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==Development==
==Development==
After moving to Honolulu, Hawaii in 1996 to establish Square USA, Hironobu Sakaguchi started playing ''EverQuest'' in his free time. Impressed by the game's massively multiplayer online features and seeing a market opportunity for Japanese-made MMORPGs, Sakaguchi eventually commissioned the production of a MMORPG to become part of the ''Final Fantasy'' series.<ref name="tanakasage">"[https://web.archive.org/web/20070206162825/http://www.jeuxvideopc.com/articles/1095-interview-hiromichi-tanaka-sage-sundi-final-fantasy-xi/ Interview de Hiromichi Tanaka et Sage Sundi (Final Fantasy XI)]" (in French). JeuxVideoPC, January 30, 2007.</ref> In November 1999, Sakaguchi presented his ideas to producer Hiromichi Tanaka and ''Mana'' series director Koichi Ishii, with whom he had worked on the first three ''Final Fantasy'' games; he envisioned his ideal MMO as not just an RPG with online play, but also a means to forge bonds between players across the world.<ref>''Weekly Famitsu''. Enterbrain. March 14, 2003.</ref> Though Tanaka and Ishii were uncomfortable with moving from single-player games to online games at first, they became inspired after playing ''EverQuest'' at Sakaguchi's invitation. The two men saw ''XI'' as an opportunity to create their ideal ''Final Fantasy'' without the technological limitations of earlier games, with Tanaka personally considering it it "the most [emblematic] ''Final Fantasy'' out of all episodes".<ref name="tanakasage" /><ref name="ishiip02">"[https://we-are-vanadiel.finalfantasyxi.com/post/?id=531 WE GREW VANA'DIEL: Koichi Ishii Part 2]". ''WE ARE VANA'DIEL 20th Anniversary Commemorative Website''. Square Enix, October 5, 2022.</ref> While Tanaka considered giving the game a different name, such as ''Final Fantasy Online'' or ''Final Fantasy World'', Sakaguchi persuaded him into keeping it a numbered title, arguing that a different name would cause it to be seen as a spin-off.<ref name= "tanakap01">"[https://we-are-vanadiel.finalfantasyxi.com/post/?id=104 WE ARE VANA'DIEL #1: Hiromichi Tanaka Part 1]". ''WE ARE VANA'DIEL 20th Anniversary Commemorative Website''. Square Enix, July 7, 2021.</ref>
After moving to Honolulu, Hawaii in 1996 to establish Square USA, Hironobu Sakaguchi started playing ''EverQuest'' in his free time. Impressed by the game's massively multiplayer online features and seeing a market opportunity for Japanese-made MMORPGs, Sakaguchi eventually commissioned the production of a MMORPG to become part of the ''Final Fantasy'' series.<ref name="tanakasage">"[https://web.archive.org/web/20070206162825/http://www.jeuxvideopc.com/articles/1095-interview-hiromichi-tanaka-sage-sundi-final-fantasy-xi/ Interview de Hiromichi Tanaka et Sage Sundi (Final Fantasy XI)]" (in French). JeuxVideoPC, January 30, 2007.</ref> In November 1999, Sakaguchi presented his ideas to producer Hiromichi Tanaka and ''Mana'' series director Koichi Ishii, with whom he had worked on the first three ''Final Fantasy'' games; he envisioned his ideal MMO as not just an RPG with online play, but also a means to forge bonds between players across the world.<ref>''Weekly Famitsu''. Enterbrain. March 14, 2003.</ref> Though Tanaka and Ishii were uncomfortable with moving from single-player games to online games at first, they became inspired after playing ''EverQuest'' at Sakaguchi's invitation. The two men saw ''XI'' as an opportunity to create their ideal ''Final Fantasy'' without the technological limitations of earlier games, with Tanaka personally considering it it "the most [emblematic] ''Final Fantasy'' out of all episodes".<ref name="tanakasage" /><ref name="ishiip02">"[https://we-are-vanadiel.finalfantasyxi.com/post/?id=531 WE GREW VANA'DIEL: Koichi Ishii Part 2]". ''WE ARE VANA'DIEL 20th Anniversary Commemorative Website''. Square Enix, October 5, 2022.</ref>
 
