The director of Final Fantasy XV is reading your comments, Kotaku. Hope youāve got good ones.
Hajime Tabata, the newly-elevated Square Enix superstar who is helming the next two major Final Fantasy gamesāType-0 HD (this March) and XV (eventually)ātold me on Friday that sometimes, when he has spare moments, he goes through Kotaku comments and runs them through Google Translate to get feedback on Type-0 and other games heās developing.
No pressure, guys.
Tabata, who is jovial and friendly, spent a little over an hour chatting with me last week at a quiet office in midtown Manhattan. He was in town to show off Type-0 HD, so Square Enixās PR folks asked me not to probe him too much about Final Fantasy XV, although he was open to questions about the XV demo, which Tabata says will be out as close to March 17 as possible. (āThatās our current goal,ā he told me.)
Of course, I couldnāt help but slip in a few burning Final Fantasy XV questions anyway. And I left the interview again feeling optimistic about the future of Final Fantasy, as I have been since we first heard news that Tabata had taken over direction on the hotly-anticipated fifteenth main game in Squareās iconic franchise. In every presentation heās given, Tabata speaks with the confidence of someone who is actually going to finish this thing. Hereās hoping he pulls it off.
Read our extensive conversation for some interesting details on the development of Type-0 HD, what itās like to deal with overwhelming amounts of fan feedback, the size of Final Fantasy XVās map, and why Final Fantasy creator Hironobu Sakaguchi felt guilty about a snarky comment he made to me last year
This interview was conducted through a Square Enix-provided translator, so all pronouns have been edited to reflect Tabataās point of view. The interview has also been edited for clarity and brevity.
Tabata: I wanna start off by saying thank you for the previews and articles that youāve written for us. I think itās been communicated to the fans that this essentially happened because of them, so we appreciate your support.
Schreier: Thanks! So the first thing I want to ask, since we saw each other a few months ago⦠At this point we know a lot about the game and people have an idea of what to expect from Type-0. Have there been any changes in this HD version since the last time we talked?
Tabata: One of the things that was bought up ever since PAX Prime, both from media and fans who have tried playing the game, they all pointed out the camera behavior and controls. And so that has been an element that weāve been working on and tuning, and weāre near mastering this title and weāre working til the last minute to fine-tune that element, so thatās one of the bigger points.
And with regards to the characters that the players will be able to control, weāve improved the battle specs with regards to each of these characters, and so youāll feel that itās more intuitive, itās easier to play, it feels good controlling these characters. So those are some of the other points that weāve worked on.
Schreier: When you say improved the battle specs, can you get into specifics about exactly what was changed?
Tabata: One of the major changes is in the speed that the characters move within the battles. Theyāve become speedier. Those that felt a little bit slow, weāve picked up their speed so that it wonāt feel like a weakness as much anymore. Also with regards to avoiding attacks, weāve speeded up that process. Itās easier to deflect attacks and move around more quickly.
The archerāthe character that uses the bow and arrowāhe was actually a very unpopular character in the PSP version and wasnāt used much, but his popularity is really increasing right now among the people who are testing the game, because of his playability being increased. And also the character that uses the whip, those two are very much effective in battle now, so theyāre becoming a little bit more popular to use.
This is probably a result of some of the user feedback weāve been receiving as well because a lot of people Iāve mentioned they wanted to use these two characters, the one that uses the bow and arrow as well as the one who uses whip, because they have this kind of Final Fantasy appeal to them. But the combat specs were one issue that was raised. And so we increased the bases so theyād be more effective and usable in battle.
Schreier: Something Iāve always been curious about is how, other than using internal testers, you guys get feedback from fans? Like if Iām a fan in North America and I have some feedback on Final Fantasy Type-0 HD, how do you find that outāare you reading message boards or just relying on PR reports or what? How does that feedback get to the top directors at Square?
Tabata: Well for example, when you post an article on Kotaku and then all the comments that are left on your article, when I have time I read through them and feed through the comments. Especially with your articles, because the comments on your articles are so manyāis there a secret to getting so many comments on your articles? (laughter) Itād be great if you can teach me sometime.
