocobos are, after all, a symbol of the franchise; we’re trying to bring them into the game in a way the players will accept and enjoy.

DG: Weapons will deteriorate, but will characters age?
NK: We hadn’t thought of that! (He laughs) They won’t age, but you may be able to change their hairstyle.

DG: This is something you’ve been thinking about putting in the game?
NK: Changing hairstyle, yes. We haven’t put any thought about changing faces, however. If we went that far, players wouldn’t know what to focus on to identify a character. We’re taking players’ ideas into account and carefully considering them during the creation process.

DG: About the NPCs having English voices during cut scenes: will most of the game have voice acting?
NK: No, and not even all the cut scenes will be voiced. We’ve limited the voice work to scenes that have a certain level of importance to the plot or where we want you to focus on the video. Basically, when we want you to focus on the video instead of reading, we thought it’d be better to add voice, even if it’s in English.

DG: Will all the voices be in English?
NK: I think people have the impression that there’s a lot more voice used in the game than we actually have planned. We’re continually adding to the story, so translating and recording all these additions would take a lot of time. We’d like to keep a steady pace for the version-ups. With the current proposal and what we’d be able to do with our time constraints, we came to the decision not to voice the entire game.

DG: Now that weapons have durability, will it be represented graphically?
NK: It’s under consideration. We’ll decide after we’ve tried a few different things.

DG: Having to learn how to take care of your weapon is a really interesting idea.
NK: Though I said that “Aetherite” existed as a meeting point, it is also a place where blacksmith and adventures can meet up. It would be a burden to go back to the city to fix, but maybe there is somebody who can fix it at “Aetherite”. I’d like to offer users places to encounter.

DG:Are you going to introduce something like “Search Comment” in FFXI as means of communication?
NK:Yeah. I’d like to keep things established in FFXI. There are other things in mind too.

DGo you think you’d introduce systems like signs of craftsman seen in other games?
NK: I’d think about introducing after seeing how people like them after they played for a while.

DG:Can we fix in shops? I have image that fix is done by blacksmith players.
NK: If there is nobody, then maybe. It would be horrible if there were nobody to fix it (he laughs).

DG:Not only weapons but do shields also break?
NK: Both of weapons and shields are consumption articles.
HT:It’d be difficult to exchange items which are broken or exhausted between users. The price of new and consumed ones will be of course different.
NK:Items may not be fixed depending on the skill of blacksmith. But it never happens that item will be broken because of that.

DG:Customizing colors of armament would be possible by craftsman?
NK:Yeah, craftsman can design colors to sell more. There will be more items which have same ability but are different colors. A lot of color variations already exist.

DG:Can you put emblem on?
NK: I’d like to make it happen someday.

DG:Because of “Armory System,” we can’t attack if we become craftsman? Like, attack with sewing materials?
NK: Not sure about sewing materials,lol But, we are planning to make minimum abilities for battles at least. Of course it is not much compared to their own professional ability.

DG:So then it is not that we can’t do anything other than our profession, though we are quite specialized with each class?
NK:No. It’d be important what kind of ability should be added.

DG: Is there no places like moghouse due to the introduction of “Armor System”?
NK:In FFXI, Moghouse functioned as a place for job change. However, since you have to go back to town for it, there are too many people in town. That’s why we introduced “Aetherite”.

DG: Then, “Aetherite” will replace Moghouse?
NK: yeah, right.

DG: Are there normal houses?
NK:I think so.

Close to Adventurers: Guildleve
DG: Is there places like pub where adventurers gather?
NK: Adventurer’s Guild, where you can get Guildleve, would function like that. You can get many Guilleaves and go to Aetherite to play for days, or you can play at Guildleve with other uses.

DG: Guildleve is shown as a card. Is it like item that you can possess?
NK:There is a frame only for Guildleve. It is more like a plate than a card. You can regard it as a pass which shows what you can do on that field.

DG: If someone has Guildleve, others can play with him?
NK:yes. You can join even if you don’t have it. There are some special Guildleve that is only accessible when you cleared certain conditions.

