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Naoki Yoshida

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42: 488:—an arrangement that lasted over a year and a half—due to his "indisputable competence" and trustworthiness. Yoshida's involvement lasted from its early stages up to the internal alpha test; under his tenure, the core systems were completed, a number of systems went from existing only in the document to implemented in working order, and time-consuming parts like character and map graphics were made. The idea to loan player characters as NPC party members came as a result of preserving series integrity: "When working in all 2560: 529:. Yoshida steered the project as a learning experience for the younger team members, as he wanted to train future directions. That led to an extremely slow development process, and subsequently multiple arguments between Takai and Yoshida. Elsewhere, a desire to make a card game that parents and children could play together led Yoshida to conceive the car-centric 251:, his preferred choice, but the internship meant he could start earlier at Hudson: since Yoshida was going through difficulties at the time, he opted for the latter to give his mother peace of mind faster. He loved the company's games as a child, and wanted to do something for it to find back that energy, as its power faded. He was assigned to the creation of 545:
concluded early on that a solution to all the problems would only be possible as a group effort. After further meetings with the president and vice president of Square Enix included, it was decided in December 2010 to place Yoshida in charge of the staff as both director and—for the first time in his career—producer. Then company president
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space exploration MMORPG. After four and a half years at the company, he left Hudson due to creative differences. Yoshida saw all titles he worked on as fun for all ages, but his superior only thought of them as made for children: "I couldn't work in a company that'd allow a person like this to be a
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had been sent to various influential western studios in 2009 to study HD game development techniques. Upper management felt a need to compete with western games commercially outside Japan, and asked them to make a project the same way as westerners. They spent a year working on this game, whose
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was facing difficulties right before and right after launch. The "stray dog" trio was pulled into a task force to diagnose that game's issues. They held frequent nightly meetings with members of that team, with Yoshida articulating approaches from both a director and player perspective. It was
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The Yoshida family had little money; Naoki had to work for play, which led him towards beating as many games as he could and getting the most out of coins spent on arcades. He has been deeply involved in games since childhood, where he would spend hundreds of hours playing just one title.
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if they found them boring and had no patience for people that did not understand or tried to broach their field. Yoshida had to develop his persuasion skills to handle that dynamic; communication in his case was easier than with other designers because he studied
500:, but Square Enix company policy was against multiple directors working on the same project; once Fujisawa could return as full-time director on the game, Yoshida's superiors removed him from the team while he was away on a business trip. 422:. A sales meeting by management concluded a story mode was required, but since the team already had to rework it twice due to their demands, a debate ensued over how to inform the developers, which ultimately led them to shelf it instead. 560:
team's members and thus had to demonstrate his dedication to the project first to gain their trust as director. He then talked with the individual developers to find out their ideas for improvements to the revised version known as
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While working on that game, Yoshida also proposed a tool to run different variations of events in online games by combining preset settings, to aid Toshio Murouchi, a then new member of the PlayOnline operations team.
654:, video games, the game industry, and game development in general. It has been collected into three published volumes. Yoshida ended the column in December 2019 due to lack of time to write it. In September 2020, 181:, which was initially criticized for poor quality. Yoshida became an executive officer at Square Enix in 2015, the Head of Square Enix's Creative Studio III (formerly Creative Business Unit III) and part of the 438:. The former Hudson executive encouraged him to take the offer, if he promised to climb the corporate ladder and bring work to that studio. Yoshida joined Square Enix in 2004 as the fourth member of the 549:
attributed this decision to Yoshida's experience, "charismatic" leadership skills and "passionate" will to satisfy customers. The HD game oriented towards western tastes was abandoned, while the
484:, whose team struggled to decide the project's focus. Eventually, that game required his full attention to be completed, so circa late 2007, he appointed Yoshida as acting director for 1776: 374:
After he left Hudson Soft, he worked at several smaller game studios for five years, one of them founded by a former Hudson executive who actively recruited him. A partnership with
567:. He proceeded with describing to the team the precise goals to achieve. Yoshida drew some inspiration from his long-lasting enthusiasm for MMORPGs, having played such titles as 927: 1745: 1190: 271: 391: 236:, is one of his favorites. It made such an impact that he built his career in order to have the opportunity to work with Matsuno and create a game together. 1628: 1583: 1436: 218:
made him want to become a writer due to how engrossed he became by its story, more so than those of books and films. His formative years were lived in
352:, left a huge impression and turned him into an avid fan. Yoshida submitted three proposals to Hudson's internal new project contests: a multiplayer 287:. Yoshida was happy through the production with his position writing all the villager dialogue, but the game was cancelled when he was almost done. 1723: 1497: 504: 1875: 449: 159: 727: 1401: 1382: 1156: 334:
beforehand. To make the games he wanted to, Yoshida built trust with management and among his colleagues by taking on undesirable projects.