Sakaguchi's idea to make a mainline ''Final Fantasy'' as a MMORPG caused controversy within Square. Initially Tanaka considered giving the game a different name, such as ''Final Fantasy Online'' or ''Final Fantasy World'', but was convinced otherwise by Sakaguchi, who argued that an unnumbered title would cause a major-scale project like ''XI'' to be seen as a spin-off. Square's top management also considered the PlayStation 2 version's additional hardware requirements too prohibitive for ''Final Fantasy'' players; after Sakaguchi's official leave from Square Enix in 2003, then-President Yoichi Wada repeatedly tried to revoke ''XI'''s status as a numbered title, but was convinced otherwise by Tanaka.<ref name= "tanakap01">"[https://we-are-vanadiel.finalfantasyxi.com/post/?id=104 WE ARE VANA'DIEL #1: Hiromichi Tanaka Part 1]". ''WE ARE VANA'DIEL 20th Anniversary Commemorative Website''. Square Enix, July 7, 2021.</ref>


Actual development began in December 1999. Due to the scope of the project, Tanaka, Sakaguchi, and Ishii drafted as many developers from Square as possible, with the final staff being merged from four different development teams: the ''Legend of Mana'' and ''Chrono Cross'' crews in Tokyo, and the ''Brave Fencer Musashi'' and ''Parasite Eve II'' crews from Osaka.<ref name= "tanakap01" /><ref>"[https://we-are-vanadiel.finalfantasyxi.com/post/?id=381&lang=en WE DISCUSS VANA'DIEL #10: Naoki Yoshida Part 2]". ''WE ARE VANA'DIEL 20th Anniversary Commemorative Website''. Square Enix, May 30, 2022.</ref> ''XI'' was developed concurrently with the PlayOnline service, into which the game is fully integrated; both together cost between US$ 17—25 million (2—3 billion yen) yen to develop and were projected to turn in profits within five years of launch. Development used the NVIDIA GeForce 4 Ti graphics processor, described by Square's then-President Yoichi Wada as the most powerful on the market at the time.<ref>"[https://web.archive.org/web/20121104092442/http://www.ign.com/articles/2002/05/10/final-fantasy-xi-big-plans-big-money Final Fantasy XI -- Big Plans, Big Money]". IGN, May 10, 2022.</ref> The localization process started as soon as ''Chrono Cross'' finished its localization. To fulfill the vision of a "world without borders", the English and Japanese scripts of ''XI'' were made at the same time, with characters and enemies each keeping a single name across all languages.<ref>"[https://www.ign.com/articles/2003/05/15/e3-2003-final-fantasy-xi-developer-interview E3 2003: Final Fantasy XI Developer Interview]". Jeremy Dunham. IGN, May 15, 2003.</ref> Instead of different server groups separated by language, ''XI'' uses a single set of servers hosting players from all over the world, reducing development costs by 66%.<ref>"[https://www.gamedeveloper.com/design/gdc-creating-a-global-mmo-balancing-cultures-and-platforms-in-i-final-fantasy-xi-i- Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI]". Christopher Woodard. ''Game Developer'', March 24, 2006.</ref> The development process was so fast for a game of its scale that Ishii was burned out after the mastering process.<ref name="ishiip03">"[https://we-are-vanadiel.finalfantasyxi.com/post/?id=538 WE GREW VANA'DIEL: Koichi Ishii Part 3]". ''WE ARE VANA'DIEL 20th Anniversary Commemorative Website''. Square Enix, October 12, 2022.</ref>
Actual development began in December 1999. Due to the scope of the project, Tanaka, Sakaguchi, and Ishii drafted as many developers from Square as possible, with the final staff being merged from four different development teams: the ''Legend of Mana'' and ''Chrono Cross'' crews in Tokyo, and the ''Brave Fencer Musashi'' and ''Parasite Eve II'' crews from Osaka.<ref name= "tanakap01" /><ref>"[https://we-are-vanadiel.finalfantasyxi.com/post/?id=381&lang=en WE DISCUSS VANA'DIEL #10: Naoki Yoshida Part 2]". ''WE ARE VANA'DIEL 20th Anniversary Commemorative Website''. Square Enix, May 30, 2022.</ref> ''XI'' was developed concurrently with the PlayOnline service, into which the game is fully integrated; both together cost between US$ 17—25 million (2—3 billion yen) yen to develop and were projected to turn in profits within five years of launch. Development used the NVIDIA GeForce 4 Ti graphics processor, described by Square's then-President Yoichi Wada as the most powerful on the market at the time.<ref>"[https://web.archive.org/web/20121104092442/http://www.ign.com/articles/2002/05/10/final-fantasy-xi-big-plans-big-money Final Fantasy XI -- Big Plans, Big Money]". IGN, May 10, 2022.</ref> The localization process started as soon as ''Chrono Cross'' finished its localization. To fulfill the vision of a "world without borders", the English and Japanese scripts of ''XI'' were made at the same time, with characters and enemies each keeping a single name across all languages.<ref>"[https://www.ign.com/articles/2003/05/15/e3-2003-final-fantasy-xi-developer-interview E3 2003: Final Fantasy XI Developer Interview]". Jeremy Dunham. IGN, May 15, 2003.</ref> Instead of different server groups separated by language, ''XI'' uses a single set of servers hosting players from all over the world, reducing development costs by 66%.<ref>"[https://www.gamedeveloper.com/design/gdc-creating-a-global-mmo-balancing-cultures-and-platforms-in-i-final-fantasy-xi-i- Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI]". Christopher Woodard. ''Game Developer'', March 24, 2006.</ref> The development process was so fast for a game of its scale that Ishii was burned out after the mastering process.<ref name="ishiip03">"[https://we-are-vanadiel.finalfantasyxi.com/post/?id=538 WE GREW VANA'DIEL: Koichi Ishii Part 3]". ''WE ARE VANA'DIEL 20th Anniversary Commemorative Website''. Square Enix, October 12, 2022.</ref>
''Final Fantasy XI'' was announced in January 2000 at the Square Millennium event, with a mockup trailer and key artwork by Shinichi Kameoka. It was announced to require two peripherals, the PlayStation 2 Network Adapter and the PlayStation 2 Hard Disk Drive, for its online capabilities and software updates respectively. Its reveal as a numbered title was met with negative press, and several reporters questioned its status as a mainline title and if it would have a structured story, which was not common in MMORPGs of the time.<ref>"[https://web.archive.org/web/20130116221144/http://rpgfan.com/soundtracks/ff11/index.html Creating a Global MMO: Final Fantasy XI]". Chris Winkler. RPGFan. Archived from the original on January 16, 2013. Retrieved on May 30, 2023.</ref>  A month later, Square announced a simultaneous worldwide release for PlayStation 2 and Microsoft Windows, but this plan fell through due to delays in production of the required PlayStation 2 peripherals; as a result, the PlayStation 2 version was released late in North America and never released in Europe.<ref name="tanakap01" /><ref name="ishiip03" /><ref>"[https://www.ign.com/articles/2000/02/09/colossal-final-fantasy-xi-revelation Colossal Final Fantasy XI Revelation]". Dave Zdyrko. IGN, February 8, 2000.</ref>