DG: Is it possible to play the game without using Guildleve?
NK:Guildleve is like hunting in FFXI. So it would be very everyday thing like hunting monsters to level up. It is not, of course, mandatory though.

DG: Are there Guildleves to skill up like hunting MN in FFXI?
NK:Yes. You can brush your skill up by just playing Guildleves. Just heightening level has no end. That’s why there are time limits and uses have to change with other users from Aetherite.

DG: How long does Guildleve for one player take?
NK:30 minutes for one Guildleve.

DG: Can you get Guildleve in many places or only at a certain place?
NK:Only in Adventurer’s Guild. But as I said, you can play Guildleve even if you don’t have it, so you can just log in an off the Aetherite too.

DG: Will there be official events in public?
NK:That’d be fun, though we are not sure about it at this second yet.

DG: Is Security Token necessary?
HT: You need Square Unix ID, but not security token.

DG: At the event in Germany, mouse and keyboard were used. What would it be like to play with controllers?
NK:It would be similar to FFXI.

DG: Can we change the font size like window’s sizes?
NK:Eventually.

DG: Window mode would be added in Window’s version?
NK:Window mode would be basic rather than full screen.

DG: What are Mikotte’s ears parts( places hidden in hairs) like?
NK:Only upper ears, same as Misla.
HT:But the edge of eyeglasses are not on upper ears,lol oops, please don’t ask me about it anymore.

DG: Does Rugadin have a tail?
NK:Rugadin was created as a new creature in this world.

DG: The action scene looks so smooth!
NK:Yeah, I thought the smoothness of action scene was very characteristic of this game. Expression changed a lot by the shift of Misla to Mikotte.

DG: The emotion scene in the movie is from event scene? Or from during usual play?
NK:The movie with all the creatures are from Emote.(えもーと)
HT: FFXIV is all made with emotion capture.

DG: Can you change facial expression during game?
NK:Facial expression accompanies action.

DG: Can we ride on Rugadin with Emote?
HT: Leader has been saying that,lol
NK:It’s difficult how to express it,lol

DG: Is motion with combination of characters possible?
NK: It’s very challenging, but it’d be fun as a means of communication.

DG: Seems like there is no auto-attack, isn’t it difficult to chat?
NK: I can’t deny it. As for the auto-attack, you can think that there are more weapon skills.

DG: Can we move like auto-attack by using Macro?
NK: We are still considering about it. Might be difficult to play Macro.

DG: Any another interesting news about FFXIV?
NK:We have shown what Guildleve is like and how expressive the species are. I’d like to show “armory system” next. There are also another secrets coming out.
HT:The graphic part is not completed yet, even 50 percent. So please check out the graphic side from now on too!


There you have it folks! Look forward to the scans, coming soon.
Au final pas trop de nouvelle info, mais en revanche pas mal de réponse qui clarifie la plupart des flous que l'on avait ^^
Quelques éclaircissements en effet... Notamment la forge.
J'imagine déjà des forgerons crier leurs tarifs devant les aetherites, à qui sera le moins cher

Par contre, les zones seraient quand même séparées par un petit loading finalement ? (there is a bit of loading between those areas)
Dommage, je trouve. Espérons que ce sera rapide ^^
C'est obligatoire de toute manière, comme dans tous les MMO qui utilisent ce système, quand on change de région on a une petite saccade (<1s).

Ou alors on utilise une méthode un peu moins transparente, sous forme de tunnel. Zone A > tunnel avec pas grand chose dedans (pendant ce temps le chargement a lieu) > Zone B.

Quand je dis tunnel c'est pas forcement un endroit avec un toit, mais souvent un chemin sinueux, avec peu de choses a charger autour, comme çà le client charge la zone suivante. C'est notamment ce type de méthode qui est utilisée dans certains jeux PS2 pour justement avoir 0 chargement (ce qui est difficile a obtenir pour une PS2). Tony Hawk American's Wasteland fonctionne de la sorte.
Cool, on pourra aller chez le coiffeur IG. Autrement je flippe un peu sur le système de détérioration des armes, visiblement si on attend trop avant de réparer l'arme est définitivement cassée...

