Final Fantasy XV Gamescom Active Time Report - CNN reporting live from disaster scene

I think she has a valid point though, in that Final Fantasy has already proven its capability to appeal to millions and be best in its class. That appeal was not originally earned by being anything BUT Final Fantasy and it may be the best path to follow that vision rather than the vision of broader appeal if they want to reign king again.

So, you think that games before XIII were trying to just be some kind of "pure FF experience of what we believe in."?

lol

The fact they're not repeating that sentence for every single game in the series doesn't change the fact that they're trying to get new people into the series.

If they weren't this would just be a Tales Of style series, where every game is extremely similar.
 
So, you think that games before XIII were trying to just be some kind of "pure FF experience of what we believe in."?

lol

The fact they're not repeating that sentence for every single game in the series doesn't change the fact that they're trying to get new people into the series.

If they weren't this would just be a Tales Of style series, where every game is extremely similar.

Please don't put words in my mouth, I said nothing like that. I've always been a strong supporter of Final Fantasy making drastic changes with every installment. I'm saying I think those games were so strong because they never tried to be anything but what they were best at being, and that trying to reach out to a base of customers that are barely interested in what you've previously done is a great way to dilute what actually made you great in the first place. I'm sure SE has always tried to expand their customer base, but I've never seen them trying to court a non-Final Fantasy crowd quite this much.
 
Did no one post this yet?


http://www.finaland.com/?rub=site&page=news&id=5516

Finaland: Talking about communication and marketing. Since TGS 2014, you organize Active Time Report, inspired from Letter Live FFXIV. The first is an offline game. The latter is a MMO with frequent update. Are you sure it’s the best way to show FFXV ?

Tabata: The thinking behind the Active Time Reports wasn't "this is great for FFXIV, we want to do the same thing". Where this comes from is specific to FFXV. Earlier we announced we were changing over the game that was previously Versus XIII into FFXV. With this change, there was of course some confusion and a bit of concern from the fans of the game from the time it was Versus XIII. We thought the best way to address this was to be honest with them, to let them know what we were thinking, why we were doing this, and where we are aiming for. We discussed a number of options and what came up in the end was that the best way was to tell them straight and have direct communication.

This process of communication with the fanbase is what we gained from doing these Active Time Reports, even though FFXV is not an MMO but a stand-alone title. Through the ATR and also the feedback from the demo we released, we were able to establish this two-way communication. I think it is a big success and it does contribute a lot to FFXV, to make sure it is what the fans really want.

But of course, this is a new thing for us, and we are certainly not experts. I'm not saying it's working 100% of the time. We are going to make mistakes, and one of them was this week at gamescom. We underestimated the expectations people had and the kind of information they were looking for at this kind of event. Sure, we are going to make mistakes and disappoint a few fans in how we release our information. But I think it's important not to get depressed. We should think: okay, we made a mistake, how do we fix it? How do we make sure it is good next time, and have a good relationship with the fans? We are going to keep improving to the best we can.

FFWorld: I was reading a previous interview in which you said it was normal for a game to change during its development period and that you were surprised by the negative reactions from the fans. However, I think this is related to the very special status of FFXV. Fans have been waiting for the game for a very long time and saw it change during all these years, which is very unusual because this is usually hidden from our view. I think this is where people's worries come from, because they may feel this is leading to inconsistencies within the storyline or revealing a lack of direction.

Tabata: I really do understand that there are people who get worried. But as a game developer, I think the big danger is to get a full sense of confidence and try and make a game you can't deliver. Of course, we put a large portion of our lives into making this game, and we really intend to make it the most amazing experience possible, because it is basically us. So rest assured, because in order to achieve that, we are definitely going to try and avoid making a game that has all sorts of disparate elements that don't fit together and inconsistencies within the story. We are extremely careful about that.

There are two very important things here. I just mentioned the first one: we have this clear vision of what we think FFXV should be, we want to make it the best possible game it can be, and to not compromise on what we think will please the fans the most. That is our clear mission. But secondly, we also think it's important to be polite to our userbase and to show our intregity in dealing with the changes from Versus XIII, so you understand why we did those. But these are two different things: letting you know why we change things is one thing, but keeping to our plan for the game is another, and we don't let those two get confused.

Overall, when we changed over from Versus XIII to XV, we look at all the elements that were intended to be in Versus XIII and the plan for that game, and how these would fit into the new plan as FFXV. We really tried to preserve as much of it as possible. Everything we could move over and keep in the story, we did, and there's a lot of it. Obviously, some stuff just couldn't fit into the new plan. In these cases, we had to alter them in some way, remove them, or replace them. That is something we are not ashamed of doing, because we think they really needed to be changed. Now we have to try and get people to understand that in the best possible way. I hope you will understand.

