Eh, MMO wise, visually speaking it's still one of the best out there. Only newer games like Black Desert are really beating it. Helps that the art style is top notch.
![]()
See this interview:
This is basically what ended Matsuno's time with Square, no? Overworked, got sick, couldn't finish the project, something like that?
I hope Tabata doesn't burn himself out.
See this interview:
Stay strong beautiful rose.
Let's grab a beer after all is well and done.
"There is a sense that this is shortening my lifespan. But it's all worth it."
"I knew whatever lifespan I'd already shortened with Type-0 would be even further shortened with 15," Tabata says. "But after a minute or two of thinking it over, I thought, 'That shouldn't be much of a problem.'"
His own alone time is nearly non-existent, pushed back into the hours he spends in the car on the way to work.
"I put everything into all the titles that I create," Tabata says. "Final Fantasy sticks in many people's memories, so ... if I'm bringing a positive outlook to those who are playing it, if I'm delivering a positive experience then I guess yes, it'll be great to be remembered as someone who was part of the franchise.
"It's really the drive to create the best experience. Something that surpasses everything ... That's just what Final Fantasy development is like."
Zoom in a little further to see some really low quality textures, or move around to bump into invisible walls. You can't even swim. By MMO standards it's basically faking most of the game systems others launch with.
It's a great game for screenshots, which is why they've focused so much on that aspect over meaningful game content in major patches - nothing sells copies like people fawning over anime come to life.
I don't get the complaint that Noctis and co look like a teenage Japanese emo band, honestly. Probably not the best designs in the world but if you played most FF games, you'd notice that there is a lot worse. It won't take away my enjoyment of the game whatsoever.
See this interview:
Criticism is only a temporary setback, and it inspires him want to work harder. But the real joy is finding the players who enjoy the team's work.
Oh no, I'm literally killing Tabata.
Uhh... someone please delete the Platinum Demo thread....
Today's GameInformer article is now up: http://www.gameinformer.com/b/featu...inations-youll-visit-in-final-fantasy-xv.aspx
The middle and later parts of the thread are less negative - it took a day or two for people to realize there's much more to the gameplay than holding O and getting smacked around by the boss, the discussion has been a lot more level in that thread since. And some of the gameplay footage to come out of people playing that demo is insanely cool.
Whoa, nobody should go through all that.
Hope it pays off, even if he's not the "visionary"-type, he's still giving it all for this project.
I guess this confirms that we'll be able to visit Insomnia in game.
I guess this confirms that we'll be able to visit Insomnia in game.
It's the reality of AAA game development.Whoa, nobody should go through all that.
Hope it pays off, even if he's not the "visionary"-type, he's still giving it all for this project.
Whoa, nobody should go through all that.
Hope it pays off, even if he's not the "visionary"-type, he's still giving it all for this project.
I'm fairly certain that the only thing that will "save" the Final Fantasy series is the end of the Final Fantasy series. It is the mismanagement and lack of creative freedom that killed the series--had basically nothing to do with people not working hard enough.Yoshida talked about having only 3 hours of sleep everyday during the development of FFXIV: ARR, too. As brutal as it sounds maybe this unhealthy work-ethic is needed for "saving" FF, right now. Ideally Tabata and Yoshida's next project will be a little bit more relaxed with the foundations laid and a lot of the pressure gone.
Yes, but Yoshida and Tabata are trying to fix exactly that problem you're describing. And reversing years of bad management and breaking up old hierarchies takes a lot of time, energy and patience. That's what they're working so hard for. It paid off for FFXIV and it seems to do for FFXV. See this recent interview with Tabata:I'm fairly certain that the only thing that will "save" the Final Fantasy series is the end of the Final Fantasy series. It is the mismanagement and lack of creative freedom that killed the series--had basically nothing to do with people not working hard enough.
