PS5 Final Fantasy XVI

  • Autore discussione Autore discussione Jack 95
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Ma anche no. Ammesso che riciclino pesantemente dal 3 comunque devono realizzare i vari mondi disney che richiedono modalità di lavoro molto diverse fra di loro e soprattutto la supervisione del topo che controlla qualsiasi cosa frame by frame. Uno dei motivi per cui il 3 ci ha messo così tanto a uscire è stato l'incubo amministrativo di lavorare su Rapunzel/Frozen/Pirati dovendo comunicare a distanza con i vari reparti che si occupano delle loro IP. Aspettarsi che il 4 esca 3 anni dopo Remind con lo sviluppo sotto covid e Disney® è pura follia.

---------------
uno dei motivi è che hanno dovuto cambiare motore . Kh ricicla dal primo capitolo .
 
Quindi la vostra scaletta è

FFXVI 2022
FFVII 2023
KH4 2024

Mi sembra fin troppo logica per avverarsi
 
uno dei motivi è che hanno dovuto cambiare motore . Kh ricicla dal primo capitolo .
E cambiato motore ci hanno comunque messo una vita perché, come dichiarato da loro in un mare di interviste, lavorare con Disney rallenta terribilmente i lavori per via del controllo creativo.

Quindi la vostra scaletta è
FFXVI 2022
FFVII 2023
KH4 2024

Mi sembra fin troppo logica per avverarsi
Improvvisando:
FF16 fine 2022 / inizio 2023
FF7R-2 inizio 2024
KH4 2025

KH4 probabilmente lo annunciano anno prossimo per l'anniversario, da vedere se per VIIR-2 aspettano che esca FF16 o lo annunciano prima. Ma se FF16 esce a fine 2022 o inizio 2023 non credo sia impossibile un annuncio (prematuro) di VIIR-2 al PS Showcase 2022.
Di sicuro, però, il marketing del prossimo anno sarà tutto dedicato a Forspoken e FF16 ora che Guardiani ed Endwalker terminano il loro spazio sotto ai riflettori.

A me non torna il motivo per cui non hanno ancora avvisato che non ci saranno showcase nel 2021, però. Fra l'altro era IERI il momento di farlo, visto che da domani parte tutto il PR su Endwalker e non credo si metteranno a parlare di FF16 per confermare o smentire.
 
E cambiato motore ci hanno comunque messo una vita perché, come dichiarato da loro in un mare di interviste, lavorare con Disney rallenta terribilmente i lavori per via del controllo creativo.


Improvvisando:
FF16 fine 2022 / inizio 2023
FF7R-2 inizio 2024
KH4 2025

KH4 probabilmente lo annunciano anno prossimo per l'anniversario, da vedere se per VIIR-2 aspettano che esca FF16 o lo annunciano prima. Ma se FF16 esce a fine 2022 o inizio 2023 non credo sia impossibile un annuncio (prematuro) di VIIR-2 al PS Showcase 2022.
Di sicuro, però, il marketing del prossimo anno sarà tutto dedicato a Forspoken e FF16 ora che Guardiani ed Endwalker terminano il loro spazio sotto ai riflettori.

A me non torna il motivo per cui non hanno ancora avvisato che non ci saranno showcase nel 2021, però. Fra l'altro era IERI il momento di farlo, visto che da domani parte tutto il PR su Endwalker e non credo si metteranno a parlare di FF16 per confermare o smentire.
Hai scalato tutto di un anno, già più credibile
 
Quindi la vostra scaletta è

FFXVI 2022
FFVII 2023
KH4 2024

Mi sembra fin troppo logica per avverarsi
Ma in realtà io penso che prima di KH4, esca un altro titolo di mezzo. Lo annunciano nel 2022 per l'anniversario dei vent'anni con uscita nel 2023
 
FFVIIR lo annunceranno se faranno un evento a dicembre prossimo per il 35° anniversario di Final Fantasy
[automerge]1636031565[/automerge]
Comunque io non ho scalette...
Sono pugliese
 
Non so poi se sia vero, ma Forspoken (pur essendo presenti dato che le abbiamo viste nei trailer) mi da l'idea di gioco con meno momenti da cutscene, perciò potrebbe essere anche realistico un ritardo maggiore da parte di FF per girare le scene. Poi magari ripeto è solo un'idea scema mia.

