Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka wont be a place where everyone would want to go. For example, there are people who dont want to go to horror houses because they dont see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesnt seem to find it fun. In other words, its not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
F: We dont have a place in FF like that, yet.
Y: We dont. Up until now, in the theme park called FFXIV land, we went to various attractions through the Zodiac and Anima Weapon quest lines, but I think a lot of people are getting tired of that system. We are also reaching our limits on how to create routes to go to those attractions, so we thought that we might as well make the weapon quest one of the attractions, as well, rather than it being a tool to see attractions. It will still be a time to win based attraction like Zodiac and Anima Weapons. Thats why we thought that the name Forbidden land fits it quite well
(laugh). In FFIII, Eureka in a land that is sealed with powerful magic and weapons, so in order to keep that charm point, we want players to put in hours and effort into making it. With that in our minds, we thought we should bring it up by a level, so we made Eureka.
F: Will monsters that pop once every 72 hours appear there?
Y: Its an easy to understand example, so I used it in the Opening Keynote. It would be hard for it to work in the current age. But, I do think that it is possible to have contents that require some kind of an entry key to challenge them, like FFXI and FFXIV 1.0 had. For example, in FFXIV 1.0 you had to collect Infernal Totems in order to challenge Ifrit. We cant implement that for all of the contents in the game, but using that system for one attraction is a possibility. It would introduce a new concept and values of getting rewards through putting time into getting those entry keys and then challenging the contents to get those rewards. Therefore, we thought it would be a good idea to introduce that to FFXIV, as well. At first, I didnt want to reveal the name completely, but we announced it at this timing because we thought that it would be easy to understand by players who have been long time Japanese fans of the FF series. The title was unanimous in the development team, as well.