Also the situation with FFXV is very unique and I have learned one thing from this experience: when you release information about a game very early, as it was the case with Versus XIII which is a game that never really took shape, how the information is viewed by the world is very different to what we think. At the moment it goes out into the world, it stops being our thing and becomes something for the fans. It's just natural that they are going to get attached to these characters. How we handle the way people relate to the information we release is something that we have learned a lot about and that will be very important for the future.

Of course, it is natural that games will change during development, because that's how games are made. In order to get that across, to decide how we tell people about these changes, we really need to have a strong position as well. That is what we learnt.

FFWorld: Also, since you are revealing a lot from the behind-the-scenes of the game and you are showing doubts and hesitation regarding certain features, aren't you afraid that it reveals some sort of weakness on your side? I also feel that showing too much could "demystify" FFXV, because mystery plays a big part in the magic of discovering a new Final Fantasy title.

Tabata: (thinking) I very much think that this open communication is not a bad thing. It's very productive when it comes to exchanging between the developers of the game and the people who are going to play it. Obviously, there is a bad side to that, and in some ways we may have caused concern and anxiety among the fans, and that needs to be addressed. That doesn't mean that this idea of communication is a bad thing, but that we really have to look at how we can communicate our information in a way that people can relate with, rather than giving up on it. The Active Time Report that we did at gamescom made me learn a lot about how the information is received and how we should provide it in the future. I think there is a lot to be gained from there, and that's why I want to improve rather than just give up.

This two-way communication process, hearing the actual voices of the fans, is also a great motivation to continue making the game. There are 300 people in the development team, working on the PS4 and Xbox One versions, and it sometimes gets very hard to continue when we face a lot of problems. But hearing your voices really makes us push on through. We definitely think there is a lot to be gained from that open communication, both for the fans and for the developers. It's an important relationship because we need both positive and negative opinions. Both are very valuable. If we find out that the way we provide information is disappointing and worrying people, we need to fix that straight away. So we need to know. That's a benefit of this communication.

To answer the second part of your question, I also agree with you that gaining information too early is a very bad thing. For FFXV, this is obviously a special situation, having started out as Versus XIII and having information released at that time. That's something we can't turn the clock back on. We have to continue and put a lot of effort to maintain that relationship with the fans to reassure them. For our next game, we would never want you to get information at such an early point, because it's counterproductive. But with FFXV, we have to continue and make the best of it, unfortunately.

FFWorld: I have to mention that disappointment shows that we care.

Tabata: Thank you. You are giving me a lot of courage.

FFWorld: So don't give up.

Tabata: Of course not! (laughs)

FFDream: During the last ATR, you said that airships could be added as a DLC. Earlier this year, you said the same about underwater battles. We are worried about it because it's very important features for the fans. Do you consider this two gameplay elements as optional or accessory ?

Tabata: There is a difference in how important these two features you mentioned are. To start with airships, we are still trying very hard to get them in the final game... if we can. Ideally, if we had enough time and resources for the development, we would spend that time working out the technology to get airships into the game, making sure it all fits in and polishing it to the level it needs to be. We still may achieve that, because we really want to, but if we can't, we need a back-up plan, because unfortunately we don't have unlimited amount of time and money to do this game. When we changed over the project, we decided that we can't keep people waiting beyond 2016. We have to get the game out in the best possible state it can be at that time within the budget we've set. If we can't get it into the game at that point, we think the best option is to add it after rather than just give up on it. I made this announcement to let people know that we understand Final Fantasy fans love airships and that, if we can't get them into the game in the form they need to be, then it is better to have them later in the right form rather than force them in an incomplete form that would be unsatisfactory.

Compared to that, underwater battles are quite low among our development priorities because they are not so necessary for the game to be what it should be, and because some elements are much more important to include. In terms of priorities, even more important than having airships or underwater battles to me, the real core of FFXV is that it should be a game which has the high level of technology to support the ultimate story experience. This is what we are prioritizing in the development of the game.

Have you heard about our discussion with Avalanche Studios? You probably know about them, they are the studio working on Just Cause 3 which is also on display here at gamescom. So, we have started discussing with their central technology team, which is based in Stockholm, as we are looking to use each other's specific technology to further enhance the games we are developing. They have a special technology for the very vertical and seamless gameplay mechanics of their games, that we are really interested in. One of the major reasons why we started this discussion about possibly using their unique and high-level technology in that field is to enhance that one specific part of FFXV. If these discussions go well and if we manage to get something out of it, it could very much solve the problems that we are having, and that may allow full-scale airships to be in the game.

