Jul 24, 2018
11,540

View: https://www.youtube.com/watch?v=sGh7Ti0b_bY&lc=UgzUril1WInT2ePA8Z14AaABAg

Game Maker's Notebook is essentially a podcast where game devs interview industry peers about the craft, their process and stories of how they got started. I posted a thread about the Nier Automata Retrospective that PlayStation's Shu Yoshida did with Yoko Taro and Square Enix producer Yosuke Saito a while back here.
www.resetera.com

A NieR Retrospective with Yoko Taro, Yosuke Saito, and Keiichi Okabe | Game Maker's Notebook Podcast

The Game Maker’s Notebook is a podcast that features video game industry veterans like Insomniac CEO Ted Price or indie composer Austin Wintory interviewing various game designers, writers, composers from across the industry to talk about the indepth creative and business process that goes...


This time Yoshi-P of PlayStation interviews Yoshi-P of Square Enix about the development of Final Fantasy XVI, and the latter's Journey from working on Dragon Quest X to reviving FFXIV into a global success, how he has ultimately handled the weight of both the position of producer and director of a massive MMO, and be asked by former Square Enix CEO Yosuke Matsuda, as far back as the release of Heavensward to make a mainline Final Fantasy game. It's an interesting little interview for some insight, some that might already be known to most people who's seen the Noclip documentary but worth watching all the same.

Notes by Ishaan
Conceptualisation:
Talk of FF16 came up right after FF15 released, and around Heavensward

Yoshida was part of the team that decides what to do with SE's flagship games

Yosuka Matsuda asked if CBU3 would like to take a crack at FF16

Yoshida asked Hiroshi Takai, who agreed to direct, provided he could start small

The initial team was Hiroshi Takai, Kazutoyo Maehiro, and Naoki Yoshida

All three had lead positions on FF14, so discussions took about 1.5 years

Talks began with the story

FF15's story had been poorly received, so there was added pressure to deliver

This manifested in the form of wanting to ensure that FF16's story felt complete, and to give it the cinematic flair FF is known for

Yoshida felt "realism" is a theme that the younger generation is already in tune with, and that kids today are growing up in an environment where they are constantly exposed to the complexities and evils of the world

As a result, the team opted for a more mature, grounded story that would depict human beings with all their complexities, and this would ultimately make themes like family, self-sacrifice, and unity (as in, uniting to battle a great evil) stand out even more

Early on whilst discussing the story, the team decided they wanted FF16 to be an action RPG with next to no loading screens, so the player could feel they were always in control

FF15 had already taken a step towards action, and the team wanted to commit further to that idea since they were aware that it was the only way for FF to reach players that would never touch a turn-based game

Also, since FF7R was considered the ultimate expression of the concept of a turn-based game, the team wanted FF16 to feel different from it

After the story had been decided upon, Takai brought up the question of whether the game should be open world or not, and what committing to an open world would mean

It was ultimately decided that an open-world game would take focus and resources away from the game's story-heavy focus

Yoshida felt avoiding an open world was the right choice, but was also aware that when they were asked about why it wasn't an open-world game by younger members of the team and even players, they would need to have a good explanation as to why

The idea was that the game was to be a start-to-finish look at Clive's life specifically

Because it was exploring the full scope of a single person's life, it was also decided to focus the POV and action exclusively around Clive


Development:
After that point, it took a while to find resources to work on FF16, since FF14 and FF7R were already taking up a lot of the HD development staff

The team was aware that it was going to be making a non-traditional Final Fantasy, and so decided early on to heavily feature the Eikons as a familiar FF motif, and have them play a greater role

Yoshida felt that having the characters themselves transform into Summons would allow them to be given added characterisation and personality

The Eikon battles were internally referred to as "mega kaiju battles" and were inspired by Ultraman, Kamen Rider, Evangelion, Godzilla, and so on

The team wanted not to re-use any concepts between different Eikon battles, and have each one feel like a unique experience

For example; Ifrit vs. Garuda was conceptualised as a "pro-wrestling match," whilst in the case of Ifrit vs. Titan, the idea was to make even Ifrit seem tiny in comparison to an enormous opponent

