Fans have been coming up with plenty of different theories about the Pitioss ruins, but now that the DLC episodes are coming to a close are there any hints you can give players about what they mean? Will we ever get to learn more about them in the future?
One hint regarding the mystery of these ruins is that, like Steyliff Grove, they were left by the ancient civilisation of Solheim. Even the most unassuming places in Eos have a depth and a history to them, and their mysteries are waiting to be unlocked.
How did the ruins come to be so different to all of the other areas? It seems to rely on environmental storytelling more than any other area; what made you decide to present them that way?
The staff in charge of this were incredibly passionate about including this dungeon as part of the end contents. Having consistency throughout a world is a great thing, but I wanted players to be able to enjoy a dungeon made with that much passion, even if it was at the price of losing that consistency.
You’ve supported FFXV for over a year now since its release and obviously you’ve been working on it for a long time before that–how does it feel working on a single game for so long creatively?
It feels as though it’s a part of my life.
How does it feel knowing you’ll be moving on from it soon?
Thanks to my involvement with FFXV, it’s become clear to me what I need to aim for in my next project. In that sense, FFXV will remain with us (myself and the team) as a foundation for further projects.
What do you think were the most important lessons you learned from working on Final Fantasy XV?
The importance of innovation, the importance of friends… and that working too much is not good.
Is there anything you wished you had done differently during development?
I think that the results we’ve achieved are a great representation of my current ability level, so there’s nothing I regret. I just want to continue raising that level.
What was your proudest moment during development?
This is actually something that happened after the game went on sale, but it was hearing from numerous development partners that they were glad to have been able to participate in this project.
Were there any surprising or funny moments in the development process?
Noct and his party were a constant source of amusement. When the AI was still being worked on, they’d say completely unrelated things to each other, and when the animation system was still in progress, they moved around really awkwardly.
With such a long development time and period of support with additional content after the game’s release, as well as a film and other media – do you think this will be the model for other main title Final Fantasy games going forward? What do you think that will look like?
Each iteration is original and independent, so I think that each further iteration will go on to tackle different challenges.
If you had unlimited resources to make it what would your dream FF game be like?
I would separate from the developers and create a version of FF that you could play with complete freedom. You’d never know what would happen next, but each and every player would be able to enjoy it how they pleased.
The Xbox One X is currently the world’s most powerful console – but what do you think the next generation of consoles will be like?
I really don’t know. But since movies and music are already in the cloud, I imagine that games will be next.
There’s been a lot of discussion about loot boxes in the industry lately, as a developer how do you feel about them?
I don’t have anything against them. However, I do think that loot box creators need to be careful not to jeopardize their relationships with players.
A DLC chapter for Ardyn will be available during 2018.