If we made the decision to not include the airships in the final game, we maybe wouldn't need to go through these discussions and try and get that technology. But the reason why we pushing ahead to try and close the discussions to get that is because there are a lot of people like you out there who want to see airships in the game. We are trying to get them in in any way possible that we can.

FFDream: Some of our readers are concerned about all the feedbacks you received after the release of Episode Duscae. Some people are afraid that you listen all the requests and the team lose his own vision of the game. What can you say to reassure us ?

Tabata: We are very much aware that if we listen to every single opinion given, there is no way we can reflect all of those in the game, because we will get as many opinions as there are fans out there. We really have our vision of what we are aiming to do with FFXV, and this testing is meant to see if these objectives are being met, rather than getting feedback from everywhere. What we find the most important about this feedback is first of all to test the elements that we think are really good, to see if the emotional response to them is the reaction that we are looking for. If it is, it's brilliant. But if it's not, we think: can we polish this to make sure it is? If not, we change it to make sure we can achieve what we want to achieve. It's a very focused test. Hopefully, after reading that, some of your readers might be reassured in the way we use this feedback. It really is not about losing our vision at all.

Finaland: Final Fantasy XIV showed a completely new primal called Ravana. Will Final Fantasy XV also showcasing a new original summon or will it stick with popular summon such as Shiva, Ifrit, and Leviathan ?

Tabata: There is a certain Eidolon, one of the ones that you've seen previously, which appears in a completely new form. It's a very different take on the same old character. There is also a very good story-based reason as to why we are sticking to more traditional, familiar Eidolons in this game. The reason for that is because this time around, the Eidolons play a very big part in the story and are very much an integral part of the game world. So we thought it would be better to have the traditional ones, the ones everyone is familiar with, to see how they fit in the story and what is the backstory behind these characters, rather than having completely new Eidolons.

The Japanese name for the Eidolons, "shôkanjû", literally means "summoned beasts". That certain image may not be relevant for FFXV. The way we look at summons in this game, they are not random animals or monsters, they are very intelligent creatures with their own thoughts and their own agendas. Hopefully people will have a lot of fun seeing this new take on how the Eidolons appear and fit into the game. Sounds quite interesting, doesn't it?

FFDream: A few months ago, you said that Final Fantasy XV was still a part of the Fabula Nova Crystallis compilation but it will not use his specific terminology like "l'cie" or "Fal'cie" ... Despite of this, why did you decide to use this mythology for the FF XV project ?

Tabata: There are two main reasons for that. The first is that the world of FFXV was originally designed with these elements and links to the Fabula Nova Crystallis mythology in mind. When we came to reajust the game and change it from Versus XIII to XV, we felt it was much better to keep them in there and incorporate them in a very natural way, rather than try and remove all of them at any expense. We'd lose a lot of the world and its attraction if we did that. But why we decided to remove all the specific terminology from FFXIII was because, if you start the story and we introduce these words and ideas from the start, people will think it's still very much part of the FFXIII world. So you'd lose some of the identity as FFXV, and we really want to avoid that. Instead, we decided to not use this specific terminology and to introduce the language of the game in an easy and understandable way, that anyone can follow when they get into the game from there.

FFWorld: While watching the new gameplay video from gamescom, the one showing the swampy valley, I thought this environment was a bit empty and sterile...

Tabata: There is perhaps a reason why you felt that about that area. The video footage we show there is an area that is still under construction, so it is obviously going to change. What we have done here is that we are trying to show new ideas and new areas from FFXV. In that one, you travel in the valley and in the swamp, which is the habitat of the Malboro. There may be other areas where you have monsters coming down from the skies to attack you. That's what we are trying to show here. But this isn't a finished location and a lot of the game is at that kind of stage at the moment, it's about 60 to 80% complete, and obviously now, these need to be further polished and enhanced to fit in the overall FFXV world and brought up to that top level of quality. Rest assured, it's being worked on. We just wanted to show something new.

One of the other reasons why we are putting out information in that form, in that kind of in-progress video, is really down to the current stage of the game's development. There are different options about how to do this: one would be to focus on one area on the game and polish that to the finished level of quality, and use that to make a trailer, but if we did that it would really affect the overall development of the game and cause bottlenecks in some places. Instead, at the moment we are in a phase of fleshing out the game and filling in all the assets, and then polishing them up across the whole game, which is a lot more efficient way of doing it. Rather than focusing on making trailers that look great, we really work on the game as it should be worked on and showing that as our new information.

