'I want to incorporate more changes, I don't want to take a conservative approach': Final Fantasy 14 game director Yoshi-P expresses a desire to shake things up in the future

Erenville, a side character in Final Fantasy 14: Dawntrail, stands proudly on a ship with the sea breeze in his hair.
(Image credit: Square Enix)

Final Fantasy 14: Dawntrail has arrived to a bit of a mixed reception, thanks to a middling story that has a few glaring flaws and—despite some excellent improvements when it comes to bosses and dungeons—a few persistent issues that, from what I've seen from more critical elements of the community, are frustrating because of how long they've been going on.

There's a perception I've picked up on that, if we're taking the long-view, FF14 is mechanically stuck in a rut—while direct competitors like World of Warcraft are heaping on new experimental mechanics like the Warbands system and doing harebrained modes like MoP Remix, not much has changed on Etheirys.

Questing has remained largely the same for years: Go here, click on two objects, fight an enemy that takes half of your opener before it explodes—and while Dawntrail did have a few good solo duties, they were few and far enough between to make things drag. Patch cadence and content has remained largely the same. Open-world FATEs, aside from getting an optional grind in the Shared Fate system, mostly involve melting the same unthreatening monsters down with area of effect spells.

FF14, simply put, innovates pretty slowly. That's not to say we haven't had new ideas come into the ecosystem, but they also had their own share of issues—Island Sanctuaries were cute at first, but wound up becoming a largely passive spreadsheet simulator. Variant Dungeons, meanwhile, were a ton of fun to play the first go around, but they suffered due to poor reward structures.

"Yes, when it came to the previous Hydaelin and Zodiark saga, this was something that started before I took charge of project on Final Fantasy 14, and the saga did finish in Endwalker, but it's with the new expansion that we've reached the level cap of 100 and so in that regard, I view 7.0 as a culmination … we've been able to carry out various preparations, and now have a stable state of things in the game."

He's not wrong here—Endwalker, for all my complaints, did genuinely do a lot to incrementally improve the new player experience, with tune-ups to dungeons and duties in the game's introductory content, A Realm Reborn. Dawntrail has gone on to add a major graphics overhaul, which I don't doubt was a lot of hard work.

Harvey Randall
Staff Writer

Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.