''XI'' was designed with the key theme of "bonds". The combat system and character-building was heavily influenced by ''[[Final Fantasy III]]'' and ''Legend of Mana'', with many systems from the latter incorporated into ''XI''. The game's high difficulty curve was intended to not only increase the stakes of battle, but also allow players to bond over their experiences of overcoming adversity and be rewarded for skillful cooperation. Director Koichi Ishii was responsible for designs related to the worldbuilding and lore; he first drafted the world of Vana'diel in a hand-drawn map, and from there, elaborated on its lore including the backstories of its five races and nations with help from planner Kenichi Iwao and writer Masato Kato.<ref name="ishiip02" /><ref name="ishiip03" />
''XI'' was designed with the key theme of "bonds". The combat system and character-building was heavily influenced by ''[[Final Fantasy III]]'' and ''Legend of Mana'', with many systems from the latter incorporated into ''XI''. The game's high difficulty curve was intended to not only increase the stakes of battle, but also allow players to bond over their experiences of overcoming adversity and be rewarded for skillful cooperation. Director Koichi Ishii was responsible for designs related to the worldbuilding and lore; he first drafted the world of Vana'diel in a hand-drawn map, and from there, elaborated on its lore including the backstories of its five races and nations with help from planner Kenichi Iwao and writer Masato Kato.<ref name="ishiip02" /><ref name="ishiip03" />
''Final Fantasy XI'' was announced in January 2000 at the Square Millennium event, with a mockup trailer and key artwork by Shinichi Kameoka. Its reveal as a numbered title was met with negative press, and several reporters questioned its status as a mainline title and if it would have a structured story, which was not common in MMORPGs of the time.<ref>"[https://web.archive.org/web/20130116221144/http://rpgfan.com/soundtracks/ff11/index.html Creating a Global MMO: Final Fantasy XI]". Chris Winkler. RPGFan. Archived from the original on January 16, 2013. Retrieved on May 30, 2023.</ref> A month later, Square announced a simultaneous worldwide release for PlayStation 2 and Microsoft Windows, but this plan fell through.<ref>"[https://www.ign.com/articles/2000/02/09/colossal-final-fantasy-xi-revelation Colossal Final Fantasy XI Revelation]". Dave Zdyrko. IGN, February 8, 2000.</ref> The PlayStation 2 Hard Disk Drive requirement affected development plans: the peripheral did not have a release date until late into production of ''XI'', causing fears among the developers that the game would not be completed. The PlayStation 2 version also could not be released without the disk drive available, meaning it was released late in North America and not at all in Europe. Square's top management initially found the cost of additional hardware too high a barrier to entry for ''Final Fantasy'' players, to the point that Wada tried multiple times to revoke ''XI'''s status as a numbered title, but was convinced otherwise by Tanaka.<ref name= "tanakap01" /><ref name="ishiip03" />