FFWorld: Similarly, everything we've seen from FFXV until now was very realistic, but I was wondering if the game would also give that touch of magic and fantasy we usually find in the Final Fantasy series.

Tabata: To reassure you, the construction of the game and the way the areas differ throughout the game starts out as a world very much based on reality. It feels more solid and more grounded in reality. As the game progresses, you will certainly more fantastic, otherworldly kind of elements. You will see these different tastes, this kind of magical and superb ideas that you see in previous Final Fantasy games will be seen close to the end of the game. It's all in there.
 
Please don't put words in my mouth, I said nothing like that. I've always been a strong supporter of Final Fantasy making drastic changes with every installment. I'm saying I think those games were so strong because they never tried to be anything but what they were best at being, and that trying to reach out to a base of customers that are barely interested in what you've previously done is a great way to dilute what actually made you great in the first place. I'm sure SE has always tried to expand their customer base, but I've never seen them trying to court a non-Final Fantasy crowd quite this much.

If you don't think they'd do that then you should play FFVII...

Or FFVIII...

Heck, I was not there to see, but I'll bet even FFVI was seen as them trying to appeal to people who weren't really interested in the series before.

That's how game series expand. That's how FF expanded. Why do you think the fanbase is as terrible as it is? Literally divided in their opinions about every single minor detail of the series. Do you think everyone was interested in the series from game 1? Most people didn't even care about RPGs until VII came along.
 
Please don't put words in my mouth, I said nothing like that. I've always been a strong supporter of Final Fantasy making drastic changes with every installment. I'm saying I think those games were so strong because they never tried to be anything but what they were best at being, and that trying to reach out to a base of customers that are barely interested in what you've previously done is a great way to dilute what actually made you great in the first place. I'm sure SE has always tried to expand their customer base, but I've never seen them trying to court a non-Final Fantasy crowd quite this much.

Fair point. There's definitely a difference between actively courting demographics traditionally outside your fan base w/ focus-grouped shoe-horned changes (certain elements of XIII) and daring to take drastically different approaches because you believe they're worth pursuing (something like 7 or 10). Either/both are approaches a creator who's focused on winning new fans might take. Both approaches risk alienating old fans. I suspect the latter is more likely to win new ones.

I don't want SE to rest on their (somewhat shaky) laurels. I do want them to pursue their own creative visions to the fullest, unfettered by concerns about what made Skyrim or Assassin's Creed so damn popular.
 
If you don't think they'd do that then you should play FFVII...

Or FFVIII...

Heck, I was not there to see, but I'll bet even FFVI was seen as them trying to appeal to people who weren't really interested in the series before.

That's how game series expand. That's how FF expanded. Why do you think the fanbase is as terrible as it is? Literally divided in their opinions about every single minor detail of the series. Do you think everyone was interested in the series from game 1? Most people didn't even care about RPGs until VII came along.

Trying to make a better game than the last is not the same as trying to appeal to a broader audience by peeling away elements that you think might scare them off. You're clearly missing the point I'm trying to make, which is that Square has made fantastic Final Fantasy games that have caught the interest of millions in the past. Evolving is one thing I'm a huge proponent of and I think it's great that they're doing so, but they don't need to become less Final Fantasy to make great games again.

Their missteps were because they made several games that didn't even manage to appeal to long-time fans of the series. Their focus should be on getting a handle on the quality of their output, not courting a mostly disinterested gaming majority when they can't even do what made them famous right anymore.
 
Fair point. There's definitely a difference between actively courting demographics traditionally outside your fan base w/ focus-grouped shoe-horned changes (certain elements of XIII) and daring to take drastically different approaches because you believe they're worth pursuing (something like 7 or 10). Either/both are approaches a creator who's focused on winning new fans might take. Both approaches risk alienating old fans. I suspect the latter is more likely to win new ones.

I don't want SE to rest on their (somewhat shaky) laurels. I do want them to pursue their own creative visions to the fullest, unfettered by concerns about what made Skyrim or Assassin's Creed so damn popular.

Thank you, that's what I was trying to articulate. Couldn't have said it better. I worry not that Tabata is going to change things I like, but that SE as a whole is learning the wrong lesson.
 
XIII's linearity is being put down to focus group testing?

Lol that excuse Kitase came up with still reeks of lies to this day. Incompetence at developing an engine combined with it being the FFX team is responsible for that
 
Trying to make a better game than the last is not the same as trying to appeal to a broader audience by peeling away elements that you think might scare them off. You're clearly missing the point I'm trying to make, which is that Square has made fantastic Final Fantasy games that have caught the interest of millions in the past. Evolving is one thing I'm a huge proponent of and I think it's great that they're doing so, but they don't need to become less Final Fantasy to make great games again.

