Game Watch Developer Team Interview (Part 1)
Interviews by: Elmer the Pointy
Hey, look! It’s an interview. Now 100% Sarcastic Exposition-Free!
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On November 12th, the curtain was closed on Square Enix’s Final Fantasy XI Offline Event in America. Last year was about discovering all we could about Wings of the Goddess, and this year interest in its development and future has garnered a level of enthusiasm not seen on some major titles.
The theme of last years events in America and Japan focused on Wings of the Goddess. This year, it was all about 2009 and beyond, with three add-on scenarios, updates to “Wings of the Goddess,” and the “Moblin Maze Mongers” private dungeons. We made sure to make it to the event and ask all we could about these three new elements that will be added.
This interview ended up being very long, so it’s been split into two parts. Part One deals with Add-On Scenarios, Wings of the Goddess and Moblin Maze Mongers. The second half deals with Job Adjustments that are in high-demand among fans, low to mid-level content, and aspirations for the coming year.

Seven members of the development team were present at this interview.
Looking back on 2008… Itou has high hopes for 2009
First, tell me about 2008… what you worked on, how it turned out, and what kind of reaction you received.
Itou: 2008 was all about Campaign for me. Last year, I couldn’t even come to America because I was working away on it. During the second half of this year, I have been coming up with all sorts of new plans and ideas for Campaign. I think next year is going to be amazing. (laughs) I’m negotiating with people now to make those plans happen.
Matsui: It’s only been one year, but it feels so long ago and it’s hard to remember well. The biggest thing of 2008 had to be Level Sync. Also, the planned addition of “Fields of Valor” was made in December was something I worked very hard on. I believe is a great system for new players and people on a free trial.
Gondai: For me, 2008 was filled with making Job Adjustments for the new jobs introduced at last year’s Fan Fest. The biggest addition, Level Sync, I believe has allowed us to answer the concerns of players who are looking for better ways to build parties.
The real trouble with Level Sync was the adjustments made to equipment. At first, we thought that the required equipment restrictions and Level Sync could be released separately. However, we were told by community managers that we needed the adjustment system added at the same time as Level Sync “no matter what,” so we had to implement it in a hurry. Not to mention, it was originally planned for December, but Tanaka said, “Make it September,” and September is became. (laughs)
Tanaka: I’ve been working with the user interface for a few years now, tinkering around with what could be done. We’re bringing out “Moblin Mazer Mongers” now, but there has been lots of other work getting in the way, and I’m sorry you had to wait this long. As Producer, I also have to be somewhat of an accountant as well. (laughs)
Ogawa: My role is as Director, so there was a lot of cut scene checking for Wings of the Goddess that I had to do. Also, it wasn’t my main focus, but I helped make some quests as well. From here on, I’ll continue to look over everything.
Fujito: First, I looked at how to even the playing field for Chocobo Racing, and then I did Mog Bonanza. The planning period of Maze Mongers was pretty long, but negotiations took up a good chunk of that as well.
Sundi: I’m in administration, so I manage the budget regarding America and Europe. I planned out the sale of free trials by download overseas. Of course, I also work with the STF (Special Task Force). We do what we can with the GM system to investigate and fight against things that concern the players. And that’s basically what I’m up to. We’re also eagerly discussing a one-time password system, which unfortunately didn’t make it in this year.
Three new expansions… Director Ogawa, FFXI’s original writer, pens the script
Tell me about the three expansions you announced at the events in Japan and America. First, what went into planning them?
Tanaka: As we’ve been putting event after event, and quest after quest into Wings of the Goddess. Now, we come across this one-year milestone and wish to implement a greater variety of “small time investment” aspects of the game, and other player-friendly content like Level Sync.
So from there, we thought we should add a series of unique quests that you can complete within a few months. I remembered Katou, who was working as a freelance scenario writer, and contacted him with the idea. As it turns out, he was up to the task.
I always had this plan of a series of quests the progress from level 30 to level 75, but was never sure if it was the right time to implement them. Within the company, we’re working hard on developing the scenarios for Wings of the Goddess, so I decided to call on a little outside help. Matrix has done development work on Dragon Quest V for the PS2 and Final Fantasy III for the DS. We are working together with Katou and Matrix as a team.