==References==
==References==

Revision as of 16:10, July 25, 2023

Final Fantasy XI
Final-Fantasy-XI-logo.png

ファイナルファンタジーXI
Fainaru Fantajī Irebun

Developer(s):

Square Enix

Publisher(s):

Square Enix

Platform(s):

PlayStation 2, Xbox 360, Microsoft Windows

Release date:

PlayStation 2:
Japan May 16, 2002
United States March 23, 2004
Microsoft Windows:
Japan November 7, 2002
United States October 28, 2003
Europe September 17, 2004
Xbox 360:
United States April 18, 2006
Japan April 20, 2006
Europe April 21, 2006

Genre:

MMORPG

Modes:

Online multiplayer

Ratings:

ESRB: Teen (T)

Final Fantasy XI, also known as Final Fantasy XI Online, is the eleventh Final Fantasy mainline game and the first massively multiplayer online role-playing game in the series, developed by Square and originally published by Sony Computer Entertainment for the PlayStation 2; later releases for Microsoft Windows and Xbox 360 were published by Square Enix. XI was the first MMORPG with cross-platform play between consoles and personal computers, starting with the release of the Microsoft Windows version.

Five expansion packs have been released for XI: Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, Wings of the Goddess and Seekers of Adoulin.

Gameplay

Unlike all Final Fantasy games before it, Final Fantasy XI is a massively multiplayer online role-playing game with a fixed monthly subscription fee. Servers are not segregated by region, and players speaking different languages can communicate through an automatic translation software. The in-game interface features menus common to the Final Fantasy series, visual information such as player names, and an in-game log window showing such information as battle logs, system messages, player text input, and in-game dialogue. XI's interface is designed for gamepads with a virtual keyboard available by default, but all versions of the game have supported USB keyboards to ease text input.

The world of Final Fantasy XI is fully mapped with a virtual camera following the player. Player characters are customizable, with their race, nation allegiance, gender, and limited aspects of their physical appearance at the player's disposition. While battles in previous Final Fantasy games were random encounters in a separate screen, XI has battles seamlessly take place inside the world of Vana'diel.

Development

After moving to Honolulu, Hawaii in 1996 to establish Square USA, Hironobu Sakaguchi started playing EverQuest in his free time. Impressed by the game's massively multiplayer online features and seeing a market opportunity for Japanese-made MMORPGs, Sakaguchi eventually commissioned the production of a MMORPG to become part of the Final Fantasy series.[1] In November 1999, Sakaguchi presented his ideas to producer Hiromichi Tanaka and Mana series director Koichi Ishii, with whom he had worked on the first three Final Fantasy games; he envisioned his ideal MMO as not just an RPG with online play, but also a means to forge bonds between players across the world.[2] Though Tanaka and Ishii were uncomfortable with moving from single-player games to online games at first, they became inspired after playing EverQuest at Sakaguchi's invitation. The two men saw XI as an opportunity to create their ideal Final Fantasy without the technological limitations of earlier games, with Tanaka personally considering it it "the most [emblematic] Final Fantasy out of all episodes".[1][3]