Other than that, when we have these gaming events and we have consumers testing out our games, I sometimes watch over people who are playing for the first time, watching how they play and if there are any points Iād like to raise, I talk to people who are operating the booth and try to get feedback there as well.
Also, we actually receive a lot of fan letters in physical form. Thatās actually delivered to us directly from consumer relations, and so we look through those appropriately.
Schreier: Iām surprised to hear that you read the Kotaku comments, Tabata-san, because of the translation barrier. Do you read them in English or do you get them translated for you?
Tabata: For the most part, I have Google Translate. (laughter) If there are points of concern, things where I want to get a grasp of the nuances and get exactly what the comment is trying to imply, I ask some of the native speakers on the team to help me out with the translations.
A lot of the members on our team, they continually look out and read through the overseas articles that come out⦠So anything they pick up is relayed to me verbally as well. Thatās how I get a grasp of whatās going on.
Schreier: Now that I know youāre reading, Iāll make sure that only the best comments are on the top.
Tabata: (laughter) No, then I wonāt understand what the truth is. I donāt want you to do that.
Schreier: (laughter) That actually brings up an interesting question: I know a lot of game developers struggle with the idea of how much to listen to fan feedback versus sticking with their own personal creative visions⦠How do you know how much feedback to listen to, when itās too much, and when you should stop listening and just do what you think is best?
Tabata: So obviously I have an idea and a complete image of where our landing point is in a sense. In order to achieve that, time is limited. And so given the limited time, we try to focus on a couple of points that are mostly raised from the comments and users, and so we try to pick up as much as we can within the given timeframeāthose that make the most senseāand try to implement it within that time frame.
Schreier: So with something like Final Fantasy XV, everyoneās talking about that game⦠There must be tons of feedback sent your way. Iām curious as to how you react to that and sort through it and deal with all theā Thereās such high expectations for that game, after the long development time and the fact that itās another numbered game in the series. How do you deal with that?
Tabata: First and foremost, Type-0 and XV are different, they face different circumstances, so there isnāt a set way that I go about things. With regards to Type-0 specifically, weāre close to the end to our goal, so within that timeframe and with the feedback that weāre receiving from consumers as well as media, weāre trying to see what can be made possible within the limited timeframe we have.
With regards to XV, you did mention the long development timeframe, but it hasnāt been that long since it became XV and weāve been developing it for that title. So at this point weāre still trying to work out whatās best for our consumers as well on the dev side. And weāre building it up at the moment. We really hope that our consumers try out the demo that will come with Type-0 and play through that first, then let us know their feedback, and thatās where weāll start looking at user feedback more and concentrate on that.
Schreier: I wanted to sayāsomething thatās really impressed me recently is that youāve been showing your face everywhere and talking about both of these games a lot, especially in contrast to all the months when we didnāt hear anything about either of these games, really. Iām curious: what made you decide to start doing your online broadcasts in Japan and all these monthly presentations and Q&As?
Tabata: In essence, nothing has really changedāIāve always been an open guy, and Iām always willing to be out thereābut I think the part that really changed everything was the whole Type-0 thing and actually really considering the feedback from our consumers and the reaction that weāve received in response to that. That really got the ball moving, kept things moving forward and we have been communicating more often now than we did before.
Schreier: You mentioned before that youāre still fine-tuning Type-0 HDāso itās not done yet, itās still in the final stages of development? Whatās the current status?
Tabata: Itās almost in the final stages, our QA checks and stuff are almost done. So we are really reaching the final leg of the process. In bringing it from a PSP to a PS4 title, when we were looking through the game and playing through the game one last time, we spotted some points that werenāt enough, and that we wanted to addressācamera being one thing. Weāre working until the very last minute so that we can deliver the best product. Iāve asked a lot of people to work very hard in realizing that for us, so thatās where weāre at. I really feel like weāve reached a point where we have been able to address some of the concerns that users have raised, so hopefully that shows.
Schreier: Yeah, I think a lot of people are excited to play it in North America for the first time here, obviously, but also thereās something special about this game being the first Final Fantasy on new-gen consoles, on PS4 and Xbox One. Does that have significance to you, getting to release the first Final Fantasy game of this new generation? Also, really, this is the first console Final Fantasy in a very long time that isnāt part of the FFXIII trilogy, so itāll be new in a lot of waysāhow do you feel about setting this landmark?
