

And we couldn’t just make a game for heavy action users.

#Square enix final fantasy xvi series#
“You have fans of the series and fans of the RPG genre. “I know what to create for them… you have a whole audience of players that are maybe not used to this actually,” he says through a translator. He says that experience has given him a pretty good idea of what action enthusiasts want. In steps Suzuki, who has a history designing various combat systems across 20 years at Capcom, working on games like Marvel vs. And then for me, I told our battle director to make that happen.”

We found out that each of these things that players would not be good at, and then we wanted to create a system that would help players out in those individual areas. “Some players maybe are not as good at dodging as other players. “And so we listened to players that are maybe not as good at doing combos and attacking,” he says through a translator. Takai then brings up the rings, citing that the first question he asked himself after Yoshida’s order was, “What type of players are there?” We wanted something that felt accessible but also customizable so that each player could create something that felt like a difficulty level that matched them and that was my first order to Takai.” We wanted to create a system where players wouldn’t be forced into this decision to choose between easy, medium, or hard. “I didn’t so I didn’t want players to feel that as well. But then, of course…the first time you die, then it comes up, ‘Do you want to switch to easy?’ “I have pride as a gamer and so when you first play an action game – I love action games – it always says, ‘What do you want to play? Easy, medium, or hard?’ And again, because I have pride as a gamer, I don’t want to choose easy. “To talk about how we got to where we are with this and the idea of making the game as accessible as it is starts off with me being 50 years old,” Yoshida says through a translator. During a group interview with FFXVI producer Naoki Yoshida, director Hiroshi Takai, and combat director Ryota Suzuki, the three discussed Creative Business Unit III’s approach to accessibility, especially as it relates to the different modes and accessories listed above.