Ma infatti anche io sono convinto che ff16 sia un titolo più grosso e con una maggiore mole di contenuti. :sisi:

Ma anche no. Ammesso che riciclino pesantemente dal 3 comunque devono realizzare i vari mondi disney che richiedono modalità di lavoro molto diverse fra di loro e soprattutto la supervisione del topo che controlla qualsiasi cosa frame by frame. Uno dei motivi per cui il 3 ci ha messo così tanto a uscire è stato l'incubo amministrativo di lavorare su Rapunzel/Frozen/Pirati dovendo comunicare a distanza con i vari reparti che si occupano delle loro IP. Aspettarsi che il 4 esca 3 anni dopo Remind con lo sviluppo sotto covid e Disney® è pura follia.

---------------

Il vantaggio di Forspoken è sicuramente che A) Non è un FF, ma una nuova IP. Non sono legati al dover realizzare un RPG di dimensioni massicce (in termini contenutistici, non di espansione del mondo di gioco) e sicuramente è un progetto più ""intimo"" per lo studio; B) LP è totalmente a suo agio con produzioni di questo tipo dopo aver sviluppato il Luminous e lavorato a FFXV, il suo supporto post lancio e l'ottima versione PC. FF16, al contrario, è il primo AAA single player di un nuovo studio nato da una costola di un team che lavora ad un gioco online con tecnologie PS3 e non sviluppa un SP dall'era PS2, ed è un FF main che deve trasportare sulla schiena un set diverso di aspettative. Non è strano che i primi abbiano avuto meno ostacoli e che i secondi vogliano prendersi ogni minuto possibile considerata la direzione ben diversa da quella dei precedenti capitoli del franchise.

Oltre a quanto hai detto sul team e l'esperienza maturata su queste produzione si devono fare presenti anche tre punti che molto probabilmente hanno influenzato eventuali maggiori ritardi

1) FF16 quasi sicuramente sarà un titolo più grosso e con maggiori contenuti
2) Da quanto detto da Yoshida il progetto ha iniziato lo sviluppo con un ristretto numero di personale, per creare le basi, e solo dopo ha cominciato ad espandersi ed entrare in full production
3) Da quanto visto tramite interviste la divisione di Yoshida lavora molto tramite il contatto diretto di personale, scambio di opinioni, con Yoshida stesso che dirige tutto. Abituati ad uno sviluppo del genere sicuramente il passaggio a remoto avrà danneggiato pesantemente la produzione


Non ci resta che sperare che una volta uscito Endwalker facciano chiarezza sui loro piani e se lo rivedremo entro fine 2021. :sisi:
 
Non ci resta che sperare che una volta uscito Endwalker facciano chiarezza sui loro piani e se lo rivedremo entro fine 2021. :sisi:
Yoshi ha diversi streaming nei prossimi giorni... le chances di un commento su FF16 sono bassissime visto che li fa solo quando ha degli ospiti ma sperare non costa nulla :dsax: Chissà, magari a chiusura della PLL un bel "ah a proposito, ho un veloce commento a proposito di FF16: abbiamo rimandato i piani per lo showcase al X per concentrarci sulla release di Endwalker."

Ma chi voglio prendere in giro :sadfrog:
 
Yoshi ha diversi streaming nei prossimi giorni... le chances di un commento su FF16 sono bassissime visto che li fa solo quando ha degli ospiti ma sperare non costa nulla :dsax: Chissà, magari a chiusura della PLL un bel "ah a proposito, ho un veloce commento a proposito di FF16: abbiamo rimandato i piani per lo showcase al X per concentrarci sulla release di Endwalker."

Ma chi voglio prendere in giro :sadfrog:
Più che altro, se saranno rinviati gli aggiornamenti al 2022, spero quantomeno che ci diano un periodo in cui avremo novità e non un generico "ci rivediamo al 2022 per nuove info". :asd:
 
(:fiore: @ quelli che pensavano ad un update sostanzioso con questo up del topic)

Di seguito la traduzione completa dello scambio tra Yoshida e Sakaguchi, piccoli dettagli sul 16 qua e là... visto che non vogliono mostrarci manco 1 art di un albero morto, ci dobbiamo accontentare delle bricioline...

