



"I made sure to weed out the people that didn't believe in FF14, and people who thought there was no saving FF14. We wanted to establish what kind of gameplay experience we wanted to provide to our fans." He then had to ensure the development staff were up to the task. "I couldn't get a straight answer of what kind of game they had wanted to make," he said, "and so we needed to start from there. He began by interviewing the development staff of the original FF14. Yoshida sad that's about half the development cycle typically allotted to a game of this scope. The tricky part: not only did Yoshida and his team have to rebuild the game from scratch (surprise! Its structure was too flawed to implement changes via patches), but they had a little more than two years to do it. The hope was that, by doing so, Square Enix could repair the damage and mistrust that FF14 had caused. on November 27, 2010, Yoshida-who had been working for years as a director on Square Enix's Dragon Quest franchise-received an email requesting that he act as both the director and producer of FF14 to relaunch the game. "There was a sense of danger-that if FF14 doesn't regain itself, Square Enix and the Final Fantasy brand is at risk."Īt 4 a.m. "The original FF14 being a failure had such a big impact, a negative impact, it shocked the community and shocked everyone in general," Yoshida said. Unfortunately, Square Enix didn't see it coming. With all these issues built into FF14's foundation, it was doomed from the start.
