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Final Fantasy Origins: Strangers in Paradise Trial Multiplayer Introduction Launched March 18

author:3DM Game Network

Recently, Sony officially announced that Square Enix Director Daisuke Inoue and Glory Tkumo Game Director Kumabe preached the introduction of final fantasy origins: Strangers in Paradise Trial Multiplayer Mode, which will be officially released on March 18, and all players who pre-order the digital standard version or digital deluxe version can get a variety of gifts, including early access to the game from March 15.

Final Fantasy Origins: Strangers in Paradise Trial Multiplayer Introduction Launched March 18

Introduction to multiplayer mode

Kumabe: In SOPFFO, the opening player will be responsible for manipulating Jack, while the visitor player will be able to manipulate the two NPC companions selected in advance by the opening player (Asho, Jade, Nion, and Sophia). In multiplayer mode, your companions' classes and equipment will be unlimited by their characters, giving you the freedom to decide the ideal team combination.

In order for all participating players to enjoy the multiplayer mode, players will be able to continue their mission progress here. Not only that, but the MP gained by casting Soul Burst on enemies, the equipment dropped by enemies, and the experience points earned by players can also follow each player to ensure that after the multiplayer phase, each participant can leave with a lot of effort.

Inoue: The explanation for multiplayer systems in our game world is that your friends are like Garlander's ideas from another parallel world, and they are here to save Jack in the opening player's world. Teamwork is a big theme of SOPFFO, so even with realistic systems like multiplayer, we're keen to adopt a traditional approach.

Final Fantasy Origins: Strangers in Paradise Trial Multiplayer Introduction Launched March 18

About balanced multiplayer mode

Kumabe: We tried to balance both single-player and multiplayer modes to ensure that both gameplay experiences are different for players. Even in single-player mode, players have NPC companions, so our goal is to strike a balance that can preview the fun of multiplayer mode. At the same time, we also worked to ensure that the multiplayer mode didn't make it too difficult, so we had different staff try-out games and made a lot of adjustments based on the test results.

Final Fantasy Origins: Strangers in Paradise Trial Multiplayer Introduction Launched March 18

Multiplayer development and team inspiration

Inoue: From the beginning of development, we wanted to add a multiplayer mode to the game. I've had experience integrating multiplayer into my game in the past, so from the beginning I was eager to create content that would keep you entertained with friends. In the early days, based on the original "FINAL FANTASY" was based on the use of four-person teams, we did consider the concept of four-person cooperation, after all, in the multiplayer mode, there are more people than fun, but we found that there are many people and more chaos. We also considered the cooperation of the two at one time, but it felt that the player might feel that the risk of participation was too great, after all, the responsibility for the failure of the mission would unilaterally fall on the participating visitors, so in the end, we decided to use three-person cooperation.

Kumabe: SoPFFO's multiplayer mode design inspiration draws from many sources, such as the high difficulty of the single-player mode of "Renwang" can be mitigated through multiplayer mode. Personally, I'm a core player in FINAL FANTASY XI, so that's a big reference for me, especially when it comes to using the synergy between peers and classes to deal with stubborn enemies. The team is happy with the system we have built, where players can work with their friends in multiplayer mode to try and make mistakes without worrying about disbanding the team once they are wiped out.

Final Fantasy Origins: Strangers in Paradise Trial Multiplayer Introduction Launched March 18

Overcome development challenges

Inoue: As previously premised, optimizing SOPFFO's multiplayer mode is not an easy task. The most challenging aspect of the multiplayer experience should be the setting of the career system. In single-player mode, peers are basically only one profession, and the game operation is somehow in the hands of the developer. In multiplayer mode, each player can have two classes, so we may have six classes in one space, which increases the difficulty of operation.

Although having six classes in a space can be difficult (or confusing), we feel we should create space for players to both play the game and show different class traits in their own way. We also want players to have the freedom to think about their class mix and team synergy, not just their career choices. Team NINJA put a lot of thought into tuning the system to make sure that everything works out in the end.

Build the ideal team

Kumabe: The balance of the game is not as difficult as MMORPG, and unless you are challenging a specific class, there is no absolute ideal combination for players to team up with friends.

Inoue: Despite this, it is possible for players to find that using a class that is good at long-range attacks and has support capabilities can really help when advancing is difficult. Supporting classes like the White Devil and Red Devils will be more suitable for players who are less confident in action games, and they will support their teammates and move in and out. As you get started, start thinking more about the composition of your class, like switching to another class that's good at melee combat, so you can attack at the right time.

Final Fantasy Origins: Strangers in Paradise Trial Multiplayer Introduction Launched March 18

Kumabe: As for the personal suggestion, I always play the role of a tank when playing FINAL FANTASY XI, so I like to use knights or Void Knights to absorb enemy fire when casting magic seal swords, so that my companions can use any class they like.

Inoue: I found it fun to pair knights with dark knights! Knights can more easily form a team that is good at engaging in aggressive hand-to-hand combat, while the Dark Knight's strength is only revealed when the player is exhausted. Perhaps it would be interesting if a knight in a team was responsible for restraining the enemy's provocations at the front, draining their energy first, and then sending berserkers to take advantage of the opportunity to attack.

Kumabe: Leaving aside the composition of the team, what we want to emphasize is that the best way to play may be not to think too much, to play first and then say. If your enemies are a bit more courageous, or you have a class you want to develop, or equipment you want to collect, this may be the best time to try multiplayer mode.