Their missteps were because they made several games that didn't even manage to appeal to long-time fans of the series. Their focus should be on getting a handle on the quality of their output, not courting a mostly disinterested gaming majority when they can't even do what made them famous right anymore.
You're the one completely missing my point. But hey, wtv.

FFXV is not any less FF than everything from VI onwards. If anything, it's more...
 
XIII's linearity is being put down to focus group testing?

Lol that excuse Kitase came up with still reeks of lies to this day. Incompetence at developing an engine combined with it being the FFX team is responsible for that

Yup. They thought that shit would fly in 2010.

Toriyama and his "Story Driven vision"
 
If you don't think they'd do that then you should play FFVII...

Or FFVIII...

Heck, I was not there to see, but I'll bet even FFVI was seen as them trying to appeal to people who weren't really interested in the series before.

That's how game series expand. That's how FF expanded. Why do you think the fanbase is as terrible as it is? Literally divided in their opinions about every single minor detail of the series. Do you think everyone was interested in the series from game 1? Most people didn't even care about RPGs until VII came along.

Echoing Miyazki's old quote "The only way to expand your audience is by betraying your existing fans" or whatever his exact words were. A sure sign of this is when the old fans start bitching and moaning about changes and how "this doesn't feel like the previous games I know and love. =(" Anyway, as someone who started with FFIV in 1992 and was part of the FF online fanbase by the summer of 1994, I can tell you that I never heard anything like that about FFVI. Honestly, my recollection of FFVI's release was a virtually 100% positive reaction from the existing fans. It was with FFVII that the "What have they done to FF???" attitudes started.
 
Speaking of QTE. Does anyone think that Nomura's vision of having most of the in-game cutscenes be controllable to some extent, still exist?
 
Speaking of QTE. Does anyone think that Nomura's vision of having most of the in-game cutscenes be controllable to some extent, still exist?

I don't think that was ever a feature to shout home about.

Judging from the 2011 trailer it seemed like it was those cinematic cutscenes (for example when the airship crashes in to the building) whilst you still have control over the characters in the environment.
 
Echoing Miyazki's old quote "The only way to expand your audience is by betraying your existing fans" or whatever his exact words were. A sure sign of this is when the old fans start bitching and moaning about changes and how "this doesn't feel like the previous games I know and love. =(" Anyway, as someone who started with FFIV in 1992 and was part of the FF online fanbase by the summer of 1994, I can tell you that I never heard anything like that about FFVI. Honestly, my recollection of FFVI's release was a virtually 100% positive reaction from the existing fans. It was with FFVII that the "What have they done to FF???" attitudes started.

Interesting. I definitely wasn't there to see, and it's too early for me to find anything about it, but seeing how FFVI is different from previous games made me think that =P

Still, FFVII I know for sure had a bunch of people hating it before release.

18 years later and people are still saying that this "isn't Final Fantasy". So I guess they did keep up with their objectives.
 
From reading all of your responses I feel like GAF's biggest FF fan isn't excited at all for XV :(

XIV is doing everything right after a generation of having to wait through XIII. I've spent over 255 days playing that game and I have absolutely no regrets. The game and the messaging following its reboot into A Realm Reborn has been wonderful and gives me confidence in the brand as a whole.

My problem with XV is the messaging. It's been all over the place from "we're sticking to the original vision" to "don't worry Versus fans, we feel for you" to "this isn't Versus anymore." The marketing and overall messaging for XV has been an absolute disaster following the release of the demo. If they would have come out with all this stuff when they announced Nomura's departure it would have been for the better because it would have been a massive weight off their and the fans' shoulders but following the demo they've done nothing but go back on previous promises.

I want the game to be good but they have a long way to go to prove that and showing small gameplay snippets every month or so is not the way to do it. Tabata really needs to step it up and rethink what they're doing going forward because another showing like Gamescom isn't going to cut it.
 
XIV is doing everything right after a generation of having to wait through XIII. I've spent over 255 days playing that game and I have absolutely no regrets. The game and the messaging following its reboot into A Realm Reborn has been wonderful and gives me confidence in the brand as a whole.

My problem with XV is the messaging. It's been all over the place from "we're sticking to the original vision" to "don't worry Versus fans, we feel for you" to "this isn't Versus anymore." The marketing and overall messaging for XV has been an absolute disaster following the release of the demo. If they would have come out with all this stuff when they announced Nomura's departure it would have been for the better because it would have been a massive weight off their and the fans' shoulders but following the demo they've done nothing but go back on previous promises.