Tabata: In releasing the first Final Fantasy on the next-gen consoles, both PS4 and Xbox One, Iām very honored and very humbled, but this is a PSP remaster on next-gen consoles. In terms of the Type-0 gaming experience, Iām very proud of it and I know that Iāve delivered something great, but in terms of the graphics, obviously itās not on par with the highest level of graphics that the PS4 or Xbox One is capable of, and so thereās a part of me that wishes I couldāve reached those levels. But with having the XV demo included with Type-0, I feel like it supplements that as theyāre bundled and packaged together⦠We hope that fans will enjoy the two different experiences that weāre providing here.
Schreier: At risk of [PR representative] David yelling at me for this one⦠I know youāre not going to announce new products here, but speaking theoretically, Iām curiousānow that Type-0 is done, is there anything else youād like to see brought to HD for PS4 and Xbox One? Seems like this could set a cool trend.
Tabata: In terms of bringing games to HD, I believe that could exist as a different vector from like producing new products, so there could be two lines essentially. The possibilities Iām sure are there for Square Enix as well, in terms of looking into that as a different vector from constantly releasing new products. Earlier I had mentioned that weād need to consider the user needs as well, in order to see if it makes sense for Square Enix to do something like that. But me on a personal level, with regards to Type-0 HD, that was a big aspect of it in terms of the fansā response. So I feel like the same type of feelings and the same type of passion will need to be generated for me in order to try out different HD remasters.
Schreier: So I should tell Kotaku readers to post lots of comments if thereās something they want to see?
Tabata: (laughing) I guess so.
[At this point Tabata spoke back and forth in Japanese with the translator and PR representative for a minute or so.]
[Translator] Amy: The article you wrote, after you interviewed [Final Fantasy creator] Sakaguchi-san, he had mentioned āHappy 10th anniversary Final Fantasy XV.ā Apparently he didnāt really mean it in that sense. He felt apologetic about the situation. So Tabata-san wanted to let you know. (laughter)
Schreier: Right, Sakaguchi-san was laughing. He was joking around.
Amy: (laughter) Sakaguchi-san mentioned it to Tabata-san, so he wanted to let you know.
Schreier: I hope I didnāt get anyone in trouble!
[Square Enix PR representative] David Yang: I think Sakaguchi-san wanted to tell Tabata-san it was a light-hearted comment, so please donāt take it the wrong way.
Tabata: Sakaguchi said, āOh yeah, I said ātenth anniversary,ā Iām so sorry about that. Youāve only been here for like two years, right?ā (laughter) I said āYouāre very knowledgable.ā
Schreier: Very funny. No hard feelings! (laughter) So going back to the whole HD thing, it seems like you guys donāt just port over a game and call it a dayāyou put in a lot of effort to bringing a game like this from the PSP to the PS4 and Xbox One. Was it a challenging experience overall? I know it took a long time for this to happenāat least a couple years nowāwas this a difficult thing for you guys to do?
Tabata: In terms of skipping a couple generations of platforms, it was more work than I had originally thought in terms of the quality that needed to be met as well as the amount of work that I had to do, and so it was a little bit more than I had expected. But there was good in it as well, because before finalizing FFXV and whatnot, it was great that we were able to bring Type-0 HD to the big screen and see how these traditional elements of a Final Fantasy gameālike the abilities, magic, and the party system and whatnot, plus the action-based mechanicsāplay out.
It was a really great experience, testing those elements. So in terms of figuring out the debug volume as well as tuning and how much work that needs to be done in that sense. Of course itās not an apples-to-apples comparison, but it served as a great reference.
Schreier: So there was something I was a bit confused about as far as the whole timeline here⦠could you clarify exactly when you started working on Type-0 HD and exactly when Final Fantasy Versus transformed into Final Fantasy XV? When did you take over?
Tabata: I started being involved in the project around July 2012, when we were starting to shift from Versus to the actual XV project. At the time, with regards to Versus, we were considering it for the PlayStation 3 and Xbox 360, and in developing for [those platforms], we were kind of struggling to achieve what we wanted to achieve with this particular title. And so the first mission that I received was to create a prototype for the now current-gen consoles.