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had a pre-release build of that game available to play. He got sixty consecutive victories there, the last three against members of the
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Following that game's shelving, Saito invited Yoshida to "take his revenge" by moving to Tokyo and working on what was then called
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projects, the theme is not about complexity but having a game that's really easy to get into". Yoshida wanted to work on
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Nobu; touge, eds. (9 May 2018). "内なる"怒り"が新生FFXIVを作った——不定期連載「原田が斬る!」,第6回は「ファイナルファンタジーXIV」吉田直樹氏に聞く,MMORPGの過去と未来". インタビュー.
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Ordered to create something new, Yoshida worked on two projects. As one of Square Enix's "stray dogs" he,
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shocked him with the idea that people could control what was shown on television and the possibilities of
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Yoshida decided to work on video games in elementary school. His career choice was influenced by two
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team developing it. On the released version, the character Yoshida attained all those wins with,
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Committee, that is tasked with keeping the franchise's releases and content consistent, in 2014.
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as director. Frustrated at how MMORPGs had not become popular in Japan, Yoshida felt that if
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team—which was still working on pre-production at the time—carried on without Yoshida.
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Yoshida joined the video game industry in 1993. He studied at a school run by
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and other commentators have credited Yoshida's direction with "rescuing" the
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Between December 2013 and December 2019, Yoshida wrote a regular column for
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held control over productions, saw designers as useless, would not realize
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FINAL FANTASY XI - WE ARE VANA'DIEL 20th Anniversary Commemorative Website
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could not do it, nothing else would, which drove him to join the project.
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Wada, Yoichi; Yoshida, Naoki; Tanaka, Hiromichi (10 December 2012).
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project. He went on to work with Matsuno in creating the Return to
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business divisions had high hopes for his game; those involved in
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visual and game design settled on something extremely similar to
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team; as chief designer, besides handling the writing alongside
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Itadaki Street: Dragon Quest and Final Fantasy 30th Anniversary
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manager. As soon as he told me that, I answered that I quit".
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series. His role kept expanding, eventually working under
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Yoshida is credited with the revival of the original
1987: 1739: 1737: 1637: 1589: 1517: 1515: 337:His first experiences playing online games such as 1482: 468:His work on the franchise at the time extended to 390:-like system, designed by Yoshida and produced by 294:fan, Yoshida indirectly influenced the balance of 1734: 1512: 2574: 1157:"FFXIV Interview: Phoenix Down For a Fallen MMO" 1805: 1150: 1148: 1146: 160:massively multiplayer online role-playing games 132: 1962:"【小高和剛×桜井政博×吉田直樹】 週刊ファミ通コラム執筆陣が語る、ゲーム制作への想い". 1955: 1828: 1352:from the original on 27 June 2022 – via 643: 162:(MMORPGs), mainly as director and producer of 126: 2012: 1851: 728:N.U.D.E.@ Natural Ultimate Digital Experiment 1143: 770:Dragon Quest: Monster Battle Road II Legends 478:series. Similarly, Fujisawa was involved in 315:Later, he participated as a designer in the 1988:"#10 Naoki Yoshida". WE DISCUSS VANA'DIEL. 1961: 1369: 1310: 556:Yoshida was not acquainted with any of the 2019: 2005: 1978: 1702: 1523:"『ファイナルファンタジーXIV』新プロデューサー兼ディレクターに直撃インタビュー" 1412: 1388: 1003:Stranger of Paradise: Final Fantasy Origin 40: 1495: 785:Dragon Quest: Monster Battle Road Victory 415:offering support, advice and that game's 1774: 1154: 429: 193: 16:Japanese video game producer (born 1973) 2518:Localization of Square Enix video games 1721: 1656: 386:with randomly generated dungeons and a 2575: 1613: 1552: 1550: 1548: 1546: 1544: 1542: 1540: 1459: 1457: 1237: 660:was revealed to be in development for 321:series. He faced a harsh environment: 312:, was drastically weaker than before. 