Final Fantasy 14: the problem and the wrestle of storytelling in an MMO

Storytelling in video video games isn’t straightforward to start with, however with an MMO issues get very difficult certainly.

Massively multiplayer on-line video games are tough beasts. There’s a number of obstacles to navigate these video games by way of, from the difficulties of managing servers on launch by way of to the fierce expectations of your gamers as soon as the sport is established. It’s their world, so that you’d higher not destroy it – and Final Fantasy XIV is aware of a lot of this higher than most.

The sport’s journey from a rushed and damaged mess to top-of-the-line MMOs in the marketplace is nicely documented within the media. In truth, we’ve covered it here on VG247 before, chatting to FF14 director Naoki Yoshida about his efforts to restore the sport and its repute after being drafted in to discover a mission in utter disarray. While FF15’s director inherited a multitude of a mission pre-release, Yoshida inherited a lot worse: a really public, launched catastrophe.

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The relaxation, as they are saying, is historical past, however the success can’t simply be attributed to at least one man. Yoshida had the imaginative and prescient, however he was surrounded by workers who helped him to navigate the sport round these icebergs and proceed to take action because it turns into more and more extra profitable and thus faces ever-mounting expectation. One such individual is principal state of affairs author Natsuko Ishikawa, the kind of heads-down workers member who’d by no means confronted the media in interviews till this 12 months.

“I really, really do think what she is doing is quite difficult,” Yoshida says as a manner of introduction, one thing which makes Ishikawa snort.

“With a typical RPG like a stand-alone RPG, many times there’s a story that’s already set up, the battle has been created ahead of time,” Yoshida begins once I ask the pair about how they method narrative design for such a sprawling and common MMO.

“With FF14, the sport content material is a really main a part of it. You know, at every stage we now have a primal battle, in the event you attain a sure space we all know we needed folks to start out swimming, and so forth. That’s required as a part of the gameplay factor – so basically we type of ignore the story a part of it first after which construct the framework of what the gameplay expertise is. We do this first, after which I instruct the state of affairs staff, like… Can you write one thing attention-grabbing to suit this?

“It’s a challenge to make it so that it’s still an MMO but you’re also with these NPCs, you’re travelling with these NPCs, you’re on an adventure together with these NPCs. We want to bring out that feeling like you’re in a party, with your allies and travelling throughout the world. I believe that Miss Ishikawa and her team has been able to bring that out very well throughout our stories, and I think that’s a very major thing for us.”

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Ishikawa dutifully nods alongside to this, and most of the different microscope-level element solutions Yoshida presents up in our chat. Her best concern in current instances, nevertheless, has been figuring out how sure components of the story will play out with FF14’s very worldwide viewers.

The newest enlargement Stormblood includes a new Japanese-inspired nation in FF14’s world of Eorzea, and there was a priority about how completely different international locations would react to this illustration.

“But it seemed everybody loved the story and it was received positively, so of course I’m happy about it but at the same time I’m pleasantly surprised as well,” she laughs.

Despite being a massively multiplayer on-line sport, one key factor each are eager to emphasize is that they don’t alter their method to storytelling an excessive amount of from single-player video games. Yoshida stresses that he’s aware of the sport’s burden, thus the gameplay-first pushed decision-making, however as soon as the story is handed to Ishikawa and her staff, the method stays a lot the identical.

“I don’t consciously change the way I approach creating the narrative depending on if it’s a stand-alone or an MMO game, but with any video game there is the element of the gameplay experience,” she explains. “The narrative kind of provides taste and makes that attention-grabbing.

“That’s the query – how do I add that curiosity within the gameplay portion? With FF14 particularly the gameplay expertise is a really main element of the title, and so I might take a look at the completely different content material that’s being unraveled inside the gameplay, study what sort of expertise gamers are getting out of that after which see how the story can match up and mesh with that factor.

“Not only me, but my scenario team in general is always working through with a lot of trial and error in terms of figuring out how to do this. It’s always a challenge and a process that we struggle through with the writing.”

It’s not all plain crusing, however completely key to Ishikawa’s method to story is the flexibility to iterate – one thing many on-line video games take as a right with gameplay however place much less emphasis on with regards to storytelling. She goes as far as to explain it as her favorite factor concerning the sport – with the ability to make changes to make sure as many followers are pleased as doable.

It’s fairly a tightrope to stroll. Everybody has their very own customized character and ‘headcanon’, and something new launched dangers contradicting that to the purpose of upsetting somebody. Perhaps of extra fast concern to Ishikawa, too, is that her boss has significantly sturdy opinions on that topic.

“Let’s take Cloud Strife, or Noctis,” Yoshida interjects. “With them, you’ve got a personality established. They have a reputation, they’ve a background, their gender has been chosen. You see the place they’ve come from and the place they’re going of their life. That’s what your typical Final Fantasy sport is like narratively. Rather than this being the characters enjoying out like an actor inside a narrative, in FF14 the participant is basically the protagonist. Because we let folks choose the look, the gender, the race… we’re not any individual else’s story, however slightly our gamers are making their very own.

“That’s actually the picture that we would like gamers to have – that they’re the celebs in their very own story, slightly than they’re enjoying out a narrative we’ve written. I instructed me staff very strongly on the very starting and established that as a rule when persons are approaching find out how to create the narrative.

“So, for example, there’s a scene where in a typical RPG you would have the character grit their teeth or punch their way through, or the character might find something so funny that they’re rolling on the floor laughing… we don’t want that to happen to our protagonist in FF14 because the player might not necessarily find the same joke funny. We need to make sure that the players are able to feel that the story is their own. The hurdle is pretty high for the scenario team to overcome in that sense.”

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While a problem, Ishikawa additionally believes that this restriction presents benefits of its personal. In current expansions some gamers have interpreted an air of romance between their character and sure NPCs, as an example, and that’s a considering Ishikawa is all-too pleased to have the state of affairs indulge.

“I want to leave room for imagination,” she says. “Perhaps they do have something going on that’s more than friendship – I want to leave it to the imagination and have that room there.”

This method appears to be working, too – even the boss-man is slowly however certainly enjoyable his guidelines on character expression within the story.

“Recently, little by little, I’m allowing the scenario team to allow the player character to express more emotion,” he grins. “But in fact that path in and of itself will be interpreted by the state of affairs staff in another way – every individual on the staff will interpret any given scenario in numerous methods. That’s why when it will get to the ultimate evaluate I am going in and make changes – I’ll ask a state of affairs author to go additional or to tone it down.

“For example, there was a scene where we had to ask if we wanted the player character to hold the hand of another character, and I stepped in, and in the end I allowed it, to show that bit more emotion. It’s a tough balance to strike, and I’m constantly asking how far we’re going and if it’s the appropriate amount. I believe we’re done well with that.”

That’s the best peril of storytelling inside an MMO, it appears: that even one thing as innocuous as holding fingers must be fastidiously thought-about, balancing out the wants of FF14’s tens of millions of gamers, trying to not disrupt any one of many myriad tales.

It’s clear Yoshida and Ishikawa each see it as a bonus, too – an opportunity to inform the kind of gameplay-focused, player-driven story that’s worlds other than the same old Final Fantasy. In a world now dominated by shared-world, partially-online RPGs one has to marvel if Yoshida’s FF14 method will unfold to the primary sequence – it’s actually been most profitable within the MMO world.

 
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