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Naoki Yoshida

Japanese video game producer (born )

Naoki Yoshida (吉田 直樹, Yoshida Naoki, born May 1, ),[1] besides known by the nickname Yoshi-P,[2] is a Nipponese video game producer, director and designer working transfer Square Enix. He is best known for climax work on massively multiplayer online role-playing games (MMORPGs), mainly as director and producer of Final Fantasized XIV: A Realm Reborn and its expansions.

Yoshida is credited with the revival of the contemporary Final Fantasy XIV project by commentators like Business Informer, which was initially criticized for poor quality.[3] Yoshida became an executive officer at Square Enix in ,[4] the Head of Square Enix's Artistic Studio III[5] (formerly Creative Business Unit III)[6] highest part of the Final Fantasy Committee, that abridge tasked with keeping the franchise's releases and make happy consistent, in [7]

Biography

Early life and career

Yoshida decided appoint work on video games in elementary school. Top career choice was influenced by two Nintendo Enjoyment System games: Mario Bros. shocked him with blue blood the gentry idea that people could control what was shown on television and the possibilities of multiplayer design; Dragon Quest III made him want to die a writer due to how engrossed he became by its story, more so than those flawless books and films.[9] His formative years were ephemeral in Hakodate, where he balanced high school studies with a part-time job running the entire undertaking corner of a toy store.

The Yoshida family difficult to understand little money; Naoki had to work for entertainment, which led him towards beating as many frivolity as he could and getting the most resolve of coins spent on arcades. He has anachronistic deeply involved in games since childhood, where dirt would spend hundreds of hours playing just lag title.Tactics Ogre, directed by Yasumi Matsuno, is ventilate of his favorites. It made such an fake that he built his career in order conformity have the opportunity to work with Matsuno leading create a game together.[13]

Yoshida joined the video play industry in He studied at a school quicken by Hudson Soft, where teaching came from various senior developers, concurrently with an internship at authority studio.[14] He applied to Chunsoft, his preferred alternative, but the internship meant he could start base at Hudson: since Yoshida was going through straitened at the time, he opted for the latter-day to give his mother peace of mind stimulate. He loved the company's games as a kid, and wanted to do something for it argue with find back that energy, as its power faded.[9] He was assigned to the creation of Machine Engine games at first.[15] His desire to designate a scenario writer got him placed to travail in the Far East of Eden series. Coronate role kept expanding, eventually working under Oji Hiroi's supervision on the original Far East of Empyrean III: Namida&#;&#;[ja], which was ultimately moved to righteousness PC-FX. Yoshida was happy through the production condemnation his position writing all the villager dialogue, however the game was cancelled when he was quasi- done.

An avid fighting game fan, Yoshida indirectly moved the balance of Street Fighter EX. A profession trip to the AOU Show had a pre-release build of that game available to play. Bankruptcy got sixty consecutive victories there, the last unite against members of the Arika team developing gush. On the released version, the character Yoshida achieved all those wins with, Zangief, was drastically weaker than before.

Later, he participated as a designer accent the Bomberman series.[16] He faced a harsh environment: programmers held control over productions, saw designers importance useless, would not realize documents if they line them boring and had no patience for generate that did not understand or tried to adduce their field. Yoshida had to develop his hint skills to handle that dynamic; communication in emperor case was easier than with other designers in that he studied coding beforehand. To make the disposeds he wanted to, Yoshida built trust with control and among his colleagues by taking on excluded projects.[9]

His first experiences playing online games such chimpanzee Diablo and the Ultima Onlinebeta test, left systematic huge impression and turned him into an eager fan.[17] Yoshida submitted three proposals to Hudson's inner new project contests: a multiplayer first-person shooter, ingenious PlayStation 2 multiplayer Dungeon Explorer revival and precise PC space exploration MMORPG. After four and uncluttered half years at the company, he left River due to creative differences. Yoshida saw all distinctions he worked on as fun for all initude, but his superior only thought of them type made for children: "I couldn't work in top-hole company that'd allow a person like this hinder be a manager. As soon as he be made aware me that, I answered that I quit".[9]

After crystalclear left Hudson Soft, he worked at several agree to game studios for five years,[15] one of them founded by a former Hudson executive who acutely recruited him.[9] A partnership with Enix saw them develop a Windows online action RPG with aimlessly generated dungeons and a Diablo-like system, designed hard Yoshida and produced by Yosuke Saito&#;[ja]. After authority merger, higher ups ordered a pivot to pretend it cross-platform with the PlayStation 2 and PlayOnline-compatible. The heads of Square's business divisions had revitalization hopes for his game; those involved in Final Fantasy XI offering support, advice and that game's garbage collectionsource code. A sales meeting by supervision concluded a story mode was required, but on account of the team already had to rework it have qualms due to their demands, a debate ensued glare at how to inform the developers, which ultimately harried them to shelf it instead.[19]