Meanwhile, Bahamut was conceptualised more like a shoot-em-up

The difficult part about this process was making sure that the game could flow from cinematic sequences into playable ones seamlessly, and the animators, engineers, and battle designers would need to come together to make it happen

In the end, they had two lines--two smaller groups who divided the Eikons up between themselves, and alternated whilst working in parallel

Throwing more people at the problem wouldn't have helped, since these developers needed a certain level of skill to be able to pull it off, which is why development took as long as it did


Dropping PS4 and COVID troubles:
FF16 was originally planned for release on PS4 as well, but partway through development it was decided that the game would be made exclusively for the higher-powered PS5 because trying to eliminate loading screens from the PS4 version involved compromises to the art that made it look lower-spec than FF15

Yoshida approached the Square Enix higher-ups and negotiated to let the team make FF16 exclusively for the PS5

FF16 was put together much earlier than its release date--about 2.5 years prior to release--and a little over 1.5 years were subsequently spent on polish, including deciding where and how to use the DualSense controller's haptics

The back half of the game's development happened during the COVID pandemic

The pandemic hit very close to when work was starting on the game's cutscenes, and the team was told preparations to navigate lockdown would take a month or two, which brought everything to a sudden halt

In addition to the pandemic, certain aspects of the gameplay and story were still being tweaked, which led to certain cutscenes having to be redone over and over again, causing delays to pile up

At this point, Yoshida jumped in as a game designer himself and began helping decide what level of detail needed to be depicted in various scenes, and the specifics of how those scenes would ultimately look in the final game

Every day involved a Zoom call involving 80 people going through every single cutscene in the game, from the start to finish, figuring out what tweaks or changes needed to be made

The game's dev team largely worked from home, with the exception of the combat team, which needed to work from the office for the final push

In terms of promotion, Yoshida felt the game shouldn't be shown to the public until the team could show a real-time gameplay demo, rather than pre-rendered visuals

Therefore, the game was shown for the first time in 2020

Yoshida also wanted to be conscious of the game's marketing budget and how to effectively advertise it as close to release as possible, which resulted in marketing being withheld for closer to release, and culminating in the demo


The Future of Final Fantasy:
Creative Business Unit III wanted to continue working FF14, as well as use the experience gleaned from FF16 for a different game

Yoshida feels it's time for someone new to work on Final Fantasy 17--a younger generation with more youthful sensibilities

Yoshida says he feels the point of each Final Fantasy is to

Yoshida's advice to future Final Fantasy directors is to weigh the pros and cons of all the ideas they have, and make their decisions based on whichever sets of pros and cons they would prefer to find solutions for

Yoshida feels that Square Enix had (and may still have) a poor reputation when it came to action-oriented games, and that he would like for the company to use the experience gleaned from FF16 and FF7 Remake to continue challenging itself and make something it isn't made yet in the action genre, with even greater storytelling, emotion, and impact

Yoshida personally would like to keep pursuing this at Square Enix as well
 
Last edited:

Ishaan

Member
Oct 27, 2017
1,712
I watched this earlier and took notes from the whole thing for research purposes. Here's the gist of it (although, I would highly recommend watching the full interview because it's incredibly earnest and candid):

Conceptualisation:
Talk of FF16 came up right after FF15 released, and around Heavensward

Yoshida was part of the team that decides what to do with SE's flagship games

Yosuka Matsuda asked if CBU3 would like to take a crack at FF16

Yoshida asked Hiroshi Takai, who agreed to direct, provided he could start small

The initial team was Hiroshi Takai, Kazutoyo Maehiro, and Naoki Yoshida

All three had lead positions on FF14, so discussions took about 1.5 years

Talks began with the story

FF15's story had been poorly received, so there was added pressure to deliver

This manifested in the form of wanting to ensure that FF16's story felt complete, and to give it the cinematic flair FF is known for

Yoshida felt "realism" is a theme that the younger generation is already in tune with, and that kids today are growing up in an environment where they are constantly exposed to the complexities and evils of the world

As a result, the team opted for a more mature, grounded story that would depict human beings with all their complexities, and this would ultimately make themes like family, self-sacrifice, and unity (as in, uniting to battle a great evil) stand out even more