I want the game to be good but they have a long way to go to prove that and showing small gameplay snippets every month or so is not the way to do it. Tabata really needs to step it up and rethink what they're doing going forward because another showing like Gamescom isn't going to cut it.

I have a feeling PAX and TGS are going to be further shallow showings of the game exactly like Gamescom.

It's too close now to both events for them to make significant changes to their marketing plan I would think. They need to start 2016 with a bang through a amazing trailer and release date.
 
XIII's linearity is being put down to focus group testing?

Lol that excuse Kitase came up with still reeks of lies to this day. Incompetence at developing an engine combined with it being the FFX team is responsible for that

I don't know about the extreme linearity. But I do believe they were trying to very tightly design each enemy encounter in XIII to be optimally tuned to the player's current level. I think they looked at CoD and believed part of its success was constrained/tight encounter design. This is obviously easier to achieve in a very linear/controlled experience.

And I think they succeeded with this, to an extent. XIII does have really tight encounter design. Don't think it's worth the tradeoff myself, but none-the-less....

I'm sure there was more to it than this as well, (as you suggest, engine difficulties, problems w/ scale and high-def assets, etc.). Chicken and egg maybe.
 
I have a feeling PAX and TGS are going to be further shallow showings of the game exactly like Gamescom.

It's too close now to both events for them to make significant changes to their marketing plan I would think. They need to start 2016 with a bang through a amazing trailer and release date.

I feel like Pax will be shallow but I have a feeling that TGS won't be at all. I bet there will be some big Famitsu interview as well that week and everything.
 
I don't know about the extreme linearity. But I do believe they were trying to very tightly design each enemy encounter in XIII to be optimally tuned to the player's current level. I think they looked at CoD and believed part of its success was constrained/tight encounter design. This is obviously easier to achieve in a very linear/controlled experience.

And I think they succeeded with this, to an extent. XIII does have really tight encounter design. Don't think it's worth the tradeoff myself, but none-the-less....

I'm sure there was more to it than this as well, (as you suggest, engine difficulties, problems w/ scale and high-def assets, etc.). Chicken and egg maybe.

XIII's failings were related to the key creative team behind that game (Toriyama and Kitase) truly believing that FF fans valued plot focus, cutscenes and battles above all other elements found in FF games.

So they focused on those elements to extreme lengths and forgot to make a video game.
 
XIV is doing everything right after a generation of having to wait through XIII. I've spent over 255 days playing that game and I have absolutely no regrets. The game and the messaging following its reboot into A Realm Reborn has been wonderful and gives me confidence in the brand as a whole.

My problem with XV is the messaging. It's been all over the place from "we're sticking to the original vision" to "don't worry Versus fans, we feel for you" to "this isn't Versus anymore." The marketing and overall messaging for XV has been an absolute disaster following the release of the demo. If they would have come out with all this stuff when they announced Nomura's departure it would have been for the better because it would have been a massive weight off their and the fans' shoulders but following the demo they've done nothing but go back on previous promises.

I want the game to be good but they have a long way to go to prove that and showing small gameplay snippets every month or so is not the way to do it. Tabata really needs to step it up and rethink what they're doing going forward because another showing like Gamescom isn't going to cut it.

I agree the marketing has been a mess (particularly in comparison to XIV:RR). Hopefully they right it in 2016.

But that said, lots of folks seem to be conflating quality of marketing and likely quality of final game. Sure, the marketing is the access we have right now, and it leaves something to be desired. But there are all sorts of reasons why the marketing might be poor that in no way reflect the quality of the underlying product.

A really successful marketing campaign drives sales, but it obviously doesn't guarantee a good game (e.g., Destiny), and vice versa. I know everyone knows this, but it's worth emphasizing every now and then.
 
I feel like Pax will be shallow but I have a feeling that TGS won't be at all. I bet there will be some big Famitsu interview as well that week and everything.

Yeah, perhaps not TGS, but they needed to come out with more than just a 2-3 min half assed trailer.

Confirm and commit to a release year at least.
 
Yeah, perhaps not TGS, but they needed to come out with more than just a 2-3 min half assed trailer.

Confirm and commit to a release year at least.

Tabata has confirmed 2016 though... lol

I feel like we get a release date at TGS or Jump Festa. One of the Japanese events.
 
XIII's failings were related to the key creative team behind that game (Toriyama and Kitase) truly believing that FF fans valued plot focus, cutscenes and battles above all other elements found in FF games.

