![]() In terms of the original Final Fantasy XIV, I was actually not on the development staff of the original Final Fantasy XIV, and I took over that project after its original, initial launch. Can you explain how you had the confidence to do that? They often say there's no way to recover from a bad launch with an MMO, but not only did you recover from a bad launch - you made a new game. ![]() He also addresses the challenges of running a subscription MMO in an increasingly free-to-play world. ![]() Now, after a successful relaunch, Gamasutra speaks to Yoshida - who also gave a well-received talk at this year's GDC that dealt with the project head-on - about how far he, his team, and his company have come since those days. He was not on the original team that developed the title, but he took charge of its revitalization efforts thanks to his expertise with the MMORPG genre. ![]() Gamasutra first spoke to Naoki Yoshida, the producer and director of Final Fantasy XIV: A Realm Reborn in 2011, at the outset of his journey to fix the game. It has done even better than its publisher anticipated. ![]()
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