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Concerns about the Dev Team LineupFollow

#1 Sep 15 2010 at 6:47 PM Rating: Default
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To me this lineup isn't exactly the Gold Team of Square, considering what games they took a part in, I'm not impressed. I exempted Nobuo Uematsu & ************ Amano[/b] from the list since they're both like founders of Final Fantasy. :D

So, what's the big deal of who's on the development team. I'm not trying to say this could be like a "Dragonball: Evolution" catastrophe or anything like that... but we all notice complaints about alpha/beta and there will be no doubt more in release. So instead of bashing Square as a whole, people need to recognize exactly who is responsible of what part of the game. More importantly they need to know what other games have they worked on in the past. This may clear up some frustrations of a lot of people that always seem to be disappointed of why the games feels, looks, and plays differently.

So.... after glancing at the roster: does anyone have a different stance on this game or it's not really something that really bothers them as long as there's a "square-enix" and "final fantasy" on the box? :D

Please comment.

(I intend to give FFXIV a try when it comes out.)

Nobuaki Komoto (Director)
- Final Fantasy XI (PC)(PS2)(X360): Events Director and Bastok Events
- Final Fantasy IX (PS3N)(PS1)
- Xenogears (PSPN)(PS1)(PS3N)
- Chocobo's Dungeon 2 (PS1): Game Designer

source: http://www.giantbomb.com/nobuaki-komoto/72-92945/

Atsushi Okada (Battle Director)
- (PlayStation) Einhander (Game Programmer)
- (PlayStation 2) Final Fantasy XI (Monster AI)
- (GameCube) Mario Golf: Toadstool Tour (Coordination)
- (PlayStation) Parasite Eve II (Battle Program Director)
- (Game Boy Advance) Pokemon Ruby Version (Artwork)
- (Game Boy Advance) Pokemon Sapphire Version (Artwork)
- (Wii) Super Swing Golf (2D Designer)

source: http://www.gamefaqs.com/features/credit/24035.html

Yaeko Sato (Scenario Writer)
- Dissidia: Final Fantasy (2008), Square Enix Co., Ltd.
- Final Fantasy XII (2006), Square Enix Co., Ltd.
- Final Fantasy VIII (2000), Eidos Interactive Ltd.
- Vagrant Story (2000), Square Europe, Ltd.
- Threads of Fate (1999), Square Co., Ltd.

source: http://www.mobygames.com/developer/sheet/view/developerId,34293/

Akihiko Yoshida (Art Director)
- Zeliard (1990) (PC): Design
- Ogre Battle (1993) (SNES): Character and tarot card design
- Tactics Ogre (1995) (SNES): Character design and background art direction
- Final Fantasy Tactics (1997) (PS1): Character design
- Vagrant Story (2000) (PS1): Character design and background art direction
- Wild Card (2001) (WonderSwan): Character and card design
- Final Fantasy XII (2006) (PS2): Main Character design and background design supervisor
- Final Fantasy III (Remake) (2006) (DS): Character design
- Final Fantasy Tactics: The War of the Lions (2007) (PSP): Character design
- Final Fantasy Tactics A2: Grimoire of the Rift (2007) (DS): Artistic supervisor and additional illustration
- Hikari no 4 Senshi: Final Fantasy Gaiden (2009) (DS): Character design
- Final Fantasy XIV (2010) (PS3, PC): Art direction
- Tactics Ogre: Let Us Cling Together (2011) (PSP): Character design

source: http://en.wikipedia.org/wiki/Akihiko_Yoshida

Yusuke Kigoshi (Level Designer)
- Final Fantasy XI (PS2): Event Planner

source:
http://www.giantbomb.com/yusuke-kigoshi/72-95213/games/
http://www.gamefaqs.com/features/credit/31604.html

Kenichi Iwao (World Concept Planner)
- Final Fantasy XII (2006), Square Enix Co., Ltd.
- Parasite Eve II (1999), Square Co., Ltd.
- Einhänder (1997), Square Co., Ltd.
- Resident Evil: Director's Cut (1997), Capcom Co., Ltd.
- Resident Evil (1996), Capcom Co., Ltd.

source: http://www.mobygames.com/developer/sheet/view/developerId,55609/

#2 Sep 15 2010 at 6:51 PM Rating: Good
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After looking over this list, I don't really see any reason for concern. These guys have worked on some pretty great titles. I always thought this game looked somewhat like FF: Tactics, and now that makes sense since I see that Akihiko Yoshida is the art director.
#3 Sep 15 2010 at 6:55 PM Rating: Decent
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idc as long as it's playable for a few years.