So they focused on those elements to extreme lengths and forgot to make a video game.

I mostly agree -- but I think most FF fans really DO value plot-focus. Certainly that was a major point in 7 and 10, the two biggest sellers. They just want it to evolve naturally over the course of the game through character/character and character/environment interactions. This is where XIII was most lacking -- the interesting parts of the story all happen off screen.
 
I agree the marketing has been a mess (particularly in comparison to XIV:RR). Hopefully they right it in 2016.

But that said, lots of folks seem to be conflating quality of marketing and likely quality of final game. Sure, the marketing is the access we have right now, and it leaves something to be desired. But there are all sorts of reasons why the marketing might be poor that in no way reflect the quality of the underlying product.

A really successful marketing campaign drives sales, but it obviously doesn't guarantee a good game (e.g., Destiny), and vice versa. I know everyone knows this, but it's worth emphasizing every now and then.

True, and I'll add that the demo didn't do much to build a lot of confidence following the 2.0 update if we want to look at actual gameplay. They have a lot of work to do given what they showed there.
 
True, and I'll add that the demo didn't do much to build a lot of confidence following the 2.0 update if we want to look at actual gameplay. They have a lot of work to do given what they showed there.

Despite personally enjoying Duscae 1.0 and 2.0 a lot, I think this is true. I get why they felt they had to produce a big chunk of demo to convince people the game was real, but I just don't think a demo ever does an RPG justice.

If I think of any FF I've loved, there's no one chunk that, as a demo in a vacuum, would have fully sold me on the game. So much of the gameplay of a good RPG is about gradual progression, increase of power, mastery of one set of skills then opening up a new tier of better skills, finding new and more powerful equipment, etc. Optimally, you're growing more and more attached to the characters and invested in their predicament while the gameplay evolves and opens up.You just can't hit these notes in a demo.
 
True, and I'll add that the demo didn't do much to build a lot of confidence following the 2.0 update if we want to look at actual gameplay. They have a lot of work to do given what they showed there.

The demo was a mistake

It was nothing but trash

But seriously, after playing it, it had the opposite effect. I can't be excited for a game that it has such underwhelming gameplay and ideas.

They have a lot to work before a few screens, more tech videos and gameplay can excite me again. In that regard it was, yet another messaging mistake.

I still remember the VIII demo, damn, it was sooo amazing, I played it multiple times. Duscae? I almost had to force myself to finish it.

I think he has enough authority on the matter that the 6 or 7 interviews he's confirmed that in can be considered official word.

The game has yet to have an official delay.

I'm sure they're aiming to 2016, another matter is: They will make it?

Actually that's another problem with the actual messaging. They seem determined to reach 2016 date, even at the cost of meaningful content and god knows what more. I hope they understand that if they have to delay it, to reach the quality the FF deserve, they should do it. YoshiP had no problems to delay XIV 2.0 when it was needed, neither should Tabata.

No, patches is not the way to reach that standard.
 
The demo was a mistake

It was nothing but trash

But seriously, after playing it, it had the opposite effect. I can't be excited for a game that it has such underwhelming gameplay and ideas.

They have a lot to work before a few screens, more tech videos and gameplay can excite me again. In that regard it was, yet another messaging mistake.

I still remember the VIII demo, damn, it was sooo amazing, I played it multiple times. Duscae? I almost had to force myself to finish it.

1.0 wasn't that bad but I really disliked a lot of what they threw into the 2.0 patch. Even the "side quests" were boring and often pointless.
 
The demo was a mistake

It was nothing but trash

But seriously, after playing it, it had the opposite effect. I can't be excited for a game that it has such underwhelming gameplay and ideas.

They have a lot to work before a few screens, more tech videos and gameplay can excite me again. In that regard it was, yet another messaging mistake.

I still remember the VIII demo, damn, it was sooo amazing, I played it multiple times. Duscae? I almost had to force myself to finish it.

Interesting. I thought the VIII demo was extremely boring (but then, I didn't end up liking VIII very much when I got the full game, so maybe that's part of it). But then, I remember my anticipation for the XII demo, and it bored the pants off me -- and I ended up loving the game.

Edit: seriously, despite wracking my brain, I cannot think of a single RPG demo that has ever done the final game justice.
 
Interesting. I thought the VIII demo was extremely boring (but then, I didn't end up liking VIII very much when I got the full game, so maybe that's part of it). But then, I remember my anticipation for the XII demo, and it bored the pants off me -- and I ended up loving the game.

I was really excited after the FF13 demo.
 
