HAJIME TABATA: Hey did you read this story online that says I'm bringing Final Fantasy XV to Switch, using Unreal Engine?
GAMEREVOLUTION: NO, I DIDN'T. IS THAT TRUE?
TABATA: No.
GR: CAN THE SWITCH EVEN RUN FINAL FANTASY XV?
TABATA: No, it can't.
rekt lol
GR: FINAL FANTASY XV IS MULTIPLAYER NOW. I DIDN'T EXPECT THAT. DID THE TEAM?
TABATA: Not from the start, no. We had an idea that it might be nice, but, no.... We decided just after we released or just before, I can't remember exactly, but it was around that time. Then we split the team up into various other teams, like for DLC and expanding the game and so on. And then we decided, yeah, we're going to try and make this a reality; we're going to try to do multiplayer.
GR: WHEN EXACTLY WAS THAT DECISION MADE?
TABATA: Between autumn and winter of last year. Development started after the release of the main game. Planning stages started a little bit more.
GR: BUT ABOUT HOW MUCH OF THAT [Versus XIII] ACTUALLY CARRIED OVER INTO FFXV?
TABATA: Hard to say. Versus XIII was never a complete game, so you can't really measure it. The things I really wanted to carry over were characters and world it was set in.
The technical base for the two games was very different. Rather than say, "How can we convert what we have of Versus XIII into XV," and what was important was keeping the stuff we really wanted to keep from Versus and reassessing it as what would work and what has to be there for it to be a proper numbered Final Fantasy game.
GR: SO YOU'D PREFER TO START A NEW PROJECT, BUT HOW BUSY ARE YOU WITH FINAL FANTASY XV DLC AND THINGS? WHEN WOULD A NEW PROJECT START?
TABATA: It's already started.
GR: REALLY?
TABATA: Yes.
GR: WHAT CAN YOU TELL ME ABOUT IT?
TABATA: Well of course I can't tell you anything right now.
*Everyone laughs except Square Enix USA PR, whose pulse I assume has gone way above 200bpm*
TABATA: FFXV is important, so it's obvious that it takes up some of my time. The plan we had for FFXV DLC ran up till the end of this year. We didn't have a plan for next year.
But now, we've extended that. We're gonna carry on with that service model, FFXV will continue on to the end of next year.
GR: YOU MEAN WITH NEW DLC?
TABATA: More new DLC and things that tie in to story of the main game, too. It'll be stuff that helps satisfy and excite fans.
When we start really releasing information about this new project... that will be quite a ways down the line.
GR: ONE OF THE NEWEST UPDATES WILL "FILL IN PLOT HOLES." DID ANYONE NOTICE THOSE PLOT HOLES IN DEVELOPMENT, AND IT WAS JUST TOO LATE TO TURN BACK? AT WHAT POINT DID YOU NOTICE THOSE?
TABATA: While developing the game, up until release, we didn't have that awareness. It was hard to see (things that required more explanation). What we valued most highly was that core experience of going on a journey with your friends. In order to realize that, we wanted to have enough content in there to make it feel right and to feel like that works. We were more worried about, "If that's the full 100%, how much is that is story, combat, the adventure?"
We put everything we had into it. We put our lives on the line. We were like madmen just trying to complete the game. At that time, we just couldn't see outside of that, just had to focus on getting the game out. Obviously, after we released the game, we started getting feedback, and then we started to realize maybe some things weren't as fully explained as they could've been.
GR: SO USER FEEDBACK PLAYED A PART IN NOTICING SOME OF THOSE (PLOT HOLES)?
TABATA: User feedback was important, but it was also important for us to take that step back and take a look at what we'd made, as well. To complete a game, you've got to make the decision at some point, to say, "No, that's where we have to stop." You're going to face that issue. There's no team out there that completed a game and didn't have any regrets -- that thinks what they've put out is perfect.
Looking back, we see things and think we could've, but, no we [had so much going on that we] couldn't have put them in. You only see after you've completed (development of) the game.
Going back and doing that was a really great opportunity and learning experience for us. I'm very glad that we made that decision.
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