Final Fantasy XI Producer, Hiromichi Tanaka
Why did you tap Katou for this project?
Tanaka: Being that he’s working on titles like Xenogears and Chrono Cross, not to mention Final Fantasy XI: Rise of the Zilart, he immediately popped into my head when looking for a scenario writer.
So, he’s like your original right-hand man.
Tanaka: I wouldn’t say that, but (laughs) it was very good timing. He originally worked at Square Enix on FFXI, so there was no reason he would necessarily come back. FFXI Developers stay on board for at least 1-2 years. As a freelancer though, he is able to find a few months to write out some scenarios for us.
With the scenarios being written by a third party, will they also be directed outside the company?
Ogawa: I will be handling that. My role will be making adjustments here and there.
You announced all three expansions at once. Will they be developed simultaneously?
Tanaka: No. They will be developed one at a time, and released one at a time. They will come intermittently. Katou has begun work on the three expansions, and is currently writing scripts for the first one. Once that is complete, it will be sent over to the Battle Team.
Why did you decide to forgo a packaged product and release it online?
Tanaka: We were able to create a good file distribution infrastructure when we released the free trials. Also, the file sizes are small enough that using discs, which would good for holding lots of map data, became unnecessary and we decided to utilize online distribution.
Why is Rise of the Zilart required to play these additional scenarios?
Tanaka: Originally, the idea was that you could enjoy them without any expansion, Rise of the Zilart, Wings of the Goodess, Promatia or Aht Urghan getting in the way. However, Katou’s originally story-line went past the defeat of the Shadow Lord and continued with the Ark Angels and such in Rise of the Zilart. So we thought about that as the full base story-line of the game, and Rise of the Zilart came into the picture.
This still isn’t decided for sure, but since American and European users originally had releases with Rise of the Zilart bundled in, the only users that could not have it installed are the Japanese. Besides, these three expansions will have some real high-level scenarios within, so playing up to Rise of the Zilart would serve as an appropriate prerequisite.

Scenario Writer and VanaFest ‘08 Special Guest, Masato Katou. He’s been Tanaka’s partner since back when they worked on “Xenogears.”
Expansion discs up until now have not only brought new maps, but many new gameplay elements and ways to play. What will the new expansions deliver in this regard?
Tanaka: These expansions aren’t ones to revolutionize the game system. Previous expansions were designed to improve the system and add new gameplay elements, but these ones coming out are designed to utilize existing maps and system features to create new ways to play and new stories to enjoy.
Are these scenarios going to be changed and adjusted along with regular Version Updates?
Tanaka: No. These scenarios will be fully completed upon the time of their release. That means there will be no reason to add to them through Version Updates. From the point you buy it, you can play all the way through until the end.
For the average player, how long will these take to complete?
Tanaka: Will believe you’ll be able to enjoy it for about two months. Hard-core players could probably beat it in around two weeks, maybe less.
You won’t be adding any new jobs or new monsters, will you?
Tanaka: No new jobs, but some new monsters may become necessary for these scenarios.
I think what the users really want to know about are the rewards.
Tanaka: We’re planning something that Level 75 players would be quite pleased to get a hold of, we think. We’re also looking at making some new graphics. It may sound strange to bring accounting in the mix here, but we have to consider the cost of someone designing these new graphics.
After you announced the expansions would be “around 1,000 yen,” Tanaka, as far as I have seen, there have been various reactions split between “wow, that’s cheap,” and “these expansions cost money?” What impression have you gotten from this, Tanaka?
Tanaka: We calculated development costs and decided that anything less would make it too difficult to produce. We didn’t intend to just simply profit off the users.