I don't know about the extreme linearity. But I do believe they were trying to very tightly design each enemy encounter in XIII to be optimally tuned to the player's current level. I think they looked at CoD and believed part of its success was constrained/tight encounter design. This is obviously easier to achieve in a very linear/controlled experience.

And I think they succeeded with this, to an extent. XIII does have really tight encounter design. Don't think it's worth the tradeoff myself, but none-the-less....

I'm sure there was more to it than this as well, (as you suggest, engine difficulties, problems w/ scale and high-def assets, etc.). Chicken and egg maybe.
hmmm well then that's one good thing that came out of the focus testing then. XIII battle system rocks.
 
I hated the XIII-2 demo but the enjoyed the final game.

Honestly ultimately I liked Duscae...the only problem is I don't want that battle system for a 40 hour game :/ ...
 
I mostly agree -- but I think most FF fans really DO value plot-focus. Certainly that was a major point in 7 and 10, the two biggest sellers. They just want it to evolve naturally over the course of the game through character/character and character/environment interactions. This is where XIII was most lacking -- the interesting parts of the story all happen off screen.

Exactly.

And FF fans are a entitled and demanding bunch. Those who grew up playing 4-10 received games that delivered on most fronts (plot, graphics, music, world design, battle systems, content etc....) by making use of the hardware's highest potential. XIII didn't and anything less with XV will make it a disappointment.

Those are the expectations and standards set by the series.
 
1.0 wasn't that bad but I really disliked a lot of what they threw into the 2.0 patch. Even the "side quests" were boring and often pointless.

Maybe it was the effect of playing it at the same times as Witcher 3. But it truly feel like I was playing a game years behind that one.

Interesting. I thought the VIII demo was extremely boring (but then, I didn't end up liking VIII very much when I got the full game, so maybe that's part of it). But then, I remember my anticipation for the XII demo, and it bored the pants off me -- and I ended up loving the game.

Edit: seriously, despite wracking my brain, I cannot think of a single RPG demo that has ever done the final game justice.

Yeah, RPG dosn't normally translate well to demos.

But I feel VIII is probably one of the best ones: The epic CG introduction, the amazing set piece (for it's time), the graphics, that ending battle and cutscene (QUISTIS!!).

It surely amazed me and made the wait for the actual game several times harder.
 
I was really excited after the FF13 demo.

We all fell for the info they fed us surrounding the demo's release.

"the demo takes advantage of 50% of the PS3's power, the full game will use 100%!

and making it seem like only the opening area's were linear.
 
Yeah, RPG dosn't normally translate well to demos.

But I feel VIII is probably one of the best ones: The epic CG introduction, the amazing set piece (for it's time), the graphics, that ending battle and cutscene (QUISTIS!!).

It surely amazed me and made the wait for the actual game several times harder.

Agreed, those were cool. But the actual gameplay seemed quite flat I thought. Also, Duscae is, in its restrained way, very pretty, and Ramuh is damn awesome.

I think VIII's demo succeeded in the way a good trailer can succeed, but not really as a gameplay demo.

Still, reasonable people can differ, and my memories of the VIII demo may be somewhat retroactively biased by my eventual disappointment with the full game.
 
We all fell for the info they fed us surrounding the demo's release.

"the demo takes advantage of 50% of the PS3's power, the full game will use 100%!

and making it seem like only the opening area's were linear.

Then that first big trailer they released actually showing gameplay at E3 2009 showed Gran Pulse and I imagined most of the game would be connected via areas like that. I had made up daydreams of how unique & awesome it would be to travel in a cocoon world map as it was a hollow shell and the sky would show more locations you can actually reach...urgh so much lost potential there.
 
Maybe it was the effect of playing it at the same times as Witcher 3. But it truly feel like I was playing a game years behind that one.



Yeah, RPG dosn't normally translate well to demos.

But I feel VIII is probably one of the best ones: The epic CG introduction, the amazing set piece (for it's time), the graphics, that ending battle and cutscene (QUISTIS!!).

It surely amazed me and made the wait for the actual game several times harder.

My fear is that XV is a bunch of 2006-era ideas - you know, around the time most western franchises started doing open world stuff more commonly. Duscae seemed a lot like that with its designs anyway. Babby's first open world game.
 
Exactly.

And FF fans are a entitled and demanding bunch. Those who grew up playing 4-10 received games that delivered on most fronts (plot, graphics, music, world design, battle systems, content etc....) by making use of the hardware's highest potential. XIII didn't and anything less with XV will make it a disappointment.

Those are the expectations and standards set by the series.

Words of great wisdom.

I just hope nobody fully writes Tabata's team off before getting the final game in their hands.
 
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