Interviews: Koji Fox on What Makes Eorzean Lore So Important

Final Fantasy XIV’s lifeblood, aside from being Final Fantasy, is a story. We managed to locate adult with Square Enix’s Koji Fox to discuss about a MMORPG’s ongoing science development, story, and secrets of a Eorzean narrative. Read on for partial one of a dual partial speak with Koji Fox, a Co-Lead World and Lore Developer on a massively successful game.


MMORPG: This is a fifteenth Final Fantasy game. That is a outrageous collection of story and lore. And now even nonetheless all changes from diversion to game, where do we start your scrutiny in a story of Final Fantasy?

Koji Fox: Oh. That’s a outrageous doubt there. we consider again, we know, all of a Final Fantasies, we know even nonetheless they’re technically numbered and they’re sequels, they’re not sequels. Really, any diversion in a array is a possess singular entity. There unequivocally isn’t, we know, “okay, Final Fantasy 5 finished with this and now we’re stability that story with 6,” it’s “Final Fantasy 5 has ended, now it’s time for 6.” Though 14 draws a lot from a other Final Fantasies, a producer/director Yoshida-san has always finished it famous that Final Fantasy 14 is like an entertainment park – a Final Fantasy Amusement park where it only draws on a science and a characters from a other Final Fantasies that puts them all into one thesis park. But afterwards they’re not only CO copies of what they were in Final Fantasy 5, or 6, or 7. They’ve taken that judgment from those games, those characters from those games, and put them into Eorzea, in Final Fantasy 14, and finished them partial of a world. So it’s not like this impression from this diversion is creation a guest entrance in Eorzea, it’s that that impression always existed in some sense, in some way, though it’s partial of that world. It’s not from a other game, it’s partial of a game, it only happens to be from that diversion as well. So a biggest plea lore-wise for myself and for Oda-san is how to move these characters from other games, characters that have their possess backstories in that game, move them here so that it feels nostalgic, though that it doesn’t feel like a gimmick that you’re bringing something in. How is this character, how is this judgment from FF3, FF4, going to fit into a FF14 universe and feel natural?

MMORPG: So we guys only kinda collect from a cream of a crop?

KF: Yeah, infrequently it depends on what kind of story we’re revelation and we consider oh, infrequently that impression has those similarities so it would work good in a story we’re essay now. Or infrequently it’s only a producer/director like, “I unequivocally favourite this impression so we wish to find some approach to move him into a game.” Or, “this impression was unequivocally popular, and we haven’t finished something like this yet, let’s move it into a game.”

MMORPG: So we guys are operative in tandem with a Japanese developers as a diversion is being made?

KF: Yes.

MMORPG: So how do we feel that a Japanese marketplace and a American market, that we have to support to opposite tastes to make it arrange of gentle between a two?

KF: You know, there’s differences in a actor bases. The Japanese actor base, a Western actor bottom – even separate adult in a Western actor base, we have a European actor bottom and a American actor base, and everybody has their notice of a Final Fantasy world. But we know a core is always going to be a same. You know a reasons given everybody feels informed with a array and loves a array is a core that is there via all of a denunciation versions. However, any segment has their possess tastes – either it be denunciation wise, what they know as fantasy, what is engaging or not engaging about these things. And adding a small piquancy to make it a small bit some-more savoury is what we do on a interpretation side, though we’re not going to go in and change that core. Because it’s that core that connects all a regions together. You know, everybody loves a certain character. Everyone loves Cloud. Everyone loves Vaughn. Well, not everybody loves Vaughn, though we know. You know what we mean. Because that impression is a certain impression in all languages. If we start changing things too much, we get like a “well, this character’s unequivocally favourite here though it’s unequivocally hated here, given is that?” We don’t wish to emanate something like that. So it’s about progressing that core concept, that core vigilant from a strange creator, though delivering it in a package that will feel natural, that won’t feel awkward.

MMORPG: What do we consider is a many critical aspect of that for you?

KF: It’s tough given any user has what they suffer about a game. we mean, we have some users that unequivocally like how a Japanese enlightenment can be found in a Japanese chronicle and wish a Japanese enlightenment in their chronicle as well. And afterwards maybe we have other players that are like, “I unequivocally like it when it feels like a diversion is translated so we suspicion it originated in one language,” and we don’t feel a Japanesiness about it, if that’s even a word.

MMORPG: Yeah, we don’t even have to explain a informative references.

KF: Yeah, so there’s dual forms of users. So if we do it one way, a other’s like, “But we wanted that Japanesiness!” and a other approach it’s, “I don’t know what’s going on here. It’s too Japanese!” And so we’re perplexing to find a happy middle where we can maybe not greatfully everyone, though greatfully many of a people, and keep them entrance back. And again, with gripping that core there, that strange intent. What story do we wish to get across? What emotions do we wish to evoke? That’s what a many critical thing is.

MMORPG: So let’s speak about a story. This is a diversion that’s kind of come behind from a passed in a lot of ways, and what went into that isn’t only a gameplay, though removing people enthralled into it. So how are we gripping people enthralled now? What are a subsequent stairs for you?

KF: I meant it’s all about, when a diversion gets this big, it’s all about consistency. Cause a diversion can balloon, and we can keep adding new stories, and new people, though we have those players who have been there given a beginning, that are like, “I know this impression to be this person. we know this story to be this.” But afterwards if we supplement something that contradicts that, people start removing confused and it starts feeling like, well, these people are only throwing things in and it doesn’t feel coherent. It only feels like, we know, they’re only perplexing to do whatever they wish to do. And we understand, means we have these players, a lot of them have been with us 4 years – those from a 1.0 era, a strange era, have been with us 6 years. These players have a lot of time sinked into these games. Unlike an offline diversion where you’ll play and it will be 30-40 hours, 60 hours, 100 hours, a lot of a players will play a hundred hours in a month, and over a lifetime of Final Fantasy, they might have put in literally weeks, months of their time in this world. And so they know this universe like they know Earth. So when we start creation things that don’t make sense, things that protest any other, it pulls those players out of a world. “This doesn’t make sense. What’s going on here?” So, perplexing to make certain that everything’s unchanging and, as a diversion gets bigger and bigger, a people that work on a science itself, people like me and a science creator Oda-san on a Japanese side, it’s only creation certain that all is consistent, and when we supplement a new quest, we supplement a new story line, we supplement a new concept, we supplement a new character, that those characters and those things aren’t going to overlie and contradict. We can’t do any ret-cons. That’s a misfortune thing. we meant we’ve had to do it in a past where we only embellished ourselves in a dilemma and couldn’t get out, and a director’s like, “I wish to do this,” and we’re like, “But we can’t!” “But we should do it anyway!” And so we have to explain a approach out of it. But any time we do that, it pulls a actor out. Immersion is a biggest thing, generally for a lot of MMO players, given they’re in a universe so much.

MMORPG: Yeah we were articulate about those 100 hours. That’s flattering impressive. Those people who are constantly playing, are they a ones that are pulling we guys to get some-more things out there?

KF: Definitely. we mean, we demeanour during play times and we comprehend how prolonged a lot of a fans are in a game. They write things on a forums, they write their possess blogs, and we speak to them during fan festivals, and we have these people that yes, this is partial of their lives and we have to emanate something that will accommodate those expectations. So it keeps us on a toes, definitely.

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