The first volume is called “A Crystalline Prophecy.” What is the meaning behind this title?
Tanaka: The scenarios and titles were all Katou’s ideas, so they have all sorts of deep meanings behind them. (laughs) I believe they are connected to the particular scenario’s story. Crystals are used to synthesize, but there are other crystals that exist in the game, and those are the ones it refers to. Story-wise, there is a scene in the opening movie scene with Aldo and Emeline being chased, and we wanted to write a sequel to that event. There are many other in-game connections, but that is the heart of its ties to the story.
Will expansion discs and add-on scenarios be developed simultaneously from now on?
Tanaka: Expansions and Version Updates are handled by Ogawa and the Event Team. They have the next year’s worth of Version Updates mapped out, but that is a separate line of development. The Battle Team, however, is involved on both ends and has their work cut out for them.
So, Tanaka, would you say the idea is that there are two lines of development running concurrently?
Tanaka: That’s right. These three new scenarios are separate from the main line of development, and are meant as fun additions to the game.
If that’s so, could there possibly be a set release schedule that continues beyond the second and third add-on scenario?
Tanaka: I don’t know about that. (laughs) Expansion discs are designed to add new maps and play aspects to the game. Downloadable content is good for the free trial and such, but I don’t think it will become our main line of development.
Are you planning an “All-in-One Pack” for the three scenarios?
Tanaka: All-in-One packs, or Vana’diel Collections, always contain every release added to the game up until that point, so future ones will contain the add-on scenarios.
Then, for example, Vana’diel Collection 2009 could contain the scenarios depending on the timing of releases.
Sundi: That’s the idea. Although it may not all be able to fit on a single disc.
The first scenario is set to be released in Spring of 2009. Is there a chance this will change?
Tanaka: At this point, we’re on schedule. For now. (laughs) Please look forward to it.

Wings of the Goddess Director, Kouichi Ogawa.
The future of Wings of the Goddess… More additions to Campaign?!
Next I’d like to talk about Wings of the Goddess. First, why has the story-line be released at such a leisurely pace?
Ogawa: Production is a factor, and the longer we make missions and quests, the less other content we can deliver for a Version Update.
Tanaka: When we began work on Wings of the Goddess, Ogawa pitched the basic concept as not missions and quests being the main content, but as Campaign being the main content. So improving the Campaign system is the main priority.
Ogawa: Certainly, even if the story-line is great, quests and missions aren’t the actual game itself. We have been working to tie story-line more and more into game-play, and will continue to consider ways to do so.
This time, quests for the three nations are interwoven between the main missions. It seems like that could have been difficult to accomplish.
Ogawa: For Treasure of Aht Urghan, it was a large burden on the developers to create so many missions. This time, we thought we would divide that up and flesh out each of the three nations with their own stories. However, each nation’s story grew and developed so much, it turned out to be just as difficult a task as before.
Tanaka: If you consider the nation quests and Wings of the Goddess missions added in each Version Update, it’s about the same amount of content, if not more, than previous expansions. Since it’s divided up between nations, to a single player affiliated with one nation it appears to be 1/3 or 1/4 of the actual content added.

Mizuki Itou, who developed Salvage and Einherjar in Treasure of Aht Urghan, oversaw Campaign in Wings of the Goddess, and has worked on a wide variety of battle-related content.
Currently, out of all the missions, what percentage has been implemented?
Ogawa: As of the December Update, we’re currently in the middle.
Campaign is the main feature of Wings of the Goddess. Would it be safe to say the system is pretty much set now?
Itou: No, there’s still more that is planned to be added. We’re expanding into new areas; ones which everyone can probably guess. Also, we’re thinking of some new elements. We’re going to add some really fun new aspects.
How do you feel about Campaign in its current state?
Itou: I think it gives too many experience points. I feel like leveling up has shifted too much into usage of Campaign. That then raises other problems, such as how to skill-up your weapon, and such.
I see, so Campaign is useful for rising up to level 75, but can produce players with all their skill uncapped.
Itou: That’s right. Remaining within Campaign just ups your level and not your skills, and there is discussion on how to deal with this. If your skills aren’t high enough, you can’t use certain Weaponskills, and then you’re out of luck. We would like people to utilize other content as well and skill-up their characters.
Has it really gotten that bad?
Itou: More importantly than that, it’s not balanced. I want to bring new elements to the game that will invite a beautiful balance between all content.

