I couldnt help but wonder whether producer and director Naoki Yoshida had to suffer in the same way.
At this stage of development, final mechanics are undecided.
Only then does Yoshida do a rough check of the dungeon with a party of four.
We do that for each of the three bosses.
Once feedback has been actioned and numerical figures have been locked in, the team does another run.
Misery loves company, so thats comforting to hear.
Of course there are a lot of jobs from the existing franchise that are very unique.
However, the second requirement of having that job be suitable [for MMO gameplay] is extremely important.
What would be the point of a Time Mage that couldnt manipulate time?
I think moving forward, we will have more original jobs for Final Fantasy 14.
Another factor when adding new jobs is deciding which weapons they will have.
The worst idea was just holding a huge orb and fighting with that.
I thought we could not possibly implement that.
He doesnt want to keep adding tutorials though, as it feels almost like youre in school.
I asked Yoshida if he ever does something silly like this outside the intent of what the game offers.
Amongst those people, I’m included.
A lot of people have been playing together with me and they don’t even realize it.
I might even be on their friends list and they don’t know about it.
I can’t even voice chat with them.
FromSoftware has delivered a fantastically familiar experience with this stellar expansion.