Next stop TGS, but their were a few details in this interview that I found very interesting.
The interviewer notes that even with the absence of Auto-Attack, the player could simply use the most powerful skill over and over again. However, Tanaka reveals that repetitive usage of one skill will cause the monster to start seeing through your actions, and it will become harder to land your attack. In other words, employing a variety of tactics is the best way to defeat a monster.
This probally happens more with the harder mobs than the easier mobs (assuming easy mobs would die before they adapt). This sounds like mobs adapt based on the skills you use and this could be a huge part in the strategies used vs bosses.
Another reason they are focusing on solo play is to encourage players to explore all the variety put into the game. If players were forced into parties all the time, they would most likely stick with one weapon and master that. However, when adventuring solo or with small groups, players need to acquire a number of different skills and abilities to be able to survive. The developers hope this will create a rich variety of players and really make each character unique. However, Tanaka admits that growth can come slowly if one focuses solely on adventuring alone. Grabbing a party and working together will help your character improve faster. So, there are positives and negatives to both, which is exactly how they like it.
This sounds like a great middle ground between solo play and group play. Solo play allows you to become more diverse because you will need more skills, in order to solo effectively. But, group play still has its rewards because you progress at a faster rate. This has been a hot issue on these forums, and thats how I think it should be. This leaves the benefits of group play (so it doesn't disappear), but also gives you benefits for soloing. On top of the benefits soloing already has, I think a faster rate for group play is justified. I'm glad they have said this, so we can debate about the next topic, and leave the group vs solo play topic to rest.
Guildleve, which was demonstrated at Gamescom, will become the core activity of Final Fantasy XIV, according to Tanaka. It's greatest merit is that you can enjoy it over and over again. Up until now, players would progress through a series of quests or missions, effectively "consuming" these activities until there was nothing left to do. However, Guildleve will allow players to repeat similar quests to their heart's content.
Guildleve is the core and probally the most important activity when it comes to progress. This is very important, and I'm glad they talked about this system. The way this system is explained, it seems like you will always have something to do within the system. They also stated that more of these task will be added through version updates.
There will be quests that take less than 30 minutes to complete, all the way up to epic missions that span a couple days. Guildleve is all about customizing the game to one's own style.
Sounds great, thier will be casual tasks and hardcore tasks. I'm assuming that their will be plenty of casual and hardcore tasks in this system. The word epic, usually gets me excited for something huge.
When asked for more specific information on the actual quests, Tanaka is unable to divulge too much more. However, he explains more about the system, saying that there is an upper limit to the number of Guildleve one player can acquire at a time. If you want to play beyond that, you may have to help other people with their Guildleves. Sundi explains that players can freely aid each other on quests, even if one player does not possess the particular Guildleve being fulfilled.
Their is a limit on how much you can do at one time. I like the fact that you can still progress by helping other people. This promotes teamwork and people working together for a common goal.
All in all, this was a great miny interview, and I can't wait for TGS.