Early on whilst discussing the story, the team decided they wanted FF16 to be an action RPG with next to no loading screens, so the player could feel they were always in control

FF15 had already taken a step towards action, and the team wanted to commit further to that idea since they were aware that it was the only way for FF to reach players that would never touch a turn-based game

Also, since FF7R was considered the ultimate expression of the concept of a turn-based game, the team wanted FF16 to feel different from it

After the story had been decided upon, Takai brought up the question of whether the game should be open world or not, and what committing to an open world would mean

It was ultimately decided that an open-world game would take focus and resources away from the game's story-heavy focus

Yoshida felt avoiding an open world was the right choice, but was also aware that when they were asked about why it wasn't an open-world game by younger members of the team and even players, they would need to have a good explanation as to why

The idea was that the game was to be a start-to-finish look at Clive's life specifically

Because it was exploring the full scope of a single person's life, it was also decided to focus the POV and action exclusively around Clive


Development:
After that point, it took a while to find resources to work on FF16, since FF14 and FF7R were already taking up a lot of the HD development staff

The team was aware that it was going to be making a non-traditional Final Fantasy, and so decided early on to heavily feature the Eikons as a familiar FF motif, and have them play a greater role

Yoshida felt that having the characters themselves transform into Summons would allow them to be given added characterisation and personality

The Eikon battles were internally referred to as "mega kaiju battles" and were inspired by Ultraman, Kamen Rider, Evangelion, Godzilla, and so on

The team wanted not to re-use any concepts between different Eikon battles, and have each one feel like a unique experience

For example; Ifrit vs. Garuda was conceptualised as a "pro-wrestling match," whilst in the case of Ifrit vs. Titan, the idea was to make even Ifrit seem tiny in comparison to an enormous opponent

Meanwhile, Bahamut was conceptualised more like a shoot-em-up

The difficult part about this process was making sure that the game could flow from cinematic sequences into playable ones seamlessly, and the animators, engineers, and battle designers would need to come together to make it happen

In the end, they had two lines--two smaller groups who divided the Eikons up between themselves, and alternated whilst working in parallel

Throwing more people at the problem wouldn't have helped, since these developers needed a certain level of skill to be able to pull it off, which is why development took as long as it did


Dropping PS4 and COVID troubles:
FF16 was originally planned for release on PS4 as well, but partway through development it was decided that the game would be made exclusively for the higher-powered PS5 because trying to eliminate loading screens from the PS4 version involved compromises to the art that made it look lower-spec than FF15

Yoshida approached the Square Enix higher-ups and negotiated to let the team make FF16 exclusively for the PS5

FF16 was put together much earlier than its release date--about 2.5 years prior to release--and a little over 1.5 years were subsequently spent on polish, including deciding where and how to use the DualSense controller's haptics

The back half of the game's development happened during the COVID pandemic

The pandemic hit very close to when work was starting on the game's cutscenes, and the team was told preparations to navigate lockdown would take a month or two, which brought everything to a sudden halt

In addition to the pandemic, certain aspects of the gameplay and story were still being tweaked, which led to certain cutscenes having to be redone over and over again, causing delays to pile up

At this point, Yoshida jumped in as a game designer himself and began helping decide what level of detail needed to be depicted in various scenes, and the specifics of how those scenes would ultimately look in the final game

Every day involved a Zoom call involving 80 people going through every single cutscene in the game, from the start to finish, figuring out what tweaks or changes needed to be made

The game's dev team largely worked from home, with the exception of the combat team, which needed to work from the office for the final push

In terms of promotion, Yoshida felt the game shouldn't be shown to the public until the team could show a real-time gameplay demo, rather than pre-rendered visuals

Therefore, the game was shown for the first time in 2020

Yoshida also wanted to be conscious of the game's marketing budget and how to effectively advertise it as close to release as possible, which resulted in marketing being withheld for closer to release, and culminating in the demo


The Future of Final Fantasy:
Creative Business Unit III wants to continue working on FF14, as well as use the experience gleaned from FF16 for a different game

Yoshida feels it's time for someone new to work on Final Fantasy 17--a younger generation with more youthful sensibilities