and FYI: S-E has never been good. Squaresoft was the best part of S-E that died on that merger.
#4 Sep 15 2010 at 6:56 PM Rating: Decent
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Director worked on FFIX, easily the best FF game made. I'm sold.
#5 Sep 15 2010 at 6:57 PM Rating: Good
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And of course Tanaka himself:

* The Death Trap (programmer)
* Genesis (producer/scenario/game design)
* Alpha
* Suishō no Dragon
* Yokohama Minato Renzoku Satsujin Jiken
* Final Fantasy (game design)
* Final Fantasy II (game design)
* Final Fantasy III (game design)
* Final Fantasy Legend II (game data)
* Secret of Mana (producer, concept / System design, Scenario message data)
* Seiken Densetsu 3 (director)
* Xenogears (producer/battle design)
* Chrono Cross (producer/battle design)
* Threads of Fate (producer)
* Final Fantasy XI and expansions (producer)
* Final Fantasy III (DS version) (executive producer/director)
* SaGa 2: Hihou Densetsu (DS version) (co-executive producer/general supervision)
* Final Fantasy XIV (September 2010) (producer)

FFLink wrote:
Director worked on FFIX, easily the best FF game made. I'm sold.


Which is very apparent by the "equip any ability" systems.




Edited, Sep 15th 2010 5:59pm by Theonehio
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#6 Sep 15 2010 at 6:59 PM Rating: Decent
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Sato writing is a bit of a bummer, 8 and 12 had some of the worst stories of any FF.

Everyone else has a good enough resume for me.
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#7 Sep 15 2010 at 7:03 PM Rating: Default
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Those names make sense. The game feels heavily like it should be part of the Ivalice universe. I guess we're lucky our characters have noses with Yoshida on board. I think most people's problems concern more the no-name grunt programmers in SE though. Poorly optimized, unstable game engine, hit or miss graphical effects, poorly hidden copy and paste landscapes and a unresponsive UI seem to be the major complaints which would be attributed to the programmers and designers not the heads nor the director.
#8 Sep 15 2010 at 8:38 PM Rating: Decent
True, but whoever's the head has to approve of whatever work is being done. So The directors 'should' have expressed the same concerns that the fanbase expresses. Anybody's quess why not. Maybe the fanbase is just stupid and cares too much about certain things, like zones that are fun to explore due to landmarks not being excessively reused, just normally reused like in most artistically excellent games

Edited, Sep 15th 2010 10:39pm by DirectorCobbs
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#9 Sep 15 2010 at 8:49 PM Rating: Good
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Wloire wrote:
I think most people's problems concern more the no-name grunt programmers in SE though. Poorly optimized, unstable game engine, hit or miss graphical effects, poorly hidden copy and paste landscapes and a unresponsive UI seem to be the major complaints which would be attributed to the programmers and designers not the heads nor the director.


I agree with some of what you say. With respect to the landscaping issue, I watched my friend play a lot around Ul'dah and that seems like a cool layout. I personally spent most of my time in the Gridania area and I have to agree with the "copy/paste" accusation there. There's a lot of debate with the UI lag, whether it's related to debugging or not. For me, I chalk it up to "it's beta". I'll wait and see how that is when were launched next week.

Where I disagree though is the game's engine. I don't think many gamers understand what some of these graphical options are. Ambient Occlusion is a killer on graphics cards. I haven't done much reading up on it but as I understand it, when games are optimized for DX11 this should put less strain on the GPU. For now in a DX9 environment, it may as well not be listed as an option unless you enjoy reducing your FPS for a more realistic looking shadow.

I have a decent system, i7 920 and 2 GTX 285's, and with all of the game settings on high, 1920x1080 resolution, AA 4x, I run at a smooth 50-60 FPS all the time. Could the game be optimized a little better? I'm sure it could have, but it's far from horrible. It's nothing like how Crysis made $3000 PC's lag. And as for unstable? I've only played the beta for about 10 days, but I've never had a crash or any issue at all.
#10 Sep 15 2010 at 9:03 PM Rating: Good
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1. You have the god father of FF games + the best FF music composer

2. I Like all those ppl you meantioned except Yaeko Sato (Scenario Writer)
Not my first choice but from what little ive seen of story in OB it looks good to me so certainly not worried. (seriously you named my fav non-ff game of all time on your list...)
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#12 Sep 15 2010 at 9:43 PM Rating: Excellent
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Quote:
Sato writing is a bit of a bummer, 8 and 12 had some of the worst stories of any FF.

Everyone else has a good enough resume for me.


Way to aim for my heart. 8 was my absolute favorite.
#13 Sep 15 2010 at 9:54 PM Rating: Excellent
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Castrophany wrote:
Quote:
Sato writing is a bit of a bummer, 8 and 12 had some of the worst stories of any FF.

Everyone else has a good enough resume for me.


Way to aim for my heart. 8 was my absolute favorite.


