FF16: the excluded PS5 has chosen to abandon the idea of ​​an open world for a good reason

Play news FF16: the excluded PS5 has chosen to abandon the idea of ​​an open world for a good reason

Right now, interviews around Final Fantasy XVI are raining! Each of them is then the perfect opportunity to capture small details about the development of one of the biggest exclusives on the PS5. In addition to his ambitions for the world of this new numbered episode, game producer Naoki Yoshida returned to the absence of an open world and what really makes the heart of a Final Fantasy game.

Summary

  • Linear, yes, but full of action!
  • An open world that would have been too much

Linear, yes, but full of action!

Most recently, who is behind the next numbered sectionnamely Naoki Yoshida, was able to be much more vocal about Final Fantasy XVI. The interviews, for a few weeks, are not what is missing, but the developer pays special attention not to repeat himself and distills small information drop by drop during these question and answer sessions. Recently interviewed by the Japanese magazine FamitsuNaoki Yoshida hase.g, referred to this conscious choice of a more action-oriented episodethus Final Fantasy XV, and the summons he has added enough power to be able to destroy the playing card!

FF16: the excluded PS5 has chosen to abandon the idea of ​​an open world for a good reason

No doubt about it, Final Fantasy XVI will hit hard! But despite that, the development teams did not fall into the trap of one-upmanship, and from the start of the game’s production, the choice was made not to offer an open world. The idea was not to get stuck in a chaotic development like the previously numbered part and to establish a more stable and better organized creative and production process.. This is one of the explanations behind this decision, but it is not the only one that convinced Yoshida and his team not to give in to the sirens of the open world.

An open world that would have been too much

The main limitation in this type of production is above all the time allocated to development, and sometimes, as is the case for Final Fantasy, and as Naoki Yoshida explains, it is not possible to have everything. According to him, it would have taken no less than 15 years to make this Final Fantasy XVI an open world game, while respecting what makes the salt in the license.

It is not possible to have everything. If we had had a development time of about 15 years, we might have had the opportunity to try the open world (…) It was necessary to understand the main lines of the game design, taking into account the strengths of the team itself. When I thought about it, I thought to myself, “I do not think an open world would fit what we are planning. – Naoki Yoshida, producer of Final Fantasy XVI

Long before he was driven to the head by one of the episodes of the main license, Naoki Yoshida says he first fell in love with the franchise and its codes. According to him, there are elements that are much more important to him for Final Fantasy than the prospect of an open world. In the course of the interview, Yoshida willingly quotes what comes to mind when it comes to Final Fantasy, and it is especially these specific things that need to be felt in Final Fantasy XVI.

(Speaking of the first Final Fantasy) It’s a movie-like gaming experience. The production, the dialogue synchronization, the dramaturgy, the sound…: everything came together to create the best possible gaming experience. As soon as a Chocobo or a Moogle was included, I thought it was already a Final Fantasy experience. This gaming experience must also be felt in Final Fantasy XVI (…) Delivering what we believe is the best story, in a video gaming experience with cinematic ambitions, does not require an open world. – Naoki Yoshida, producer of Final Fantasy XVI


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