Yoshida's advice to future Final Fantasy directors is to weigh the pros and cons of all the ideas they have, and make their decisions based on whichever sets of pros and cons they would prefer to find solutions for

Yoshida feels that Square Enix had (and may still have) a poor reputation when it came to action-oriented games, and that he would like for the company to use the experience gleaned from FF16 and FF7 Remake to continue challenging itself and make something it hasn't made yet in the action genre, with even greater storytelling, emotion, and impact

Yoshida personally would like to keep pursuing this at Square Enix as well
 
Last edited:
OP
OP
FakePlasticTree
Jul 24, 2018
11,540
I watched this earlier and took notes from the whole thing for research purposes. Here's the gist of it (although, I would highly recommend watching the full interview because it's incredibly earnest and candid):

Conceptualisation:
Talk of FF16 came up right after FF15 released, and around Heavensward

Yoshida was part of the team that decides what to do with SE's flagship games

Yosuka Matsuda asked if CBU3 would like to take a crack at FF16

Yoshida asked Hiroshi Takai, who agreed to direct, provided he could start small

The initial team was Hiroshi Takai, Kazutoyo Maehiro, and Naoki Yoshida

All three had lead positions on FF14, so discussions took about 1.5 years

Talks began with the story

FF15's story had been poorly received, so there was added pressure to deliver

This manifested in the form of wanting to ensure that FF16's story felt complete, and to give it the cinematic flair FF is known for

Yoshida felt "realism" is a theme that the younger generation is already in tune with, and that kids today are growing up in an environment where they are constantly exposed to the complexities and evils of the world

As a result, the team opted for a more mature, grounded story that would depict human beings with all their complexities, and this would ultimately make themes like family, self-sacrifice, and unity (as in, uniting to battle a great evil) stand out even more

Early on whilst discussing the story, the team decided they wanted FF16 to be an action RPG with next to no loading screens, so the player could feel they were always in control

FF15 had already taken a step towards action, and the team wanted to commit further to that idea since they were aware that it was the only way for FF to reach players that would never touch a turn-based game

Also, since FF7R was considered the ultimate expression of the concept of a turn-based game, the team wanted FF16 to feel different from it

After the story had been decided upon, Takai brought up the question of whether the game should be open world or not, and what committing to an open world would mean

It was ultimately decided that an open-world game would take focus and resources away from the game's story-heavy focus

Yoshida felt avoiding an open world was the right choice, but was also aware that when they were asked about why it wasn't an open-world game by younger members of the team and even players, they would need to have a good explanation as to why

The idea was that the game was to be a start-to-finish look at Clive's life specifically

Because it was exploring the full scope of a single person's life, it was also decided to focus the POV and action exclusively around Clive


Development:
After that point, it took a while to find resources to work on FF16, since FF14 and FF7R were already taking up a lot of the HD development staff

The team was aware that it was going to be making a non-traditional Final Fantasy, and so decided early on to heavily feature the Eikons as a familiar FF motif, and have them play a greater role

Yoshida felt that having the characters themselves transform into Summons would allow them to be given added characterisation and personality

The Eikon battles were internally referred to as "mega kaiju battles" and were inspired by Ultraman, Kamen Rider, Evangelion, Godzilla, and so on

The team wanted not to re-use any concepts between different Eikon battles, and have each one feel like a unique experience

For example; Ifrit vs. Garuda was conceptualised as a "pro-wrestling match," whilst in the case of Ifrit vs. Titan, the idea was to make even Ifrit seem tiny in comparison to an enormous opponent

Meanwhile, Bahamut was conceptualised more like a shoot-em-up

The difficult part about this process was making sure that the game could flow from cinematic sequences into playable ones seamlessly, and the animators, engineers, and battle designers would need to come together to make it happen

In the end, they had two lines--two smaller groups who divided the Eikons up between themselves, and alternated whilst working in parallel

Throwing more people at the problem wouldn't have helped, since these developers needed a certain level of skill to be able to pull it off, which is why development took as long as it did


Dropping PS4 and COVID troubles:
FF16 was originally planned for release on PS4 as well, but partway through development it was decided that the game would be made exclusively for the higher-powered PS5 because trying to eliminate loading screens from the PS4 version involved compromises to the art that made it look lower-spec than FF15