At this time, there is no real merit to forming a party in Campaign. This makes it feel less like joining an army, and more like simple solo content. Are you going to look at changing this?
Itou: That would be contrary to the casual nature of the event. I don’t want people to feel like parties are necessary for Campaign.
As for areas, the Northern areas have yet to be implemented.
Itou: Indeed. Talk of the Northern areas has begun to surface in the stories of the three nations. We think you can look forward to some big changes in-game once those areas open up.
The North will of course tie into the Missions, but currently, Campaign and the Missions have no real relation to each other.
Ogawa: There’s no direct connection there, no. The situation regarding Campaign changes from week to week, so we were unable to really tie it in with the Missions. This is only tentative, but the Northern lands will open and have a much greater link than before.
What will the Demon Army be like?
Itou: Some Demon-esque things will appear up North, but… please sit tight and you’ll see what I mean. (laughs)
Now, if you gain control of a Beastmen Stronghold, it opens up special Campaign Ops you can do. Will there be more unique content like this added?
Itou: We’ve put in pretty much everything that we had planned for the areas that are currently open. If you’re speaking not of Campaign, but content outside of the Campaign system, then I can’t say anything yet. (laughs)

At this Developer Panel, you mentioned you want to add new elements to Campaign. Can you elaborate on that for us?
Itou: This was fairly recent, so we haven’t fully decided on a process yet. Something that we’re ready to do is increase benefits and such for areas that are under control. To give an example, say the humans control East Ronfaure. There would be an entrance somewhere in East Ronfaure where you could take part in some battle-related content and receive rewards if you win. It’ll have some fixed cost attached, I’m sure, and it will be a new challenge to enjoy. It’s being prepared for every zone related to Campaign. Users will be able to control where they want to go, and which ones they want available.
Sounds like that could become part of Campaign Ops.
Itou: It isn’t decided whether this will be part of Campaign Ops or not.
Will you utilize existing areas, or have new instanced areas?
Itou: It may be an instanced area. We still don’t know what the development costs will look like. Personally, I think it would be fine taking place in in regular Field Areas. Still, looking at the trend of what users enjoy the most, it may be better to pay the cost to develop instanced areas.
I’m interested in what these battles will entail.
Itou: You’ll enter an area or instance or what have you, and take part in a hectic battle with a big finish. I don’t know what the “big things” will be quite yet, but I can say it’ll be more like an Assault than a BCNM.
Will there be some story associated with this?
Itou: Indeed, there will.
Personally, something I was looking forward to, yet heard nothing about, was the Scout NPC system. Will this system be expanded upon in any way?
Itou: We are going to expand upon it. We’re going to add more and more NPCs. The problem developers are facing is exactly how to build upon it, but we do plan to increase the amount of NPCs.

The mind behind Moblin Maze Mongers, Youji Fujito. He is responsible for a lot of side-content, such as Chocobo Raising, Fishing and Mog Bonanza.
Implemented before your very eyes: Moblin Maze Mongers
Tell me about “Moblin Maze Mongers.” It feels like it’s actually harder to say the name than play the content.
Fujito: Yes, it’s really simple. I think if you try it, you’ll get it right away, and people will be surprised at how customizable the system is. You can literally set one piece down and hop right on in; it’s not difficult at all.
In what way are you planning for people to enjoy this content?
Fujito: I think it would be great if they just tried it over and over again. I said at VanaFest that players could do anything they want with the system, and the concept behind it is something players and developers can experience and improve together. I thought about a Maze Monger that could support someone with putting together their first maze, but it was difficult to accomplish. I’ve released something that has been made as easy to utilize as possible.