Sakaguchi's idea to make a mainline Final Fantasy as a MMORPG caused controversy within Square. Initially Tanaka considered giving the game a different name, such as Final Fantasy Online or Final Fantasy World, but was convinced otherwise by Sakaguchi, who argued that an unnumbered title would cause a major-scale project like XI to be seen as a spin-off. Square's top management also considered the PlayStation 2 version's additional hardware requirements too prohibitive for Final Fantasy players; after Sakaguchi's official leave from Square Enix in 2003, then-President Yoichi Wada repeatedly tried to revoke XI's status as a numbered title, but was convinced otherwise by Tanaka.[4]

Actual development began in December 1999. Due to the scope of the project, Tanaka, Sakaguchi, and Ishii drafted as many developers from Square as possible, with the final staff being merged from four different development teams: the Legend of Mana and Chrono Cross crews in Tokyo, and the Brave Fencer Musashi and Parasite Eve II crews from Osaka.[4][5] XI was developed concurrently with the PlayOnline service, into which the game is fully integrated; both together cost between US$ 17—25 million (2—3 billion yen) yen to develop and were projected to turn in profits within five years of launch. Development used the NVIDIA GeForce 4 Ti graphics processor, described by Square's then-President Yoichi Wada as the most powerful on the market at the time.[6] The localization process started as soon as Chrono Cross finished its localization. To fulfill the vision of a "world without borders", the English and Japanese scripts of XI were made at the same time, with characters and enemies each keeping a single name across all languages.[7] Instead of different server groups separated by language, XI uses a single set of servers hosting players from all over the world, reducing development costs by 66%.[8] The development process was so fast for a game of its scale that Ishii was burned out after the mastering process.[9]

Final Fantasy XI was announced in January 2000 at the Square Millennium event, with a mockup trailer and key artwork by Shinichi Kameoka. It was announced to require two peripherals, the PlayStation 2 Network Adapter and the PlayStation 2 Hard Disk Drive, for its online capabilities and software updates respectively. Its reveal as a numbered title was met with negative press, and several reporters questioned its status as a mainline title and if it would have a structured story, which was not common in MMORPGs of the time.[10] A month later, Square announced a simultaneous worldwide release for PlayStation 2 and Microsoft Windows, but this plan fell through due to delays in production of the required PlayStation 2 peripherals; as a result, the PlayStation 2 version was released late in North America and never released in Europe.[4][9][11]

XI was designed with the key theme of "bonds". The combat system and character-building was heavily influenced by Final Fantasy III and Legend of Mana, with many systems from the latter incorporated into XI. The game's high difficulty curve was intended to not only increase the stakes of battle, but also allow players to bond over their experiences of overcoming adversity and be rewarded for skillful cooperation. Director Koichi Ishii was responsible for designs related to the worldbuilding and lore; he first drafted the world of Vana'diel in a hand-drawn map, and from there, elaborated on its lore including the backstories of its five races and nations with help from planner Kenichi Iwao and writer Masato Kato.[3][9]

References

  1. ^ a b "Interview de Hiromichi Tanaka et Sage Sundi (Final Fantasy XI)" (in French). JeuxVideoPC, January 30, 2007.
  2. ^ Weekly Famitsu. Enterbrain. March 14, 2003.
  3. ^ a b "WE GREW VANA'DIEL: Koichi Ishii Part 2". WE ARE VANA'DIEL 20th Anniversary Commemorative Website. Square Enix, October 5, 2022.
  4. ^ a b c "WE ARE VANA'DIEL #1: Hiromichi Tanaka Part 1". WE ARE VANA'DIEL 20th Anniversary Commemorative Website. Square Enix, July 7, 2021.
  5. ^ "WE DISCUSS VANA'DIEL #10: Naoki Yoshida Part 2". WE ARE VANA'DIEL 20th Anniversary Commemorative Website. Square Enix, May 30, 2022.
  6. ^ "Final Fantasy XI -- Big Plans, Big Money". IGN, May 10, 2022.
  7. ^ "E3 2003: Final Fantasy XI Developer Interview". Jeremy Dunham. IGN, May 15, 2003.
  8. ^ "Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI". Christopher Woodard. Game Developer, March 24, 2006.
  9. ^ a b c "WE GREW VANA'DIEL: Koichi Ishii Part 3". WE ARE VANA'DIEL 20th Anniversary Commemorative Website. Square Enix, October 12, 2022.
  10. ^ "Creating a Global MMO: Final Fantasy XI". Chris Winkler. RPGFan. Archived from the original on January 16, 2013. Retrieved on May 30, 2023.
  11. ^ "Colossal Final Fantasy XI Revelation". Dave Zdyrko. IGN, February 8, 2000.

External links

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