Yoshida approached the Square Enix higher-ups and negotiated to let the team make FF16 exclusively for the PS5

FF16 was put together much earlier than its release date--about 2.5 years prior to release--and a little over 1.5 years were subsequently spent on polish, including deciding where and how to use the DualSense controller's haptics

The back half of the game's development happened during the COVID pandemic

The pandemic hit very close to when work was starting on the game's cutscenes, and the team was told preparations to navigate lockdown would take a month or two, which brought everything to a sudden halt

In addition to the pandemic, certain aspects of the gameplay and story were still being tweaked, which led to certain cutscenes having to be redone over and over again, causing delays to pile up

At this point, Yoshida jumped in as a game designer himself and began helping decide what level of detail needed to be depicted in various scenes, and the specifics of how those scenes would ultimately look in the final game

Every day involved a Zoom call involving 80 people going through every single cutscene in the game, from the start to finish, figuring out what tweaks or changes needed to be made

The game's dev team largely worked from home, with the exception of the combat team, which needed to work from the office for the final push

In terms of promotion, Yoshida felt the game shouldn't be shown to the public until the team could show a real-time gameplay demo, rather than pre-rendered visuals

Therefore, the game was shown for the first time in 2020

Yoshida also wanted to be conscious of the game's marketing budget and how to effectively advertise it as close to release as possible, which resulted in marketing being withheld for closer to release, and culminating in the demo


The Future of Final Fantasy:
Creative Business Unit III wanted to continue working FF14, as well as use the experience gleaned from FF16 for a different game

Yoshida feels it's time for someone new to work on Final Fantasy 17--a younger generation with more youthful sensibilities

Yoshida says he feels the point of each Final Fantasy is to

Yoshida's advice to future Final Fantasy directors is to weigh the pros and cons of all the ideas they have, and make their decisions based on whichever sets of pros and cons they would prefer to find solutions for

Yoshida feels that Square Enix had (and may still have) a poor reputation when it came to action-oriented games, and that he would like for the company to use the experience gleaned from FF16 and FF7 Remake to continue challenging itself and make something it isn't made yet in the action genre, with even greater storytelling, emotion, and impact

Yoshida personally would like to keep pursuing this at Square Enix as well
Nice! Added to OP
 

Yam's

Member
Oct 27, 2017
3,648
Yoshida feels it's time for someone new to work on Final Fantasy 17--a younger generation with more youthful sensibilities

Yes please.

I will always respect what he did for FFXIV, but I don't like his views on current rpgs and I'm glad if another team gets to do XVII.
 

Toth

Member
Oct 26, 2017
4,401
I think trying to manage both FFs proved to be way too much for him and he needs to keep focused on XIV, as it clearly suffered under the strain. Ready for the next director's take on the franchise!
 

Socivol

Member
Oct 25, 2017
6,960
I really liked XVI and was hoping we would revisit that world so I'm kind of bummed we won't be. There was so much lore they could have explored outside of Valethesia that I wanted to know more about.
 

Toth

Member
Oct 26, 2017
4,401
I really liked XVI and was hoping we would revisit that world so I'm kind of bummed we won't be. There was so much lore they could have explored outside of Valethesia that I wanted to know more about.

I think we will but it will be done by a different team or at least down the line after CBU3 finishes their next game. a lot will depend on how well the PC and Xbox versions sell as to how long that wait will be.
 

Philippo

Developer
Verified
Oct 28, 2017
8,248
Yes please.

I will always respect what he did for FFXIV, but I don't like his views on current rpgs and I'm glad if another team gets to do XVII.

This is my stance as well. Ready for new ideas and a new team to tackle mainline FF.

Yup. as I've said multiple time I'm super happy to see that Hamaguchi, Ishikawa (and to an extent Takai - I feel the man deserves another shot at the helm of a FF, one is not enough imho) are building up to be the next line-up of FF creators.

I am very optimistic for the franchise (except sales), so I can't wait to see what the future holds.
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
123,323
Yup. as I've said multiple time I'm super happy to see that Hamaguchi, Ishikawa (and to an extent Takai - I feel the man deserves another shot at the helm of a FF, one is not enough imho) are building up to be the next line-up of FF creators.