Schreier: And that was also in July?
Tabata: Yes, the time I started working on the prototype was July 2012, and at the time the details werenāt announced for new-gen systems. So my team and I made assumptions and worked on the Windows PC DirectX 11 engine to build this prototype. The result of that was actually shown in the 2013 E3 gameplay trailer; what you see in there is what we were working on.
At the time that the E3 trailer was shown, thatās when we announced the whole title shift from Versus toXV, and after that, I started working on bringing together the team that was working on the Luminous engine as well as the team that was working on XV. And so I worked toward strengthening the team and combining the engine team with the dev team, so they could move towards working together. It was combining the Luminous engine and the Ebony engineāEbony being the one that was the E3 prototype versionāand combining those, and then shifting towards optimizing and working towards the PS4 and Xbox One versions.
With regards to Type-0 HD, when we were looking into and evaluating the new development environment for XV, we also evaluated what would potentially be possible for a Type-0 HD remake, in terms of the specs that we could achieve. So once that was done, actual development for the title started around November or December of 2013. Weāve gotten up to this point in a little over a year.
Schreier: So as far as the FFXV demo [that will come with early copies of Final Fantasy Type-0 HD], the first question everyone wants to ask is: when is the demo actually going to be playable?
Tabata: In terms of when consumers will be able to play the demo, it hasnāt been officially announced but weāve mentioned in Japan that weāre working very hard towards making it available around the timing of when Type-0 HD releases. So thatās our current goal. Youāre probably gonna write that, arenāt you? (laughter) Itād be great if you can [talk about] Type-0 first, before you talk about that. (laughter)
Schreier: (laughter) Donāt worry, itās not only XV that people care about.
David Yang: I think the only caveat to that is that Tabata-san and the development team are trying really hard to get that close to the launch. There may be factors beyond our controlāin game development, thereās what we want and then external factors. Thereās that.
Schreier: (laughter) Iām not planning on writing an article saying āOMG itās coming out in March!ā But I think one of the big concerns is thatā
Tabata: Just to give you additional insight to that, the volume is exceeding a little bit more than what we had originally expectedāitās a little bit more than what we were originally planning. So in that sense we needed a little more time to implement that, and weāre working towards really trying to meet that goal right now.
Schreier: I donāt think anyone will be mad if the demo isnāt there on the day [Type-0 HD] comes out; I think people are more concerned that theyāll have to wait another six months or another year before they get to play it, because of the history of this game. (laughter)
Tabata: And we, the dev team, understand that there are a lot of fans who have been waiting for a long time, and thatās why we wanted to show the game in some form. Thatās one of the main reasons we wanted to release a demo for the game as well. We just ask that you try playing it first, and then after that we want to hear your honest opinionsāincluding your opinionāabout the content of the demo itself. Weāre working very hard towards that, so weād appreciate it if you guys can wait a little longer.
Schreier: So going back to what we were talking about before, with feedbackājust how much impact will the reactions to the FFXV demo have on the development of the game? So for example, if everyone says they hate it, will you change things around and totally overhaul development? Just how much influence will peopleās reactions have there?
Tabata: First and foremost, we donāt anticipate that everyone will hate it. (laughter)
The project team and I are really trying to execute an evolved version of Final Fantasy, and weāre working towards that, and we really feel like weāll be able to show one portion of it. It is still in the midst of this evolution, but even if we do receive some negative feedback with regard to the demo itself, if we can address that, if we feel like we can address those within the final product that we envision, then itās probably something we can work towards and potentially address. But if people completely say that this is a worthless game, I honestly donāt know⦠at that point Iāll probably talk to you, and ask for your advice. (laughter)
Schreier: Iāll make sure to post comments on Kotaku
Tabata: (laughter) But I think at this point, itāll be the most healthy result if we receive both positive and negative comments at this state. If the comments are shifting, balancing on either side, it seems unnatural. So I think a healthy balance of positive and negative comments at this point is understandable.
Schreier: So Iāve seen all the things youāve said about the demo, about the town, the region of Duscae⦠but Iām curious as to how itās structured. Is it going to be a part of the story where you follow a certain path of events, or will you just get dropped in the world where you can wander around and do what you want? How will that work, exactly?