_______________________________________
Sakaguchi on his impression of the FF16 trailer:

HS: “The story seems pretty bleak. It dives deep into human nature. Achieving something this complex is not going to be easy”.
Naoki Yoshida nods in agreement to these comments and adds “Yes (FF16) is quite… hardcore”.

HS: “Have you completed the story yet?”
NY: “Oh yes, it’s all done”.

HS: “Oh, nice. That’s good.”
Sakaguchi proceeds to joke about Yoko Taro wanting to participate in writing 16’s story, and adds that he’d like to contribute something too. They both proceed to start laughing.
NY: “Oooh sorry… it’s finito”.

HS: “Come on! Just a little side quest”.
NY: “Seriously!? Well…”

HS: “My script will be totally out of context, but let me do it anyway”
NY(laughing): “All we have left to do are minor side quests”.

HS: Oh! So you’re pretty much finished?”
NY: “Y….es. All the character models are done. We only have quality improvements left incomplete”.

HS: “Woooow, that’s awesome…. Maybe I shouldn’t ask this, but how long did it take to make FF16?”
NY: “How long…? The executives will kill me if I answer that.”

HS(bursts out in laughter): “Right, they’d be mad. We’d have problems then”.
NY: “So, we began with a small group of people and we tackled the script first. We did this because if you get halfway thru development and the script is still incomplete then you’ll waste a tremendous amount of money.”

HS: “Yup, that’s how it is.”
NY: “Yeah, so finishing the script was the first priority. Once we were done with the script we divided it into segments so that we could work efficiently”. (I think what he means is that he divided certain story points into milestones for the development team, so that a constant feeling of achievement is felt for the team. This is actually a pretty common tactic).
NY (continued): “As a result development took longer than usual, but I was able to keep manpower to a minimum until I had a complete view of the project.”

HS: “Ah, so you endured the bitter start with a very long preproduction. But yeah, I guess that’s the smartest decision. You’d have a better control of the project that way”.
NY: “But because FF16 is so heavily action-based, I ended up spending a lot of time trying to get it right, especially at the start”.

HS: “Yeah I understand”.
They go back to joking about writing something for FF16, to which Yoshida says, applications for 16 are now closed, but we’re still accepting new hires for FF14. To which Sakaguchi replies he’s not interested in competing with Yasumi Matsuno, otherwise Matsuno won’t keep mentoring him in FF14. He goes on to tell a story of how he needed some Gil to use the teleporting feature in 14, and Matsuno cooly handed him 1 million Gil and now he feels like he has all the money in the world and he teleports all over Eorzea.
After a bit, Naoki Yoshida laments that he wasn’t able to accompany Sakaguchi, he says he’s in a “messed up state with the final stages of production”, to which Sakaguchi says that’s ok, they’ll meet up when his projects are done.
Later on the topic of making RPG’s Naoki Yoshida tells Sakaguchi that the corporate culture he instilled at Square is still there. He adds that Hitoshi Takai (FF16’s director) has told him stories about working for Sakaguchi-San, the fervor that drove team members to work above and beyond when “Sakaguchi” would say to them “ Ok, let’s get this done”. To which Sakaguchi, “Ah he said that? The one (Takai) who would never listen to me?” Yoshida laughs and replies “Yes, he even mentioned that part too”.
Later on they’re discussing how exactly to define RPG’s now that they’ve morphed from single player games to MMO’s and also action RPG’s. Sakaguchi discusses how when an RPG is skillfully developed, there ought to be a synergy between characters, story, and gameplay mechanics as well as the feeling of progression. He likens progression to the real life feeling of growing your skills at something. He said he was pleased by the interviewer’s enjoyment at unlocking the high-level skill tree in Fantasian and how satisfying it is. Naoki Yoshida then interrupts:
NY: “It’s really hard to define what an RPG is nowadays. (Laughs) it’s especially hard for me to categorize FF16. I suppose it boils down to whether the character develops or not. By the way, you mentioned unlocking Fantasian’s high level skill tree, how it just POPS open and giving you shiver up your spine (a feeling of accomplishment), well, we have those in my game too (smiling slyly)”.

HS: “Oh, we can expect that experience in FF16 too?”
NY: “You sure can (continues to smile)”.

