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— CH. 1 · INTRODUCTION —

Final Fantasy XIV

12 min listen · Ch. 1 of 7
7 sections
  • Final Fantasy XIV had already failed once. In September 2010, Square Enix released an online game that was so broken, so poorly received, that then-President Yoichi Wada stood up and admitted it had "greatly damaged" the Final Fantasy brand. Most companies would have shut it down and moved on. Instead, Square Enix did something almost without precedent in the industry: they rebuilt the entire game from scratch while keeping the original running, handed the project to a director named Naoki Yoshida, and tried again. The result, released in August 2013 under the subtitle A Realm Reborn, would go on to become the most profitable game in the entire Final Fantasy series. By October 2021, it had gathered over 24 million registered players. How does a catastrophic failure become the crown jewel of a beloved franchise? The answers lie in a two-year-and-eight-month sprint of parallel development, an unusual philosophy of trusting players, and a composer who felt like he did enough work for two full games in the time given.

  • The original Final Fantasy XIV launched in September 2010, following a bug-laden, abbreviated beta test. It was directed by Nobuaki Komoto and produced by Hiromichi Tanaka, who was simultaneously serving as producer of Final Fantasy XI. The team had built it on the Crystal Tools engine, the same technology used for Final Fantasy XIII. Reception was near-universal in its negativity. Within months, Wada issued a formal apology to players, suspended monthly fees indefinitely, and canceled the previously planned PlayStation 3 version.

    At a project postmortem at the Game Developers Conference in 2014, Yoshida identified three reasons the original launch failed. First, the team had an unhealthy obsession with graphical quality at the expense of server performance. The source of that obsession traced back to the Final Fantasy series' reputation for state-of-the-art visuals, which the team treated as a constraint that could not be relaxed even for an online game managing tens of thousands of high-definition assets simultaneously. Second, the team lacked modern MMORPG expertise. When designing Final Fantasy XI, they had spent a year playing EverQuest, the dominant online game of the early 2000s, but had no equivalent immersion in what the genre had become by the late 2000s. The original Final Fantasy XIV team was told simply to make something "different from Final Fantasy XI". Third, the team believed any problems could be fixed in future patches, a mentality that proved fatal for a live service product.

    Tanaka was removed from the project and Komoto was demoted from Director to Lead Designer. Naoki Yoshida, who had been working as planning chief on Dragon Quest X, was brought in to supervise as both producer and director.

  • Planning for a brand new game built from scratch started in January 2011, with development beginning in earnest by April. Yoshida and his team spent the next roughly two years and eight months doing something genuinely unusual: improving and maintaining the dying original game while secretly constructing its replacement. The new game, codenamed Version 2.0, used a completely new engine and revamped server infrastructure, gameplay, interface, and story.

    Yoshida's first priority was restoring trust with players. He began writing "Letters from the Producer" that addressed design direction, upcoming changes, and player feedback. These evolved into live-streamed conversations with fans, known as the Letters from the Producer LIVE events, which became a cornerstone of his outreach strategy. He was explicit that rebuilding the reputation of the series mattered more than sales numbers in the short term.

    To accelerate decision-making, Yoshida made approximately 400 fundamental design decisions himself, cutting through the approval processes that had slowed the original team. He used updates to the still-running original game as a testing ground for features destined for Version 2.0. A central design goal was to appeal simultaneously to hardcore MMORPG players and to Final Fantasy fans who had never played an online game. That dual audience drove a decision Yoshida considered a top priority: optimizing gameplay for controllers, not just keyboards and mice.

    The official title for the rebuilt game, Final Fantasy XIV: A Realm Reborn, was revealed in July 2012. The original version's servers closed on the 11th of November 2012, with a cinematic trailer called "End of an Era" serving as its finale. Yoshida told the press before launch that releasing the new game before it was ready "would be like at the level of destroying the company".