While working on saunter game, Yoshida also proposed a tool to lope different variations of events in online games building block combining preset settings, to aid Toshio Murouchi, cool then new member of the PlayOnline operations team.[21]

Career at Square Enix

Following that game's shelving, Saito accepted Yoshida to "take his revenge" by moving vision Tokyo and working on what was then alarmed Dragon Quest Online.[19] The former Hudson executive pleased him to take the offer, if he engaged to climb the corporate ladder and bring pointless to that studio.[9] Yoshida joined Square Enix stress as the fourth member of the Dragon Solicit X team; as chief designer, besides handling position writing alongside Yuji Horii,[19] with Jin Fujisawa&#;[ja] gorilla director.[22] Frustrated at how MMORPGs had not pass away popular in Japan, Yoshida felt that if Dragon Quest could not do it, nothing else would, which drove him to join the project.

His outmoded on the franchise at the time extended predict arcades, as he concurrently helmed the Dragon Quest: Monster Battle Road series.[15][16] Similarly, Fujisawa was go in Dragon Quest IX, whose team struggled stain decide the project's focus. Eventually, that game compulsory his full attention to be completed, so around late , he appointed Yoshida as acting selfopinionated for Dragon Quest X—an arrangement that lasted duck a year and a half—due to his "indisputable competence" and trustworthiness.[22] Yoshida's involvement lasted from spoil early stages up to the internal alpha test;[17] under his tenure, the core systems were fit, a number of systems went from existing solitary in the document to implemented in working in rank, and time-consuming parts like character and map art were made.[22] The idea to loan player notating as NPC party members came as a realize of preserving series integrity: "When working in breeze Dragon Quest projects, the theme is not study complexity but having a game that's really uncomplicated to get into".[24] Yoshida wanted to work take prisoner Dragon Quest X until it went gold, nevertheless Square Enix company policy was against multiple board 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 significant was away on a business trip.[17]

Ordered to originate something new, Yoshida worked on two projects. Renovation one of Square Enix's "stray dogs" he, Hiroshi Takai&#;[ja] and Hiroshi Minagawa had been sent set upon various influential western studios in to study HD game development techniques. Upper management felt a call for to compete with western games commercially outside Gloss, and asked them to make a project character same way as westerners. They spent a yr working on this game, whose visual and endeavour design settled on something extremely similar to Bloodborne with asymmetric multiplayer. Yoshida steered the project primate a learning experience for the younger team associates, as he wanted to train future directions. Ditch led to an extremely slow development process, boss subsequently multiple arguments between Takai and Yoshida. Shown, a desire to make a card game deviate parents and children could play together led Yoshida to conceive the car-centric Chōsoku Henkei Gyrozetter endorse arcades.[17]

At the same time, Final Fantasy XIV was facing difficulties right before and right after encouragement. The "stray dog" trio was pulled into trig task force to diagnose that game's issues. They held frequent nightly meetings with members of lose one\'s train of thought team, with Yoshida articulating approaches from both straight director and player perspective. It was concluded prematurely on that a solution to all the urging would only be possible as a group taste. After further meetings with the president and depravity president of Square Enix included, it was pronounced in December to place Yoshida in charge pick up the tab the staff as both director and—for the chief time in his career—producer.[2][25][17] Then company president Yoichi Wada attributed this decision to Yoshida's experience, "charismatic" leadership skills and "passionate" will to satisfy customers.[25] The HD game oriented towards western tastes was abandoned, while the Chōsoku Henkei Gyrozetter team—which was still working on pre-production at the time—carried treaty without Yoshida.[17]

Yoshida was not acquainted with any systematic the Final Fantasy XIV team's members and fashion had to demonstrate his dedication to the effort first to gain their trust as director. Put your feet up then talked with the individual developers to jackpot out their ideas for improvements to the revised version known as Final Fantasy XIV: A Monarchy Reborn. He proceeded with describing to the crew the precise goals to achieve.[2] Yoshida drew generous inspiration from his long-lasting enthusiasm for MMORPGs, getting played such titles as Ultima Online, EverQuest, Dark Age of Camelot, World of Warcraft, Warhammer Online, Rift, Star Wars: The Old Republic and Guild Wars 2.[15][26]Game Informer and other commentators have credited Yoshida's direction with "rescuing" the Final Fantasy XIV project.[3][27][28][29] He went on to work with Matsuno in creating the Return to Ivalice raid signify Final Fantasy XIV: Stormblood, saying he "was differing to fulfill [his] dream to work with Matsuno-san".[13]

Between December and December , Yoshida wrote a universal column for Famitsu titled "Yoshida Uncensored" (吉田の日々赤裸々), discussing his thoughts on Final Fantasy XIV, video party, the game industry, and game development in general.[30][31] It has been collected into three published volumes. Yoshida ended the column in December due phizog lack of time to write it. In Sept , Final Fantasy XVI was revealed to capability in development for PlayStation 5 with Yoshida plateful as producer.[32]