Much of what Tabata claims here depends deeply on the success of FFXV - likely from a critical and monetary perspective. The thing I think I'm most worried about is the way they've been portioning their games. Since the PS2 era, they basically haven't been making complete games - they've been making partial games and then numerous side-sequels (and then side-sequels of side-sequels) and this has caused games to become confusing, bloated messes. One of the virtues of the FF system in the past was that each game was unique and called for a new idea and iteration on game ideas, as well as building on past success, rather than throwing everything out or keeping everything as it was. This was what made FFVI such a phenomenal success and FFVII a breakthrough. Everything past FFVII, and especially everything after FFIX, has felt like SE resting on their laurels. Whether or not that has since been corrected remains to be seen with FFXV, but until it's out in its finished form, I'm not really holding my breath.Yes, but Yoshida and Tabata are trying to fix exactly that problem you're describing. And reversing years of bad management and breaking up old hierarchies takes a lot of time, energy and patience. That's what they're working so hard for. It paid off for FFXIV and it seems to do for FFXV. See this recent interview with Tabata:
http://www.neogaf.com/forum/showthread.php?t=1202838
[EDIT: Replaced with the official English translation from Famitsu]
Hajima Tabata Talks About Building His Final Fantasy XV Dev Team
--So with all this going on, how did you tackle the project?
Tabata: I brought together the game team, movie team, and technical team to create a new, independent team. This team then merged with the former FF Versus XIII team to make FFXV, forming the predecessor to the current Business Division 2.
--And then you started production. Did you set any core themes for the production of FFXV?
Tabata: Not initially. There was something we needed to do before we could think about what to do with FFXV. We needed to accept the fact that FF was no longer a winning franchise, and needed to think about what to do to make it great again. Every one of us agreed that the FF formula was failing in the HD market, and as such, rather than making another game by the book, we should do everything within our power to make a game capable of succeeding in the HD-era. Thats why we started production by creating a united team, with all of us viewing ourselves as challengers rather than established winners.
--And from there ?
Tabata: We reset the hierarchy of the whole team. We had section leads who had been in the position for a dozen years. This of course led to a clearly defined hierarchy among the staff, which not only affected the teams chance at succeeding, but also forces each team member to adhere to the subjective values of their supervisor. In the hope of putting aside the unnecessary hierarchy that existed between them, I told the team that we were equals in a free-for-all environment. (laughs)
--You created a meritocracy.
Tabata: Yes. Before anything, I met with each member of the team and told them, Its up to you whether you stay or not. If you stay, youll have to abide by my changes. I dont care how things were done in the past. To get a clear idea of what each individual could bring to the team, I asked them what they were capable of. Next I assigned them their positions; mixing things up by assigning an all-round, balanced developer to head the preproduction phase, telling a former lead that for certain phases theyd be working under someone else, as although the quality of their work was impressive, they were less great at coordinating their section and negotiating with others. We really argued back and forth!
--I bet you did !
Tabata: But there were a lot of people who were upbeat about the changes; many of them felt they were learning and growing, so spirits were high. We removed the invisible power balances and streamlined the chain of command, so everyone was making the most of their abilities. Many were trying their hand at something new, something previously out of reach, and this was being reflected in the game itself.
Much of what Tabata claims here depends deeply on the success of FFXV - likely from a critical and monetary perspective. The thing I think I'm most worried about is the way they've been portioning their games. Since the PS2 era, they basically haven't been making complete games - they've been making partial games and then numerous side-sequels (and then side-sequels of side-sequels) and this has caused games to become confusing, bloated messes. One of the virtues of the FF system in the past was that each game was unique and called for a new idea and iteration on game ideas, as well as building on past success, rather than throwing everything out or keeping everything as it was. This was what made FFVI such a phenomenal success and FFVII a breakthrough. Everything past FFVII, and especially everything after FFIX, has felt like SE resting on their laurels. Whether or not that has since been corrected remains to be seen with FFXV, but until it's out in its finished form, I'm not really holding my breath.
And as I said, I really want to see the final product before claiming any of these problems are actually fixed. If the game remains a confusing mess, even if says he wants a coherent storyline, that may just be a consequence of trying to salvage Nomura's particular brand, or some other, deeper issue internally at SE (just my opinion, but Nomura has typically been awful as a director and succeeds much better when he's being led, rather than trying to lead).As you can see he's had the same concerns about the series as you and many of us. He's very aware of the problems it had in the last decade and is trying everything to salvage the mess.