  • Early access for A Realm Reborn began on the 24th of August 2013, with the official launch on August 27. Players had access continuously across those days, but they quickly ran into server problems. Square Enix described the response as "overwhelmingly positive" and temporarily suspended digital sales because the servers could not handle the number of concurrent players. Yoshida issued an apology, promised new servers, and within a week deployed a ten-hour maintenance window. All players received a week of free play time as compensation.

    Despite the troubled opening days, critical reception was largely positive. Reviewers praised the solid mechanics, the quality of writing, and the ability to play multiple classes on a single character. Phil Kollar of Polygon singled out the controller implementation as "Final Fantasy XIV's single biggest gift to the MMORPG genre". Critics noted the PlayStation 3 version had some framerate and loading time issues, but found these eliminated entirely in the PlayStation 4 release. Some critics observed that the game played well on PlayStation Vita via Remote Play.

    The main criticism was that A Realm Reborn played it safe. Kevin VanOrd of GameSpot wrote that the game "does not leap over the shoulders of the games that have come before", comparing it to the "old world" of MMORPGs. Adam Harshberger of GamesRadar compared the experience to "a buffet dinner with everyone's favorite meal". For Kollar, though, the safe execution was exactly what the franchise needed: "the first Final Fantasy game in years to capture the energy and joy that made me fall in love with the series".

    By the end of its first week, 184,000 physical copies of the PlayStation 3 version sold in Japan alone. In late October 2013, the game had one and a half million registrations. Square Enix later credited the game's sales and subscriber base as a key factor in returning the company to profitability in fiscal year 2014, after an extremely poor 2013.

  • Masayoshi Soken served as the primary composer for A Realm Reborn, working alongside his duties as sound director. The development schedule was compressed enough that Soken focused almost entirely on music while his team handled the game's sound effects. Soken recalled that the team was given less than a year on sound production, though the workload felt like "enough work for two full games in that time".

    Yoshida gave Soken a direct brief: "give us something straightforward that anyone could identify as Final Fantasy, with an easy-to-understand, expressive orchestral sound". Many tracks came from specific requests by the development team, but Soken was allowed to compose freely for Titan's battle theme, with one constraint: the initial lyrics had to be changed for having too much profanity. Soken also sang the vocal work for certain tracks, including the battle theme for Leviathan.

    The soundtrack released on the 21st of March 2014, on Blu-ray Disc, collecting 119 tracks from the launch period through Patch 2.1. The first print run included a special in-game pet called the Wind-up Bahamut. Emily McMillan of Video Game Music Online called it "a truly fantastic score" and considered it superior to the original version's music. Mike Salbato of RPGFan named it his favorite album of 2014. The album debuted at position 10 on the Japanese Oricon album charts and remained in the charts for eight weeks.

    In 2017, Guinness World Records awarded Final Fantasy XIV for having the most original pieces of music in a video game, at nearly 400 tracks.

  • The development team adopted a rhythm of releasing a major free content patch approximately every three months, with each update continuing the main story and adding raids, dungeons, and trials. Full expansion packs arrived less frequently and added new zones, races, jobs, and fresh content cycles. Six expansions have launched or been announced since A Realm Reborn: Heavensward in 2015, Stormblood in 2017, Shadowbringers in 2019, Endwalker in 2021, Dawntrail in 2024, and Evercold, set for January 2027.

    Heavensward raised the level cap to 60 and introduced flying gameplay along with three new job classes. Stormblood raised the cap to 70 and ended PlayStation 3 support. Shadowbringers, which raised the cap to 80, introduced two new playable races: Viera, drawn from the Ivalice games, and Hrothgar, based on Ronso from Final Fantasy X. It also featured a raid series themed around NieR: Automata. Endwalker, delayed from its usual mid-year window to December 2021 because of the COVID-19 pandemic, concluded the Hydaelyn-Zodiark arc that had run through the entire game's story.