Et OMG le nouvel avatar de Tsuki, j'ai failli vomir.
Citation :
Par contre, les zones seraient quand même séparées par un petit loading finalement ? (there is a bit of loading between those areas)
Dommage, je trouve. Espérons que ce sera rapide ^^
Faut croire que oui,

A ce que j'ai compris, les zones représenteront une région entière comportant des "mini-zone"

Si je me trompe pas, prenons par exemple ronfaure qui est divisé en plusieurs zones (gleshaba, sando sud nord port et chateau, tombeau, ronfaure est et west) à la sauce FF XIV on aurait alors le tout en une seule zone commune. J'en arrive à ca car ils disent que les zones seront "wider" plus vaste.

Cela donnerait tout de meme une saré immersion.
Zut, j'ai oublié de lancer une défense anti-antipika ^^

En fait, je pensais carrément à un fade out, quelque chose comme ça, peut-être pas forcément un écran de loading ! Tu sais, tout disparaît pour laisser apparaître l'autre zone.
C'est ainsi que j'ai compris cette reprise du gars sur le sujet, sinon il aurait peut-être minimisé davantage.

Ensuite, je ne vois pas pourquoi c'est obligatoire de faire une zone spécifique, plusieurs MMO permettent de passer d'une région à une autre sans le moindre chargement visible.
Et comparer la RAM ou le DD ou ce que tu veux d'une PS2 avec un PC, il faut le faire
Oui, c'était un exemple gnagnagna mais il était plutôt curieux à mon goût.

Après, plutôt qu'entrer dans un débat interminable, je repense à Final Fantasy XII qui avait des régions bien séparées par un chargement visible... On faisait avec aussi, mais je souhaiterais vraiment que ce soit le plus discret possible, voilà, tout est dit.

P.S. HS: Mdr, je viens de découvrir le Happy 9/9/9 de Cirno sur ce site, je l'avais moi-même posté sur un tout autre forum. Touhou Rulz !!!
Citation :
Publié par Sag Ee Mana

Ensuite, je ne vois pas pourquoi c'est obligatoire de faire une zone spécifique, plusieurs MMO permettent de passer d'une région à une autre sans le moindre chargement visible.
Ils sont toujours visibles Mais il faut faire attention. Je pense a WoW, DAoC ou Aion par exemple. Les regions sont très vastes, séparées en plusieurs zones, quand on passe d'une zone a l'autre on entend le disque dur gratter un coup (mise en cache), c'est vraiment une fraction de seconde. Mais sur une vieille machine çà peut gratter 1 bonne seconde (on perdait le /follow a cause de çà parfois).

On peut aussi voir en mettant sa caméra au niveau du sol une ligne de démarcation dans certains jeux (textures de la zone A qui s'arrêtent, textures de la zone B qui commencent).

Pour FF XII il y avait des zones séparé oui, PS2 oblige :/ Et puis heureusement d'ailleurs Pour faire pop Adamantoise il fallait zoner 50 fois pour avoir la bonne météo Imagines s'il fallait marcher jusqu'à la ville pour reset la météo
Les armures identiques avec les mêmes abilités n'auront pas forcément la même couleur, je trouve ça sympa, c'est un aspect de customisation qui rendra la guerre des clones moins omniprésente.
En parlant de customization c'est bizarre que la question se soit portée sur les colliers et ceintures (DG: Will neck and waist equipment be reflected in the graphics?). Pour moi l'élément le plus important qu'il faut ajouter après les 5 pièces de bases, c'est la cape. Et c'est de loin le plus visible. Le collier sérieusement :< Il faudrait zoomer pour le voir :/ Pire que les legs d'un taru.
Citation :
Publié par Antipika
En parlant de customization c'est bizarre que la question se soit portée sur les colliers et ceintures (DG: Will neck and waist equipment be reflected in the graphics?). Pour moi l'élément le plus important qu'il faut ajouter après les 5 pièces de bases, c'est la cape. Et c'est de loin le plus visible. Le collier sérieusement :< Il faudrait zoomer pour le voir :/ Pire que les legs d'un taru.
+1 pour la cape. Sinon ça dépend des races, par exemple les boucles d'oreilles sur un elvaan je doute qu'on les voit pas, elles devraient avoir la taille de boules de noël. Sinon sur les taru même les armures les plus classes sont difformes (omg les AF) alors faut pas espérer voir une bague, de toute façon je les regarde pas, ça fait trop peur...

