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GDC: Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
Originally
planned as a talk by Square Enix president Yoichi Wada, instead
attendees were presented a talk by PlayOnline organizer and producer
Sage Sundi. The goal of his session was to examine what makes Final Fantasy XI
unique and successful as an online game. Mr. Sundi began by discussing
Square Enix's favorite new phrase: polymorphic content. First
successfully done with their line of Final Fantasy VII spin-off
games and movies, polymorphic content is the process of designing a new
intellectual property with all applicable mediums in mind. So instead
of, for example, beginning with a novel, then adapting it into a
television/movie/comic then later creating merchandising, polymorphic
content creation allows for all of these avenues to be produced
simultaneously.
What this had to do with Final Fantasy XI
was not made clear, but Mr. Sundi began by showing a montage trailer of
game locations and characters (apparently taken from the upcoming
expansion pack - Treasures of Aht Urhgan) for those who have yet to visit the world of Vana'diel. Mr. Sundi pointed out that what makes FFXI
unique among MMORPGs is that it is the only one that allows players on
all platforms (PS2, Windows, Xbox 360) and from different regions to
play on the same servers. Doing this has been an incredible challenge
according to Mr. Sundi, and one that has yet to subside as they try to
continue with their two most important goals: getting new users and
keeping old users.
One
of the things they do to accomplish this is "ensure there is the same
level of service regardless of hardware and media limitations." To do
this Square created PlayOnline as a universal gateway program for their
online games, and using universal servers reduces operation costs.
PlayOnline requires only a single login ID for all Square Enix games
and can be used on any copy of the game on any system. They also focus
on making game updates as smooth as possible by having the player
download only the bare minimum of files required for functioning, as
they want to make sure anyone with narrow bandwidth can still play the
game. For any massive updates they just make sure to include it in the
expansion packs. PlayOnline updates itself in a similar way.
The
reason for universal servers was not just to reduce operation costs by
66% but to create "A cross-culture world without borders. A world of
cultural harmony." The key way to accomplish this was the use of an
in-game translator for all supported languages. Players have a list of
keywords they can use to create a sentence and then have translated by
the game. Also customer support both in-game and by phone are available
in all the same languages as the game, which are Japanese, English,
German, French and Chinese. They also design the release of each
expansion for a simultaneous worldwide release.
Since
they use universal servers there is no downtime in game activity. In
addition the game currently has over 500,000 active subscribers making
game maintenance a hard job. The company stressed that they hire only
highly-qualified people for service jobs.
Mr.
Sundi then presented his audience with some statistics on what
platforms were being used by which territories as well as server
performance. The Japanese audience is about 55% of the entire userbase
and play the game on the PS2 in a 2:1 ratio compared against the PC
version. North America and European Union make up the remaining 45% and
prefer the PC version, with a reversed ratio of 1:2. 1.6 million
individual characters are registered in the game with around 200,000 to
300,000 active users daily at 130,000 to 150,000 simultaneous
connections.
Square
Enix wanted online web presence and in-game support to be seen as a
single customer service package. For this Mr. Sundi says that liaising
with community sites, planning and running in-game events and ensuring
that there is a communication channel between the development team and
fans were key to this. An example given was the recent Final Fantasy XI
Fan Fest in Santa Monica, CA. Crucial to all this according to Mr.
Sundi is treating the community with respect and listening to what they
want from the game and to not try to force any design changes without
their consent. Unlike a single-player experience, persistent online
games have the potential to be destroyed by an angry fanbase.
Ensuring
that content and billing systems were developed under a single
corporate structure was crucial to managing such a large project. The
operational teams are organized into three ranks at the NOC (network
operation center) and work every day of the week at all hours. Also the
development team has had daily morning meetings for the past four years
discussing any issues that have arisen and/or what is going on in the
game's community.
As Mr. Sundi brought his talk to a close, he reminded the audience that the Xbox 360 version of Final Fantasy XI
is expected in mid-April for all territories, and said that Square Enix
is currently hard at work on a next-generation MMORPG which he hopes
everyone is looking forward to learning about.
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