    Dawntrail, the fifth expansion, launched in July 2024 and raised the level cap to 100. It was the first expansion to launch simultaneously on Xbox Series X and S, a platform the game reached in March 2024. The upcoming sixth expansion, Evercold, will take players to a dimension called the Fourth, raise the level cap to 110, and add an Alliance Raid series themed around the anime series Neon Genesis Evangelion. Evercold will also mark the end of PlayStation 4 support, as the game's increasing file size has reached the limits of that console.

    By January 2024, the lifetime number of registered players had reached 30 million, a milestone achieved six months before the launch of Dawntrail.

  • The game's reach extended into related media and new platforms in the years after relaunch. A miniseries titled Final Fantasy XIV: Dad of Light was released in 2017. A crossover manga with Saki launched in Japan in January 2021, followed by a second manga series called Final Fantasy XIV: Eorzea Academy in December 2021. Three lore books, Encyclopaedia Eorzea volumes one through three, were released in October 2016, November 2018, and December 2023, along with a cookbook featuring recipes for in-game dishes.

    On the 20th of November 2024, Square Enix announced Final Fantasy XIV Mobile, an adaptation for iOS and Android developed in partnership with Tencent subsidiary LightSpeed Studios. Yoshida described it as "a sister to FFXIV, aiming to recreate the original's story and combat mechanics on mobile devices". According to Famitsu, the mobile version will be free-to-play and will not include gacha mechanics. It launched in China under the name Final Fantasy XIV: Crystal World on the 19th of June 2025, with a worldwide release to follow.

    A Nintendo Switch 2 version was announced in April 2026 at Final Fantasy XIV Fan Fest 2026 in Anaheim, alongside the Evercold expansion. It carries a standalone subscription not shared with other platforms, a requirement Yoshida said emerged from months of negotiation with Nintendo. That arrangement produced a concession: players are not required to maintain a Nintendo Switch Online subscription to play. Existing players with time on other platforms receive a 50% discount on the Switch 2 subscription to compensate for the additional cost.

Common questions

Why did the original Final Fantasy XIV fail in 2010?

The original Final Fantasy XIV failed because the development team over-prioritized graphical quality at the expense of server performance, lacked experience with modern MMORPGs, and believed problems could be fixed in future patches. Director Naoki Yoshida identified these three causes at the Game Developers Conference in 2014.

Who directed Final Fantasy XIV: A Realm Reborn?

Final Fantasy XIV: A Realm Reborn was directed and produced by Naoki Yoshida, who had previously served as planning chief on Dragon Quest X. He was brought in after the original director Nobuaki Komoto was demoted and producer Hiromichi Tanaka was removed following the failed 2010 launch.

When did Final Fantasy XIV: A Realm Reborn launch?

Early access for Final Fantasy XIV: A Realm Reborn began on the 24th of August 2013, with the official worldwide launch on the 27th of August 2013, for PlayStation 3 and Windows. The game was so popular at launch that Square Enix temporarily suspended digital sales because servers could not handle the number of concurrent players.

How many registered players does Final Fantasy XIV have?

Final Fantasy XIV reached over 24 million registered players by October 2021, at which point it became the most profitable game in the Final Fantasy series. The lifetime total grew to 30 million registered players by January 2024.

How many expansion packs does Final Fantasy XIV have?

Final Fantasy XIV has six expansion packs: Heavensward (2015), Stormblood (2017), Shadowbringers (2019), Endwalker (2021), Dawntrail (2024), and Evercold, set for January 2027. Each expansion raises the level cap and introduces new zones, jobs, and story content.

Who composed the music for Final Fantasy XIV: A Realm Reborn?

Masayoshi Soken composed the majority of the music for Final Fantasy XIV: A Realm Reborn while also serving as sound director. The soundtrack, released on the 21st of March 2014, on Blu-ray Disc, contains 119 tracks. In 2017, Guinness World Records awarded Final Fantasy XIV for having the most original pieces of music in a video game, at nearly 400 tracks.

All sources

203 references cited across the entry

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  36. 45New Year's Greetings (01/01/2012)Yoshida, Naoki — Square Enix — January 1, 2012
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