2000: 1676: 1674: 1672: 1609: 1607: 1605: 1430: 1428: 1775:Lefebvre, Eliot (13 February 2013). 1559:吉田の日々赤裸々。 『ファイナルファンタジーXIV』はなぜ新生できたのか 1434: 1336: 1334: 1332: 1330: 1328: 1326: 1191:"The New Direction Of Final Fantasy" 1184: 1182: 1129:"「FFXIV: 新生エオルゼア」プロデューサーレターLIVEレポート" 283:, which was ultimately moved to the 1926: 1537: 1496:Donaldson, Alex (1 November 2011). 1454: 1295:, Enthusiast Gaming. 25 March 2014. 1188: 255:games at first. His desire to be a 158:. He is best known for his work on 13: 1722:Hawkins, Matt (6 September 2013). 1669: 1602: 1425: 1342:"Naoki Yoshida, 10 years of FFXIV" 664:with Yoshida serving as producer. 14: 2619: 1806:Nutt, Christian (18 April 2014). 1730:. CraveOnline, Enthusiast Gaming. 1323: 1179: 1155:Vreeland, Michael (4 June 2012). 976:Final Fantasy XIV: Shadowbringers 824:Final Fantasy XIV: A Realm Reborn 743:Dragon Quest: Monster Battle Road 564:Final Fantasy XIV: A Realm Reborn 475:Dragon Quest: Monster Battle Road 165:Final Fantasy XIV: A Realm Reborn 2559: 2558: 1829:Lin, Joseph C. (14 April 2015). 1657:Nogishi, Aki (22 October 2020). 472:, as he concurrently helmed the 2026: 1900: 1882: 1868: 1852:Parkin, Simon (18 April 2014). 1845: 1822: 1799: 1768: 1715: 1650: 713:Bomberman 64: The Second Attack 269:'s supervision on the original 1974:Game Linkage. 10 August 2016 . 1687:目覚めし冒険者の広場-ドラゴンクエストXプレイヤー専用サイト 1275: 1257: 1231: 1213: 1121: 839:Final Fantasy XIV: Heavensward 259:got him placed to work in the 1: 2593:Japanese video game producers 2588:Japanese video game designers 1466:吉田の日々赤裸々。2 プロデューサー兼ディレクターの頭の中 1348:. Archipel. 3 December 2020. 1109: 1057: 916:Final Fantasy XIV: Stormblood 892:Kingsglaive: Final Fantasy XV 691:Star Soldier: Vanishing Earth 671: 650:, discussing his thoughts on 628:Final Fantasy XIV: Stormblood 247:at the studio. He applied to 200:Nintendo Entertainment System 177:project by commentators like 139:, also known by the nickname 1614:TAITAI, ed. (8 March 2014). 1238:Square, Push (17 May 2024). 1114: 1042:Final Fantasy XIV: Dawntrail 991:Final Fantasy XIV: Endwalker 272:Far East of Eden III: Namida 188: 7: 1956:Multi-webpage conversations 1935:吉田の日々赤裸々。3 ゲームデザイナー兼取締役の頭の中 1435:Khan, Imad (14 June 2019). 1131:. Game Watch. 29 April 2013 1100:Yoshida Uncensored Volume 3 1088:Yoshida Uncensored Volume 2 1076:Yoshida Uncensored Volume 1 940:Final Fantasy Dimensions II 848:Final Fantasy: Brave Exvius 640:titled "Yoshida Uncensored" 604:Star Wars: The Old Republic 133: 10: 2624: 1933:吉田直樹 (20 December 2019). 1525:. Famitsu. 20 January 2011 1018:Theatrhythm Final Bar Line 859:Final Fantasy Grandmasters 405:-compatible. The heads of 2556: 2493: 2458: 2425:The Game Designers Studio 2397: 2390: 2345: 2234: 2153: 2086: 2060: 2034: 1937:. Kadokawa Game Linkage. 1561:. Kadokawa Game Linkage. 1468:. Kadokawa Game Linkage. 1464:吉田直樹 (7 February 2018). 1012: 1007: 980: 952:Dissidia Final Fantasy NT 946: 932: 910: 896: 877: 872:: Rhapsodies of Vana'diel 862: 833: 828: 779: 774: 737: 700: 695: 644: 551:Chōsoku Henkei Gyrozetter 532:Chōsoku Henkei Gyrozetter 300:. A business trip to the 127: 109: 101: 87: 79: 51: 39: 30: 23: 1681:藤澤仁 (2 December 2013). 1053: 667: 31: 2583:Final Fantasy designers 961:Dragon Quest Builders 2 2405:Beautiful Game Studios 2047:Square Enix Collective 2035:Video game development 1557:吉田直樹 (22 June 2016). 527:asymmetric multiplayer 2078:Image Studio Division 883:Dragon Quest Builders 430:Career at Square Enix 194:Early life and career 2481:Square Enix Montreal 2435:Luminous Productions 2346:Frequent contractors 2087:Lists of video games 1221:"Board of Directors" 1189:Wallace, Kimberley. 718:Story mode director 354:first-person shooter 168:and its expansions. 1914:. 16 September 2020 1878:. 26 December 2013. 1756:on 12 December 2010 1624:. 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Index

Yoshida at the Japan Expo in Paris (2013)
Sapporo, Hokkaido
Japan
Video game producer
director
Square Enix
video game producer
designer
Square Enix
massively multiplayer online role-playing games
Final Fantasy XIV: A Realm Reborn
Final Fantasy XIV
Game Informer
Nintendo Entertainment System
Mario Bros.
multiplayer
Dragon Quest III
Hakodate
Tactics Ogre
Yasumi Matsuno
Hudson Soft
internship
Chunsoft
PC Engine
scenario writer
Far East of Eden
Oji Hiroi
Far East of Eden III: Namida
ja
PC-FX

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