Not my favorite, but I liked 8's story too. It certainly wasn't the draw system that kept me playing...
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#14 Sep 15 2010 at 10:12 PM Rating: Good
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It's important to note as well that Komoto was the director for Chains of Promathia and Treasures of Aht Urghan, and not just an event planner for XI.

Lots of mentions of Vagrant Story. Thumbs up in my book.

VIII, IX, and XII, right on. Loved VIII, was ok with IX, and XII was highly enjoyable.

In regards to Sato in particular, there's a solid background there. Vagrant Story's writing was excellent, dark and moody in all the right places that made you want to play more. VIII's story is still provoking questions and discussion after all this time, and used flashbacks like XIV will. XII had a very strong story once you ignored Vaan, with lots of political intrigue, mysterious god-like creatures and plenty of worldbuilding elements. Not worried here at all.
#15 Sep 15 2010 at 10:24 PM Rating: Decent
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Atsushi is the only one I have a problem with. He's too diverse for me to believe he focus on making battle and programming good enough.
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#16 Sep 15 2010 at 10:50 PM Rating: Good
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Well after looking at the people on the development team and playing beta I can say one thing for certain:

FFXIV looks like a game they made.

That's all.

Seriously.

IF there was any complaint it would be to make the characters more Ivalice-y. I loved the Tactics'/Vagrant Story/FFXII art design despite it NOT being my favorite.

Yeah I love magitek and materia more, but I'm far, far from disappointed.

Plus I'm intrigued by Kenichi Iwao's background in Resident Evil; maybe he had a say in creepier mobs?

#17 Sep 15 2010 at 10:56 PM Rating: Decent
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(researching does wonders... i know, i've been out of the loop from final fantasy series for so long I apologize.)
Old interview from last year, but it somewhat answered my concerns. Makes me a little jealous of the FFXI community.... RAWR!!

Quote:
ZAM: One of the first things that we noticed about FFXIV was how similar it looked to FFXI in graphics, game play style - really in every sense of the word. Why is that, and is that a concern that you might be dragging over FFXI players by primarily targeting that already established consumer audience?

Tanaka: (Laughs) I think it's simply because the same people are making the game.

ZAM: Well, we can agree companies make games that are different from one another. I was just curious as to why FFXIV is so very, very similar. Most companies, when they make additional MMOs, they try to change their focus so that they don't take their existing consumer base away from a game that's already established. I guess the question is, aside from the obvious "the same talent behind the game," aspect, why was the decision made to make FFXIV so similar to FFXI?

Tanaka: FFXI has been out for about eight years now; the graphical engine we used is very old. In that sense, we wanted to have something that the FFXI players can smoothly move on to. So yes, in that sense, it could be very similar to Final Fantasy XI, so it's easier to switch for them. Also, for the race, that's something that we did on purpose to make it very similar to FFXI so that it's easier for people to go from FFXI to come to FFXIV, so that's why I feel it's very similar. As you mentioned earlier, maybe other companies make totally different MMOs to not get users from their original MMOs, but in this, I think we have a different policy or something in that sense. We are providing FFXIV for the FFXI community - as another game they can enjoy, so that's the primary target. Also, we want Final Fantasy players to enjoy the game who haven't played MMOs before, and we also want MMO players who haven't played the Final Fantasy series. We are trying to reach several different targets, but the first one will be FFXI players.


source: http://ffxiv.zam.com/story.html?story=19384
#18 Sep 15 2010 at 11:17 PM Rating: Decent
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Quote:
Kenichi Iwao (World Concept Planner)
- Final Fantasy XII (2006), Square Enix Co., Ltd.
- Parasite Eve II (1999), Square Co., Ltd.
- Einhänder (1997), Square Co., Ltd.
- Resident Evil: Director's Cut (1997), Capcom Co., Ltd.
- Resident Evil (1996), Capcom Co., Ltd.


Oh, there will be zombies, yes there will! That's OK by me!
#19 Sep 15 2010 at 11:28 PM Rating: Default
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Castrophany wrote:
Quote:
Sato writing is a bit of a bummer, 8 and 12 had some of the worst stories of any FF.

Everyone else has a good enough resume for me.


Way to aim for my heart. 8 was my absolute favorite.


I have to agree 8 was also my favorite but it seemed to have a lot lost in translation. To me 8 and 12 were original compared to the other FFs storyline wise. Maybe not twelve so much but there was less "band of misfit rogues takes on evil empire" And less "crystals are the solution to everything" in FFVIII. The romance, although heavy handed at times also added a depth to the story not seen in any other FF. Not to mention, as another poster said, some of the events and conclusions are still discussed and debated to this day for better or for worse (see "LOST"). (/derail)

Edited, Sep 16th 2010 1:30am by Wloire
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