One time in the summer after my senior year of high school I had the boneheaded idea to have a few parties at my parent's house while they took a week long cruise.
Two days before they were to arrive home I had a disaster in practically every room of the house that gives me a headache right now even thinking about it. It's a small miracle there were no dead bodies buried under the empty liquor bottles, beer cans, and pizza boxes.
Cleaning that up took everything short of a pure act of God, but my brother and I pulled it off. Like something out of a John Hughes movie, we were putting the finishing touches on literally 15 minutes before they walked in the door.
I wonder if cleaning up after years of Yoichi Wada's reign @ SE is comparable to cleaning up after a bunch of dipshit kids completely trashing a house and damn near burning it to the ground, just on a much larger scale?![]()
I don't actually buy that it's more productive to sleep three hours a day instead of getting a decent rest after a day of hard work. I mean what is he doing all that time since he is the director and not making assets non-stop etc.? Is it actually doing any real favors for the project or is it another case of japanese "gotta show how I'm working myself to the literal bone or my bosses will replace me"?.
Stopped into Gamestop today. They told me they don't expect the FFXV issue of Game Informer to come in until around the 22nd. Blegh! I can't wait that long
This is an estimate based on the fact that last month's issue came in on the 22nd of March, so they told me to expect it around that time
This is in Maryland btw
I have a question, who was the artist that drew the ffxv cover of this Game Informer magazine?
Dude.Tabata said:"There is a sense that this is shortening my lifespan. But it's all worth it."
Yes, but Yoshida and Tabata are trying to fix exactly that problem you're describing. And reversing years of bad management and breaking up old hierarchies takes a lot of time, energy and patience. That's what they're working so hard for. It paid off for FFXIV and it seems to do for FFXV. See this recent interview with Tabata:
http://www.neogaf.com/forum/showthread.php?t=1202838
[EDIT: Replaced with the official English translation from Famitsu]
Hajima Tabata Talks About Building His Final Fantasy XV Dev Team
--So with all this going on, how did you tackle the project?
Tabata: I brought together the game team, movie team, and technical team to create a new, independent team. This team then merged with the former FF Versus XIII team to make FFXV, forming the predecessor to the current Business Division 2.
--And then you started production. Did you set any core themes for the production of FFXV?
Tabata: Not initially. There was something we needed to do before we could think about what to do with FFXV. We needed to accept the fact that FF was no longer a winning franchise, and needed to think about what to do to make it great again. Every one of us agreed that the FF formula was failing in the HD market, and as such, rather than making another game by the book, we should do everything within our power to make a game capable of succeeding in the HD-era. Thats why we started production by creating a united team, with all of us viewing ourselves as challengers rather than established winners.
--And from there ?
Tabata: We reset the hierarchy of the whole team. We had section leads who had been in the position for a dozen years. This of course led to a clearly defined hierarchy among the staff, which not only affected the teams chance at succeeding, but also forces each team member to adhere to the subjective values of their supervisor. In the hope of putting aside the unnecessary hierarchy that existed between them, I told the team that we were equals in a free-for-all environment. (laughs)
--You created a meritocracy.
Tabata: Yes. Before anything, I met with each member of the team and told them, Its up to you whether you stay or not. If you stay, youll have to abide by my changes. I dont care how things were done in the past. To get a clear idea of what each individual could bring to the team, I asked them what they were capable of. Next I assigned them their positions; mixing things up by assigning an all-round, balanced developer to head the preproduction phase, telling a former lead that for certain phases theyd be working under someone else, as although the quality of their work was impressive, they were less great at coordinating their section and negotiating with others. We really argued back and forth!
--I bet you did !
Tabata: But there were a lot of people who were upbeat about the changes; many of them felt they were learning and growing, so spirits were high. We removed the invisible power balances and streamlined the chain of command, so everyone was making the most of their abilities. Many were trying their hand at something new, something previously out of reach, and this was being reflected in the game itself.