Tabata: How are you translating [my presentations from Japan]? Google Translate? (laughter)
Schreier: (laughter) No, no, we have a guy in Japan, Brian Ashcraft.
Tabata: Ah. Iām sure thatās a point that everyoneās wondering about, but unfortunately with this particular demo, weāre avoiding having players play through the main story. That said, itās not gonna be as simple as weāre dropping you into this open world and you can do whatever youād like to do. We are designing the demo around kind of a good balance in terms of ensuring that thereās this playability to it, but itās enjoyable on its own, and weāve considered all these factors. You donāt need to worry too much about itāitās gonna have some concreteness to it.
That said, we are kinda taking a part of the game thatās related to the main story to a certain extent. It may feel a little bit unnatural, but we did kind of include portions that players would easily be able to provide feedback on. So for people who have high expectations for this particular title, it would be easy for them to provide their feedback on the contents of this demo.
One skill that weāthe teamāneed to acquire is that, you know, the opinions we receive through Square Enix members are very official opinions. Theyāre substantive. Whereas the feedback that weāre gathering from sitesā comments, articles, forums and whatnotāweāre not sure if itās based on comments of people who have actually played through the game. So the skill we need to acquire is to feed through and figure out which ones are the substantial ones and which ones arenāt.
(laughter) So we donāt need you to [promote] the positive comments, but we need you to help raise the comments that are from people who have actually played the game.
Schreier: OK, so I have to ask one quick question: we know that you can drive the car in Final Fantasy XV, but will you be able to fly an airship and pilot it around the map?
Tabata: Thatās still TBD.
Schreier: I know weāve seen the scale of [demo region] Duscae, and it seems like a big world, but a lot of people are wondering: just how big is the entire world of FFXV going to be? Can you give us a sense of scale there? I just want to get a sense of how big the whole world is and how big the demo is.
Tabata: I do want to give you a clean answer in terms of the percentage of how much the Duscae region holds within the entire world, but working on the Duscae region, itās become bigger than we anticipated. So in terms of the percentage that we had envisioned before, weāre understanding that itās shifting significantly. We canāt reallyāwe donāt have a number at the moment, because itās hard to gauge within the entire world.
BeforeāI know itās kind of hard because you donāt know exactly how big the Duscae region is until you play itābut in the original estimates, the size of the entire world was potentially gonna be even 20 times that of the Duscae region. But actually playing through the current Duscae region, if the entire world is 20 times the size of that, itās gonna take forever to play. We canāt really even estimate how long the game would be. So weāre going back and forth with that right now.
David Yang: I think what Tabata-san is also saying is that just in terms of physicality, the size of it, size doesnāt equal gameplay. And so thatās whatās difficult, I think what heās trying to struggle with, if you put down ā20 timesā and then Duscae is four hours, people might think oh this game is gonna be [80] hours or whatever, but thatās not what it isāheās thinking in terms of scale and size.
Tabata: Originally, we were aiming so that the entire [FFXV] story could potentially be cleared within 40 hours. But looking at the current volume of whatās becoming available, itās looking harder and harder to clear within that time. So itās something that weāre gauging right now and trying to work around.
Yang: Itās an organic game. Itās growing.
Tabata: [In English] Yes, organic game.
Schreier: So I guess weāre out of timeābefore we go, is there anything else you want to share with readers?
Tabata: First and foremost, we would love everyone to properly play through Type-0 HD, because itās not just a simple action gameāif it was just a simple action game, the development team wouldnāt have struggled too much with itāit also involves the Final Fantasy mechanisms. And itās combining that with the action elements, which is what the dev team felt was a hurdle, but having went all through that, we really felt like we were able to generate a new type of Final Fantasy. We were able to change the Final Fantasy model in a sense, and so upon experiencing Type-0 HD and understanding and experiencing that type of model change to the mechanism, XV is becoming even beyond what we were originally expecting. So we really want you to try experiencing that as well. Itās this evolution that we have for you to see.
You can reach the author of this post at [emailĀ protected] or on Twitter at @jasonschreier
Top photo via Square Enix blog