HS: “Oooooooooohhhhh. Ooooh nice!”.
NY: “But I won’t divulge anything else or the head honcho will be mad (laughing)”.

HS: “I can’t wait for the skill tree to pop open in FF16. See everyone? I got him to spill an FF16 secret. SCORE! Ok we better leave him alone or they’ll get mad.” Naoki Yoshida laughs and continues to banter. Soon after he seems to imply the difference with FF14 and 16 are that with the latter you have a fixed story told thru the eyes of a fully developed character, whereas with FF14 you make your own decisions and choices, but that “even with a story where you play it through a character’s eyes, being able to choose your build and customize your character adds depth”. Is this a hint that you’ll be able to choose job classes in FF16?
Later on they talk about the future of RPG’s and Sakaguchi says he believes AR will “remove all limits and boundaries for RPG’s”, and talks about how much he thinks it’ll benefit FF14. Yoshida says they’ve actually been doing a lot of research and development for VR and AR and that they get a lot of requests for VR support.
Kind of moving off topic Yoshida then goes on to explain what he thinks is the most difficult thing about making RPGs today (Naoki Yoshida becomes quite animated when going into this subject, seems very exasperated):
NY: “The most difficult part of making current gen RPGs is that graphical assets take up so much time, effort, and money. It’s…. Unbelievable.”

HS: “Ah, the drawbacks of high definition”.
NY: “And then there is the problem of scale. If you’re going to depict the world in a one for one scale, there is little room for exaggeration, which in turn makes it impossible to show epic tales where the hero travels across several continents to save the world”.

HS: “Ahhhh yeah. The story itself needs greater details to match the graphics, which also makes the story shrink in scale.”
NY: “Exactly. But FF fans aren’t playing the game to see a small scale dispute over some unknown little region in some country….”

HS: “I want my world to be bigger and more expansive to some extent”
NY: “it’s becoming more and more difficult to create an adventure spanning across worlds in a video game. We’re going to make some shrewd decisions and get rid of what is unnecessary, otherwise chances are that it’ll take too much time before release, or worst case we won’t be able to complete it at all”.

HS : “Yeah yeah. We’ve come a long way from the 8 bit era. I can’t imagine what PS6 and PS7 will bring. It will get even harder for us”.
NY: “I hope cloud computing will kick in before then”.

HS: “Ah, so it won’t even matter anymore”
NY: “Exactly, worrying about hard specs will be obsolete. (Laughs) but we’ll still have to mass produce graphical assets. So I’m wondering what we’ll do. To be honest, procedurally generated worlds doesn’t have the same charm”.

HS “There’s a lot of talk about AI assisting in the development of levels, and I’m sure AI will help, but at the moment it’s nowhere near where I want it to be”.
Finally at the end of the interview, Sakaguchi jokes that since he can’t write a side quest for FF16, he asks if he can design some costumes. Believe it or not, even though he’s smiling Naoki Yoshida seems to take a semi-serious request and promises to exchange emails with him soon and says “ok, but I hope you won’t mind if it’s for something outside of the main story”, to which Sakaguchi says “that’ll be fine, thank you”.
________________________________________

Certo però che, anche solo un paio di artwork nuovi (1 personaggio e 1 location) con scritto 'See ya in 2022' sarebbe carino da parte tua YoshiP... eh. :granma:
(magari il 31 dicembre, no?)
 
(:fiore: @ quelli che pensavano ad un update sostanzioso con questo up del topic)

Di seguito la traduzione completa dello scambio tra Yoshida e Sakaguchi, piccoli dettagli sul 16 qua e là... visto che non vogliono mostrarci manco 1 art di un albero morto, ci dobbiamo accontentare delle bricioline...

_______________________________________
Sakaguchi on his impression of the FF16 trailer:

HS: “The story seems pretty bleak. It dives deep into human nature. Achieving something this complex is not going to be easy”.
Naoki Yoshida nods in agreement to these comments and adds “Yes (FF16) is quite… hardcore”.

HS: “Have you completed the story yet?”
NY: “Oh yes, it’s all done”.

HS: “Oh, nice. That’s good.”
Sakaguchi proceeds to joke about Yoko Taro wanting to participate in writing 16’s story, and adds that he’d like to contribute something too. They both proceed to start laughing.
NY: “Oooh sorry… it’s finito”.