Is this something that core users can really sink their teeth into?
Fujito: I believe so. The premise was to have it encompass as many players as possible. Core users can set any preferred theme, and leave out whatever they wish. There is no required play style forced upon them from my end, so if they want something they can go at full strength, then why not put it in there?
What’s the target level?
Fujito: It’s for all levels. Party size is flexible too; you can have between 1 and 6 members. It will also receive some additions in the future. You’ll have an easier time clearing it with bigger parties, but it is certainly content that you can experience solo.
How about play-time?
Fujito: One play-through lasts about 30 minutes. It basically feels like Assault, which I think is good.
You said that Moblin Maze Mongers has “many different games” within it? What did you mean by that?
Fujito: By “games” I mean clear criteria, because you can choose one of several different clear conditions. So what you do within the event itself changes. To put it simply, it’s Assault. However, Assault only let’s you choose from pre-determined missions, while Maze Mongers has a wide range of customization. The important difference is you choose what goals to accomplish and what monsters you need to defeat to do so.

The main event this year was the chance to use Moblin Maze Mongers. What kind of reaction did you have finally watching players actually play the content?
Fujito: Everyone did really well, but I felt they made their mazes easier than I expected. However, I did tell everyone at the computer stations to be careful not to attach too many runes and make their maze too difficult, so many people didn’t. (laughs) I thought people would have Elementals popping and end up with long, boring battles. I think that is something that could be improved.
Tanaka: We missed the chance to say so, but the December update will be organized into two stages. The balance adjustments for Maze Mongers were not complete by the 9th, so it will be implemented a week later.
Through playing Maze Mongers, we discovered that the reward is a new type of point, called Moblin Marbles. What was the reason behind adding another new point system?
Fujito: The reason is that we want a system wherein you are rewarding for participating in that particular content a number of times. In the case of Moblin Mazes, it’s to distinguish it from other arenas. If Assault points and Chocobo coins could all be used interchangeably, we fear players would just flood into whichever event produces the greatest returns.
By the way, what kinds of items can you trade in points for?
Fujito: There’s an NPC you can exchange them to right beside the Moblin president. If you talk to the NPC, you can see a list of items. Please feel free to take a look. (laughs)
We’re still working on adjustments, so there’s a chance things will change, like getting a voucher for 100 points. We’re still testing it out, but there could be a voucher to face one super strong monster, or like I mentioned at VanaFest, a voucher related to making a crafting theme, or one to fight a large wave of weak monsters. We’re thinking of implementing these things, so you will be able to trade points for them.

Also, this is apparently limited to once per real life day. Tell me what the reason for this was.
Fujito: Preventing any congestion was the #1 reason here, but we also knew that no matter the cost, players could enter over and over again and check exactly how each Rune affects the construction of a maze, eventually focusing on only the ideal setups. An instanced area would also cause a large amount of connection traffic. We knew everyone would rush to use the content upon implementation, so we set it so 1 player can build 1 maze a day, and participants would not have to be charged.
You’re now gearing up for the December update, so what percent of the total content planned for this can we say will be implemented?
Fujito: We’re looking to make this fairly huge, so in terms of the entire event, you could say about 1-2%, I think.
Which means there’s a lot of expansion in store.
Fujito: Yes. As people experience Maze Mongers, there will be new content, new systems, and other vouchers that will allow for new play-styles.
As an example, what are these Vouchers that you are planning to add?
Fujito: Vouchers build off of the clear conditions you set by choosing how you accomplish those clear conditions and are directly tied to how you play. We’ll have 3 of them ready for December, and 2 more are in the works.
Are there any particular setups you like, or perhaps any recommended setups?
Fujito: Mochizuke tells us that “Beast” plus “Big” plus “moves in herds” runes are fun. If you use those, Dhalmels will appear. Then, if you further add a White Magic rune to the Dhalmels, you’ll have a bunch of those dopey animals with no capacity for magic casting spells, which is apparently an irregular but funny arrangement.
If you say that, then it seems like this is a world where anything is possible.
Fujito: That’s exactly right. I anticipate that people will thoroughly enjoy it.
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