Contents
Event Recap: Final Fantasy XI Fan Festival 2007
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [9]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [3]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Gargantuan Studios
Lead World Designer
 
Gargantuan Studios
Technical Art Director
 
Warner Bros Games
Sr. Software Engineer, Gameplay - WB Games (Chicago Location) - #115557
 
Microsoft Game Studios
Multiplayer Game Design Lead - Halo
 
Warner Bros Games
Sr. Concept Artist - WB Games (Chicago Location) - #114692
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #114703
 
Warner Bros Games
Sr. Software Engineer, Engine - Surreal Software - #114006
 
Sony Computer Entertainment America
Developer Support Account Manager
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [5]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [5]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Planckogenesis, Part II: Song Structure & Gravy Train
 
Designing Games Is About Matching Personalities [1]
 
An Indie Developer’s “Biggest Mistake” [9]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Event Recap: Final Fantasy XI Fan Festival 2007
by Emily Balistrieri
0 comments
Share RSS
 
 
November 27, 2007 Article Start Previous Page 2 of 4 Next
 

Do you think it's maybe almost that you've introduced Final Fantasy players to MMOs?

SETM: Yeah, one of the main concepts when we were designing it was to introduce players to the MMORPG type of world. One of the side effects of doing that was that also a lot of people who had never played an FF game decided to play this as their first MMO as well, especially probably more so in Japan where MMOs weren't very big. And this was also the first MMO on a console, so a lot of players that had played FF and had not played FF started with FFXI because it was the first MMO available.

Advertisement

With the expansion do you expect a pretty sharp spike again? Subscription rates have gone up in the past after expansions, so is it the case that people resubscribe after taking a break?

SS: Yeah, we've already started to see movements back in the several tens of thousands -- people have been getting ready. It goes back to what we said before where, as there are a lot of choices on the market, some people will quit and go play one thing, but they have the freedom to come back when they want to. So yes, with this expansion we've seen another jump and users coming back.

One of two new job classes added with the Wings of the Goddess expansion, the Scholar.

You guys just announced the windowed version and everyone seemed really excited about it. How long had you guys been planning that? Were there technical obstacles in the beginning?

HT: The original FFXI for the PC was based on DirectX 8 technology and to have a windowed mode in this and also be able to run FFXI, there wasn't enough memory-wise. It just didn't work out there program-wise. So when we went to DX9 we had to basically remake the system for that and then there's also the risk of making all these remakes, and that's one of things that took a lot of time, development.

Also once we had it done, because the windowed mode -- basically it affects everything in the game -- we had to go back and do all of our technical type of checks to make sure that it wasn't causing problems anywhere. So the debugging process also took a lot of time.

We started about a year ago we started talking about developing the windowed mode. We started the actual process of building it about a half a year ago. This had a lot to do with Windows Vista and Games for Windows. They require a windowed mode for the games, so that was one of the big reasons that we had to make the push.

Do you eventually plan on a whole new Final Fantasy MMO? Or is it going to be eternally XI, the magic online number?

As you might already know, members from the current FFXI team are working on a next generation MMO, but it still hasn't been decided whether that's going to be a game in the FF series, a continuation, or a totally new game. We are working on it, but it hasn't been decided that far yet.

 
Article Start Previous Page 2 of 4 Next
 
Comments

none
 
Comment:
 


Submit Comment