HS: “Come on! Just a little side quest”.
NY: “Seriously!? Well…”

HS: “My script will be totally out of context, but let me do it anyway”
NY(laughing): “All we have left to do are minor side quests”.

HS: Oh! So you’re pretty much finished?”
NY: “Y….es. All the character models are done. We only have quality improvements left incomplete”.

HS: “Woooow, that’s awesome…. Maybe I shouldn’t ask this, but how long did it take to make FF16?”
NY: “How long…? The executives will kill me if I answer that.”

HS(bursts out in laughter): “Right, they’d be mad. We’d have problems then”.
NY: “So, we began with a small group of people and we tackled the script first. We did this because if you get halfway thru development and the script is still incomplete then you’ll waste a tremendous amount of money.”

HS: “Yup, that’s how it is.”
NY: “Yeah, so finishing the script was the first priority. Once we were done with the script we divided it into segments so that we could work efficiently”. (I think what he means is that he divided certain story points into milestones for the development team, so that a constant feeling of achievement is felt for the team. This is actually a pretty common tactic).
NY (continued): “As a result development took longer than usual, but I was able to keep manpower to a minimum until I had a complete view of the project.”

HS: “Ah, so you endured the bitter start with a very long preproduction. But yeah, I guess that’s the smartest decision. You’d have a better control of the project that way”.
NY: “But because FF16 is so heavily action-based, I ended up spending a lot of time trying to get it right, especially at the start”.

HS: “Yeah I understand”.
They go back to joking about writing something for FF16, to which Yoshida says, applications for 16 are now closed, but we’re still accepting new hires for FF14. To which Sakaguchi replies he’s not interested in competing with Yasumi Matsuno, otherwise Matsuno won’t keep mentoring him in FF14. He goes on to tell a story of how he needed some Gil to use the teleporting feature in 14, and Matsuno cooly handed him 1 million Gil and now he feels like he has all the money in the world and he teleports all over Eorzea.
After a bit, Naoki Yoshida laments that he wasn’t able to accompany Sakaguchi, he says he’s in a “messed up state with the final stages of production”, to which Sakaguchi says that’s ok, they’ll meet up when his projects are done.
Later on the topic of making RPG’s Naoki Yoshida tells Sakaguchi that the corporate culture he instilled at Square is still there. He adds that Hitoshi Takai (FF16’s director) has told him stories about working for Sakaguchi-San, the fervor that drove team members to work above and beyond when “Sakaguchi” would say to them “ Ok, let’s get this done”. To which Sakaguchi, “Ah he said that? The one (Takai) who would never listen to me?” Yoshida laughs and replies “Yes, he even mentioned that part too”.
Later on they’re discussing how exactly to define RPG’s now that they’ve morphed from single player games to MMO’s and also action RPG’s. Sakaguchi discusses how when an RPG is skillfully developed, there ought to be a synergy between characters, story, and gameplay mechanics as well as the feeling of progression. He likens progression to the real life feeling of growing your skills at something. He said he was pleased by the interviewer’s enjoyment at unlocking the high-level skill tree in Fantasian and how satisfying it is. Naoki Yoshida then interrupts:
NY: “It’s really hard to define what an RPG is nowadays. (Laughs) it’s especially hard for me to categorize FF16. I suppose it boils down to whether the character develops or not. By the way, you mentioned unlocking Fantasian’s high level skill tree, how it just POPS open and giving you shiver up your spine (a feeling of accomplishment), well, we have those in my game too (smiling slyly)”.

HS: “Oh, we can expect that experience in FF16 too?”
NY: “You sure can (continues to smile)”.

HS: “Oooooooooohhhhh. Ooooh nice!”.
NY: “But I won’t divulge anything else or the head honcho will be mad (laughing)”.

