(

@ 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...
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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”.
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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.

(magari il 31 dicembre, no?)