The crystal began shedding its light silently....
Final Fantasy XIV: Watching the World Burn
In 2005, Square Enix announced that they were working on a new MMO game. This was at the height of the popularity of Final Fantasy XI, and the MMORPG genre as a whole. The project was only known as Rapture, and the company would not divulge if the game was a sequel to Final Fantasy XI or an entirely new franchise.
Things would remain vague for a few years after the first mention of Rapture. Initially, the game was said to be in development for PlayStation 3 and Windows PC, mirroring the path that Final Fantasy XI had taken. However, in February of 2007, producer Hiromichi Tanaka stated that he was working on a next-gen MMORPG for the Xbox 360 and PC, with PS3 a possibility. This was no doubt a reaction to the shifting video game market; the Xbox 360 had seen early success over the PlayStation 3 at that time, with Sony playing catch up.
Ultimately, Rapture was indeed revealed to be a new online Final Fantasy game. Instead of being title Final Fantasy XI-2 as many speculated, Square Enix announced that the next online FF game would be Final Fantasy XIV. It was announced as a title in development for PlayStation 3 and PC at E3 2009, a day after it was revealed that Final Fantasy XIII would be coming to Xbox 360. The cause for the cancellation of the 360 version of FF XIV stemmed from the inability to work with Microsoft’s strict Xbox Live policies. To date, the only MMORPG for the Xbox 360 to be released has been Final Fantasy XI.
Final Fantasy XIV was headed up by the same team that created and helped maintain Final Fantasy XI. It was directed by Nobuaki Komoto and produced by Hiromichi Tanaka. Akihiko Yoshida of Final Fantasy XII and Tactics fame was appointed as art director, and Nobuo Uematsu was once again the lead music composer.
Even though Final Fantasy XIV was an MMO designed to take advantage of the power of the PlayStation 3 and PCs, the game was put on the fast track to release. Following the official announcement in 2009, FF XIV entered into alpha testing in April of 2010. This alpha period lasted a scant 11 weeks, with the closed beta test beginning in July. PS3 copies of Final Fantasy XIII included enrollment onto a waitlist for a chance to get into the open beta test, but this never materialized. The PC open beta began on September 1st and ended on the 19th, just a few days before its September 22 release date.
The release of Final Fantasy XIV was met with poor reviews from nearly every outlet that covered it. It has a Metacritic score of 49, the lowest in the series. The game was largely considered to be unfinished, lacking many of the features and design elements that had come to be expected by the MMORPG genre by that time. Additionally, FF XIV was devoid of many of the improvements that had been made to Final Fantasy XI over the years, resulting in a game that seemed rushed and incomplete. This carried over to the game’s sales, which amounted to around half a million units by the end of the year.
The game that Final Fantasy XIV was at launch proved to be an embarrassment for Square Enix. Company president Yoichi Wada initiated a major restructuring of the development team in December of 2010. This removed Hiromichi Tanaka as the producer of the game. Tanaka later resigned from the company.
As part of a desperate play to keep the struggling (and expensive) game running, Wada announced that the 30 day trial period would be extended while the new FF XIV team got up to speed and made sweeping changes. Later, it was announced that the trial extension would be extended indefinitely, and Square Enix ultimately didn’t begin charging a monthly fee for Final Fantasy XIV until January 2012.
In addition to the extended trial period and the vast changes to the game’s design, Yoichi Wada also announced that the PlayStation 3 game was on hold until the team could deliver a console version of the game that included all of the improvements to the PC version. Major changes were brought to nearly every aspect of the game, including the battle system. At launch, players needed to constantly queue up attacks and skills, but eventually a transition to the auto-attack style of Final Fantasy XI was implemented.
Between the declining fan enthusiasm for the Final Fantasy XIII games and the botched beginning of XIV, it was clear that an aggressive strategy would need to be utilized to save the new online entry in the series. This prompted the announcement of Final Fantasy 2.0: a redesign of the game from inside out. First revealed late in 2011, the 2.0 initiative promised sweeping changes to the core mechanics, a new user interface, and a plethora of features and systems that fans of Final Fantasy XI could appreciate. In addition to gameplay changes, FF XIV 2.0 would feature a new graphics engine and a redesign of many of the zones within the world of Eorzea, as the generic “cut and paste” environments were one of the major criticisms of the game.
Final Fantasy XIV continued to see improvements to the base game as the team worked on the 2.0 redesign. However, it was reported that the actual number of paid subscribers for Final Fantasy XIV was as low as 10,000, a far cry from the 1 million subscribers Final Fantasy XI had enjoyed at its peak.
In August of 2012, it was announced that the relaunch of Final Fantasy XIV would be known as A Realm Reborn. Trailers and company press releases indicated that a world-shattering event would drastically change the landscape of XIV forever, not unlike the Cataclysm expansion to World of Warcraft. The servers to the original Final Fantasy XIV were shut down in November 2012, with the alpha test for A Realm Reborn going live shortly thereafter.
While the Final Fantasy franchise had seen its share of missteps over the past 25 years, XIV was an unmitigated disaster. Its initial failure has caused untold damage to the bottom line of Square Enix, and only time will tell if it was a fatal error. At the time of this writing, positive buzz has begun to generate around the reboot, but it could very well be a case of too little, too late.
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