HS: “I can’t wait for the skill tree to pop open in FF16. See everyone? I got him to spill an FF16 secret. SCORE! Ok we better leave him alone or they’ll get mad.” Naoki Yoshida laughs and continues to banter. Soon after he seems to imply the difference with FF14 and 16 are that with the latter you have a fixed story told thru the eyes of a fully developed character, whereas with FF14 you make your own decisions and choices, but that “even with a story where you play it through a character’s eyes, being able to choose your build and customize your character adds depth”. Is this a hint that you’ll be able to choose job classes in FF16?
Later on they talk about the future of RPG’s and Sakaguchi says he believes AR will “remove all limits and boundaries for RPG’s”, and talks about how much he thinks it’ll benefit FF14. Yoshida says they’ve actually been doing a lot of research and development for VR and AR and that they get a lot of requests for VR support.
Kind of moving off topic Yoshida then goes on to explain what he thinks is the most difficult thing about making RPGs today (Naoki Yoshida becomes quite animated when going into this subject, seems very exasperated):
NY: “The most difficult part of making current gen RPGs is that graphical assets take up so much time, effort, and money. It’s…. Unbelievable.”

HS: “Ah, the drawbacks of high definition”.
NY: “And then there is the problem of scale. If you’re going to depict the world in a one for one scale, there is little room for exaggeration, which in turn makes it impossible to show epic tales where the hero travels across several continents to save the world”.

HS: “Ahhhh yeah. The story itself needs greater details to match the graphics, which also makes the story shrink in scale.”
NY: “Exactly. But FF fans aren’t playing the game to see a small scale dispute over some unknown little region in some country….”

HS: “I want my world to be bigger and more expansive to some extent”
NY: “it’s becoming more and more difficult to create an adventure spanning across worlds in a video game. We’re going to make some shrewd decisions and get rid of what is unnecessary, otherwise chances are that it’ll take too much time before release, or worst case we won’t be able to complete it at all”.

HS : “Yeah yeah. We’ve come a long way from the 8 bit era. I can’t imagine what PS6 and PS7 will bring. It will get even harder for us”.
NY: “I hope cloud computing will kick in before then”.

HS: “Ah, so it won’t even matter anymore”
NY: “Exactly, worrying about hard specs will be obsolete. (Laughs) but we’ll still have to mass produce graphical assets. So I’m wondering what we’ll do. To be honest, procedurally generated worlds doesn’t have the same charm”.

HS “There’s a lot of talk about AI assisting in the development of levels, and I’m sure AI will help, but at the moment it’s nowhere near where I want it to be”.
Finally at the end of the interview, Sakaguchi jokes that since he can’t write a side quest for FF16, he asks if he can design some costumes. Believe it or not, even though he’s smiling Naoki Yoshida seems to take a semi-serious request and promises to exchange emails with him soon and says “ok, but I hope you won’t mind if it’s for something outside of the main story”, to which Sakaguchi says “that’ll be fine, thank you”.
________________________________________

Certo però che, anche solo un paio di artwork nuovi (1 personaggio e 1 location) con scritto 'See ya in 2022' sarebbe carino da parte tua YoshiP... eh. :granma:
(magari il 31 dicembre, no?)
Voglio bene a tutti e due! Io ho l'hype e e come detto più volte, non ho fretta voglio un prodotto finito!
P.S. Continuerò a ripetere, yoshida e co.per la scrittura hanno preso come riferimento the witcher 3
 
Un passaggio interessante che non era stato tradotto da nessuno è questo:
NY: “And then there is the problem of scale. If you’re going to depict the world in a one for one scale, there is little room for exaggeration, which in turn makes it impossible to show epic tales where the hero travels across several continents to save the world”.

HS: “Ahhhh yeah. The story itself needs greater details to match the graphics, which also makes the story shrink in scale.”

NY: “Exactly. But FF fans aren’t playing the game to see a small scale dispute over some unknown little region in some country….”

HS: “I want my world to be bigger and more expansive to some extent”

NY: “it’s becoming more and more difficult to create an adventure spanning across worlds in a video game. We’re going to make some shrewd decisions and get rid of what is unnecessary, otherwise chances are that it’ll take too much time before release, or worst case we won’t be able to complete it at all”.

Nel caso, confermerebbe che FF16 non è openworld.
 
Un passaggio interessante che non era stato tradotto da nessuno è questo:


Nel caso, confermerebbe che FF16 non è openworld.
Ed è una benedizione. Un misto tra FF xii e appunto tw3. Vedrete! Sto gioco sarà il goty dell'anno che esce, indipendentemente da tga o eventi del cavolo
 
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