I am very optimistic for the franchise (except sales), so I can't wait to see what the future holds.

Takai has been around for decades. He's not new blood at all, is part of the problem. He was directing games for Square back in 2008.
 

Philippo

Developer
Verified
Oct 28, 2017
8,248
Takai has been around for decades. He's not new blood at all, is part of the problem. He was directing games for Square back in 2008.

Well, in my head at least "new blood" doesn't necessarily mean age or time since joining the company as much as new at the helm of mainline FF. I really think I would like a game from him again because imho FFXVI seemed more Yoshida's and Maehiro's idea, but maybe I am reading it entirely wrong.
 

PlanetSmasher

The Abominable Showman
Member
Oct 25, 2017
123,323
Well, in my head at least "new blood" doesn't necessarily mean age or time since joining the company as much as new at the helm of mainline FF. I really think I would like a game from him again because imho FFXVI seemed more Yoshida's and Maehiro's idea, but maybe I am reading it entirely wrong.

I mean that's normal. In Japanese game dev, the director is usually not the creative lead, the producer and head writer are. The director's job is more "keep things running on a day-to-day basis" than "completely concept everything". Even back in the SNES FF days, Sakaguchi was the head producer of FF despite being the clear creative lead of those games.
 

Philippo

Developer
Verified
Oct 28, 2017
8,248
I mean that's normal. In Japanese game dev, the director is usually not the creative lead, the producer and head writer are. The director's job is more "keep things running on a day-to-day basis" than "completely concept everything". Even back in the SNES FF days, Sakaguchi was the head producer of FF despite being the clear creative lead of those games.

Yup, and I know that first hand actually lol
That's why I am wondering if Takai, with a different Creative Team, could output something fresh and more universally praised.

Still, we can see potential new creatives and directors, but who is tracking to be the next gen of FF Producers? Kitase seems close to retirement (I can see Remake3 being his swan song), Nomura seems more interested in multiple projects and still have a more active role, are we left with only YoshiP?
 

AgeEighty

Member
Oct 25, 2017
12,779
I mean it makes sense for FFXVII to be made by a different team. It would be pretty crazy for the same studio to be responsible for two consecutive mainline single player FFs on top of both MMOs.
 

BrandoBoySP

Member
Oct 27, 2017
1,210
Are there spoilers for the game in the interview? I haven't finished it yet but I'm really curious to watch it.
 

Buckle

Member
Oct 27, 2017
42,646
Hopefully the next game has deeper RPG mechanics and starts to pull away from the heavily action focused stuff in VII Remake and XVI.

Doesn't feel like the right direction for Final Fantasy to me. XVII in particular needs to have a strong diverse party front and center. They tend to be the most memorable part of the better games.
 

Xshade90

Member
Nov 2, 2017
1,175
Hopefully the next game has deeper RPG mechanics and starts to pull away from the heavily action focused stuff in VII Remake and XVI.

Doesn't feel like the right direction for Final Fantasy to me. XVII in particular needs to have a strong diverse party front and center. They tend to be the most memorable part of the better games.
From the video, Yoshi-P had actually made some prototype for several party members switching and having different abilities to them in gameplay, but he explains that by fear of actually detracting the story from Clive, it has been decided that he had to be only playable character. Imo, it was a bad call, because like in X, even if we had a cast of a diverse characters with personality, we could still identify as Tidus as the main protagonist, and most of the story was revolving around him and Yuna, so all in all, I think it could have worked, even with a switchable party.
 

Gamer @ Heart

Member
Oct 26, 2017
10,415
That portion about the cutscenes falling behind schedule mid COVID was super interesting.

His specific example was cool and gives insight to just how complex something as simple as a cutscene can be, especially when it's all real time. Oh, this character is laying on the bed? Well depending on how you frame it, you have to rig the bed to show depression of her sitting on it. The various levels of cloth on it moving and reacting to the bodies. So tiny artistic choices in framing the shots and in writing have numerous technical steps that all get in the way of everyone eles role in completing the animations, lighting etc. The challenges of striving for realism visually basically compound all this.