4Gamer:
What was the most difficult and impressive decision ever made so far?
T:
Well, we make decisions everyday, so… Ah, the one whether we implement open world technology or not.
N:
Ah! That was really tough.
T:
In the end we decided to implement open world with the following string attached: “It’s okay if we end up failing.” There was/were staff/some staff who was/were aggressively against the idea of introducing open world. “There is a story going on. Switching maps and let the events take the lead. Make the contents enough on there.” He/She/They might have thought and been afraid that introducing open world would lead the game almost empty.
4Gamer:
Why did you stick with open world?
T:
If non-open world RPG is released at this timing, RPG fans from all over the world would wonder why it’s not open world. In FFXV we travel around the world, so we would definitely be criticized.
Besides, there was once an era that FF has been the top-notch RPG. To make FF back onto the top-notch RPG game, implementing open world was the must. If we had chosen to go with old-style RPG way, then people wouldn’t take our words: “we challenge against Skyrim.”
So I couldn’t back down. The game goes as the story goes, but it is expressed in open world.
N:
We spent a night together to discuss until we all agreed on open world FF.
4Gamer:
When was that happen?
T:
A few months after E3 in 2013, where we presented FFXV. Luminous Studio team and we were just merged. At that time, engineers insisted that it was impossible to develop open world game with Square Enix’s know-hows. Especially the ones from outside of Japan had that propensity.
4Gamer:
“Impossible to develop open world game,” I feel a tint of sadness hearing that as one of people who root for Square Enix and FF franchise…
T:
That was the proof that the world considered we had little knowledge on technology. Especially because the first HD FF game was happened to have a linear map, the world came to the conclusion that Square Enix cannot develop open world AAA games.
While the world was still in that point of view, we released Episode Duscae. And the wind direction suddenly changed to “what? You guys CAN develop such thing?”
4Gamer:
Still, you told them “it’s okay if we end up failing.” That’s a bold call.
T:
Otherwise people couldn’t dive into the challenging situation with confidence. I wanted them to think “if we fail, it’s all on Tabata” and be relaxed. We first built the environment, and now we can control the seamless world dynamically. They said that it was next to impossible, but they wouldn’t wanna make the filed so infertile, so…
N:
They use their knowledge to the fullest and develop a better one

T:
When I say “I told you it’s okay that the field has almost nothing,” then they say “no way in hell!”

4Gamer:
So, apparently, they can do it but they were against it.
T:
From the technical point of view, it’s a really huge challenge to make the game open world.
The loading system, the designing of the map, all techniques are different from the current ones. At first, I myself was like “whoa, so this is how you develop open world!” They were all open world engineers in the making, so when looking at “Grand Theft Auto” or “Red Dead Redemption,” they were overwhelmed thinking “no way we can develop that…”
4Gamer:
Of course these two titles are top-notch games…
T:
Well, I understand how they felt. Anyways. We got over it, we’ve earned the know-how on technology and now we can design the map. It’s not a perfect open world, but players can enjoy the seamless world. We got so excited when we finally arrived on this level.
4Gamer:
Did you have a confidence that you could build FFXV with open world?
T:
Yes, of course. The technology was not a new one. Other companies have been using it, and it’s not a mysterious technology.
However, I had a doubt on whether the members in the development team could keep their best performance skills until we finish developing the game on the level that can be delivered to the world. So I decided to first build the division, and have kept updating where we were going and shared it with the team. I mean, I put priority in taking care of mind issues, not technical issues.
4Gamer:
So their minds were the ones that weren’t ready for the challenging situation.
T:
They first lined up things they couldn’t do, such as “If we make it an open world game, then the quality would be terrible” or “We can’t put much contents in the game.” So I kept telling them that it’s okay to lose in the quality, it’s okay to make the map lack of contents.
4Gamer:
But you have always had the expectation that they can do it if they really put themselves into it.
T:
50 %, yes. The rest of 50 %, it’s really okay if the game is finalized even though there is few contents in it.
4Gamer:
That’s a really bold call especially when considering that you’re developing one of the numbering titles of FF.
T:
Still, I wanted to share with the team that the technology we implement in the game and the perfectness of the contents are different things to be considered. I was looking for an example, and I found “Shadow of the Colossus.” When I showed that to the team, they understood. Don’t get me wrong, I’m not making fun of “Shadow of the Colossus.” I respect the game so I used as the example.
4Gamer:
It’s a good example that even though there are few contents in the game, the game can be awesome if you really develop it right. In fact, the reputation of “Shadow of the Colossus” is high outside of Japan as well.
T:
We can feel the world just going toward the destination. The team also re-recognized how wonderful the “Shadow of the Colossus” is.
Furthermore, “The Legend of Zelda: Ocarina of Time” is also a good example that we can feel its world. When comparing to the current games, the contents wasn’t abundant. Still, we can immerse ourselves into the world of “The Legend of Zelda: Ocarina of Time” by riding on a horse and running around the seamless living world.
4Gamer:
As of now, can the final version of FFXV be the one you have been picturing?
T:
All the things I’ve wanted to put in the game can be achieved.