Citation :
Publié par Tsuki-kun
Je l'ai changé à la demande du peuple.
Celui-là est quand même bien mieux.
Mwé pour le truc de la cape, je reste mitigé...Généralement je l'enlève visuellement car si on porte une arme dans le dos, l'arme passe à travers...J'trouve ça d'un moche...

C'est toujours ce qui m'a dégouté graphiquement..les items qui, en monture, passe à travers du cheval, des trucs du genre....

Enfin il en sera peut être autrement, on l'espère !
Personnellement si cape il y a, j'espère voir tout types de capes ! (simples, pélerine, toussa)

Bon point pour la customization d'équipement en tout cas !
Euh on est en 2009, les devs sont capables de faire des capes qui ne se feront pas transpercer par les armes, on est en plus en 2000. Le moteur de FF XIV est annoncé comme étant puissant, alors il y a intérêt qu'il soit exempt de bug de ce type. Déjà sur DAoC il n'y avait pas trop de bug avec les capes (seules certaines armes dépassaient lors des déplaçement), alors bon j'espère que SE sera capable de gérer çà.

Et ouais il faut toutes les sortes de capes, et qu'il soit possible de mettre la capuche ou de la retirer avec certaines
Ouais enfin vu qu'on a les habituelles weapon soutenues dans le vide lorsqu'elles sont équipées sur le personnage, j'aurais un gros doute au niveau des capes.
C'est encore vraiment dommage de voir un arc dans le dos flottant dans le vide...
il n'y à même pas de carquois sur la ceinture
Citation :
Publié par Farfadet_1er
J'ai vraiment du mal avec le concept de la durabilité des armes, ça me fait une sorte de fussoir ce système ...
Pourquoi ?
Je trouve cela plutôt logique qu'une arme (ou armure) s'émousse avec le temps et son utilisation régulière.

Puis faut bien qu'ils servent à quelque chose ces fichus Blacksmith *Joke*
Je vois l'usure de l'arme un peu comme la contrepartie de l'xp. On ne perds plus d'xp, donc les armes s'usent.
Je doute que ça gâche le jeu, on trouve ça dans pas mal d'autres jeux et ça ne fait pas grand chose en fin de compte. On aura sans doute assez d'argent qui tombe sans trop rien faire pour se payer les réparations et autres consommables du même genre.
donc les tank qui dépense déja des milles et des cents en armures, devrons encore plus dépenser pour réparer leurs armures qui s'useront plus vite.

pas cool çà.

perso, moi non plus j'aime pas ce système, mais bon, on a encore du temps avant de voire se qu'on aura réellement.
Citation :
Publié par Mahorias
DG:Are you going to introduce something like “Search Comment” in FFXI as means of communication?
NK:Yeah. I’d like to keep things established in FFXI. There are other things in mind too.
Ouai ils ont bien intérêt à avoir d'autres choses à l'esprit parce que je veut pas d'un système de recherche de groupe que ce soit pour xp ou pour mission / quete, aussi pourri que celui d'ff11.
Citation :
Publié par Thana360
Huh?! J'ai trop rien a redire sur le système de recherche d'FFXI...
Ne pas pouvoir seeker pour plusieurs job en même temps ( et plus généralement de seeker pour un job pendant qu'on en utilise un autre ), qu'au final ffxiah s'avère l'outil le plus efficace pour trouver des gens qui en sont à la même mission que toi (à moins d'aimer shouter pendant 5 heures <3 )... Ça peut sembler du détails, personnellement je trouve que ça pourri très fortement le jeu.
Hmm.. oui c'est pas faux, en même temps sur aucun autre MMO tu peux seeker pour un de tes rerolls si t'es co avec ton main.
Mais c'est vrai que c'est une option qui serait plaisant de voir sur le XIV.
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