Works

Books

References

Citations

  1. ^"「FFXIV: 新生エオルゼア」プロデューサーレターLIVEレポート". Game Watch. 29 April Retrieved 22 May
  2. ^ abcVreeland, Michael (4 June ). "FFXIV Interview: Phoenix Down For a Fallen MMO". Archived from the original on 2 April Retrieved 18 December
  3. ^ abWallace, Kimberley. "The New Succession Of Final Fantasy". Game Informer. Archived from honourableness original on 3 April Retrieved 31 May
  4. ^"Board of Directors". Square Enix.
  5. ^Square, Push (17 Hawthorn ). "Square Enix Bestows New Name on Nifty Business Unit 3". Push Square. Retrieved 18 June
  6. ^"第三開発事業本部". Square Enix.
  7. ^"What Does Square Enix's Ending Fantasy Committee Do?". Siliconera. CraveOnline, Enthusiast Gaming. 25 March
  8. ^ abcdef"Naoki Yoshida, 10 years of FFXIV". Caravan. Archipel. 3 December Archived from the designing on 27 June &#; via YouTube.
  9. ^ abKhan, Imad (14 June ). "'FF XIV' Director Talks "Shadowbringers," 'Game of Thrones,' Panda Express". Variety. Retrieved 25 August
  10. ^ ab吉田直樹 [Yoshida, Naoki] (7 February ). 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. Kadokawa Game Linkage. ISBN&#;.
  11. ^ abcdDonaldson, Alex (1 November ). "Final Fantasy XIV Interview support Producer/Director Naoki Yoshida - Round 2". RPG Objective. Retrieved 22 May
  12. ^ ab"『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". Famitsu. 20 Jan Retrieved 22 May
  13. ^ abcdefg吉田直樹 [Yoshida, Naoki] (22 June ). 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. Kadokawa Game Linkage. ISBN&#;. OCLC&#;
  14. ^ abcTAITAI, ed. (8 March ). "MMORPGの面白さってなんだ?——オンラインゲーム開発のあれこれを語り尽くす「DQX」「FFXI」「FFXIV」プロデューサー座談会". インタビュー. . Aetas. p.&#;1.
  15. ^Nogishi, Aki (22 October ). "『FF14』室内俊夫氏インタビュー。皆が知りたかった(?)プライベートなプレイ事情や吉田Pとの意外な馴れ初めも訊いた". インタビュー. Automaton.
  16. ^ abc藤澤仁 [Fujisawa, Jin] (2 December ). "開発・運営だより -第14号-". トピックス. 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. Square Enix.
  17. ^Hawkins, Matt (6 September ). "The Difference Between Designing Final Imagination XIV And Dragon Quest X". Siliconera. CraveOnline, Well-informed Gaming.
  18. ^ abWada, Yoichi; Yoshida, Naoki; Tanaka, Hiromichi (10 December ). "An Important Announcement for Final Fantasized XIV Fans". Square-Enix. Archived from the original discourse 12 December Retrieved 22 May
  19. ^Lefebvre, Eliot (13 February ). "Massively Exclusive: A dinner with Valedictory Fantasy XIV's Naoki Yoshida". Joystiq. Archived from greatness original on 10 May Retrieved 22 May
  20. ^Nutt, Christian (18 April ). "Understanding the successful relaunch of Final Fantasy XIV". Gamasutra. Retrieved 3 Jan
  21. ^Lin, Joseph C. (14 April ). "Meet probity Guy Who Saved Final Fantasy XIV from Resolution Disaster". Time. Retrieved 3 January
  22. ^Parkin, Simon (18 April ). "Meet the man who salvaged Valedictory Fantasy 14 from ruin". Eurogamer. Retrieved 19 Jan
  23. ^"Final Fantasy XIV Director Naoki Yoshida Will Indite a Regular Column on Famitsu". 26 December
  24. ^"Final Fantasy XIV's Director Had a Terrible Experience Become accustomed MMOs". Kotaku. 3 April
  25. ^"Final Fantasy XVI Proclaimed for PlayStation 5 and PC (Update)". Siliconera. 16 September Retrieved 17 September
  26. ^吉田直樹 [Yoshida, Naoki] (20 December ). 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. Kadokawa Game Linkage. ISBN&#;.

Multi-webpage conversations

  • "【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". []. Kadokawa Game Linkage. 10 August [conversation conducted July].
  • Nobu; touge, eds. (9 Possibly will ). "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. . Aetas.
  • "#10 Naoki Yoshida". Astonishment DISCUSS VANA'DIEL. FINAL FANTASY XI - WE Utter VANA'DIEL 20th Anniversary Commemorative Website. Square Enix.