![]() For example, they limited the number of player characters on screen at any one time to 20. In order to accommodate such heavily detailed graphics, the original team made compromises that went against the reasons why people play MMOs. He called it "the loveliest flowerpot in an MMO," but then revealed its heavy cost: That single flowerpot contained over 1,000 polygons and 150 lines of shader code, meaning it took up as many resources as a single player character. First, the team had an "unhealthy obsession with graphical quality." In a series of videos comparing the original version of Final Fantasy 14 to A Realm Reborn, he showed that the core game may have looked slightly better, but its areas were also empty and it took up a lot of processing power.įor a specific example, Yoshida showed a screenshot of a flowerpot outside of an inn in the first form of Final Fantasy 14. Yoshida pointed to three main reasons for Final Fantasy 14's failure in that first form. It had a Metacritic average of 48 and suffered from unstable servers - up to 400 crashes per day! - a lack of content and minimal story in a franchise known for having plot as one of its core parts. What went wrongīeginning with a history of Final Fantasy 14, Yoshida noted that the game originally launched in 2010 to an extremely negative reaction from both fans and press. Final Fantasy 14: A Realm Reborn director Naoki Yoshida gave a presentation at the Game Developers Conference today to dig into the behind-the-scenes story of why the initial version of Final Fantasy 14 failed and how Yoshida and his team managed to pick up the pieces.
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