Naoki Yoshida’s opening keynote at April’s North American Final Fantasy 14 Fan Festival made one thing clear: the team is serious about change. Or at least, it appears to be. Especially, for a studio that’s dug its heels in the sand about any sort of drastic change in the past half-decade or so.
For upcoming expansion Evercold, abating the stagnation that’s permeated the MMO since 2022 (even longer than that, some may argue), seems to be Creative Studio 3’s number one priority. An entirely new combat system that promises to highlight job individuality and skill expression, changes to gearing to make it less unfriendly to anyone hoping to play more than one job in savage or ultimate raids, and deprioritising daily tasks to give players more flexibility to complete their in-game goals week-to-week.
Those are all genuinely great things that I am incredibly excited to see manifested in Evercold. But I can’t help but carry that eager anticipation with a side of cautiousness. A wariness of a company who has been so reluctant to tweak even the tiniest cog in its core setup at the risk of upsetting the balance. Of creating a little more friction for the sake of a more interesting experience.
Because I so desperately want these changes to spark bigger overhauls. These are all well and dandy, but if we can still look at a two-year life cycle for an expansion and know exactly what to expectâan alliance raid on the .1, .3, and .5 patches, savage raids on the .0, .2, and .4 patches, etc etcâthen I don’t know how much that staleness will actually fade away.
I want Evercold to be the expansion of risk-taking. Of experimentation. I never expect Creative Studio 3 to return to the puzzles and mazes of A Realm Reborn’s dungeons, but I crave more than the whole “two packs of trash mobs into boss” pattern that persists across all of them. More opportunities to dictate the pace and flex those tank mitigations and healing spells, more enemy varieties that do more than the odd auto attack, bosses that don’t automatically open every goddamn fight with a raidwide attack.
I really think the studio has hit its stride with designing higher-difficulty fights in Dawntrailâthe Arcadion savage raids are some of the best the game has ever seen. And while I haven’t been a fan of every extreme fight, they’ve all stood out to me for different reasons. Valigarmanda in particular stands strong as one of the coolest trials with its incredible power fantasy tank busters mid-fight. Putting more of that pizzazz into designing its story-difficulty dungeons would go a helluva long way.
Final Fantasy 14’s overworld has also been criminally underutilised for years now, and Evercold is the perfect time to return its relevance. I don’t want its use to remain solely on lightning-fast hunt trains and FATEs that stand idle and undefeated mere months after an expansion’s launchâwhich are also two things that require being in non-cross-world parties to make them viable, something which isn’t possible if you’re utilising the Party Finder function. Which is also usually the perfect time to actually make use of the overworld, since Party Finder locks you out of doing any instanced stuff like dungeons or field operation zones in the meantime.
Having “evolved” jobs and quality-of-life changes is great, but it means very little if the ways to put them into practice remain the same as they have done for a half-dozen years and a handful of expansions. I don’t want Creative Studio 3 to abandon its core identity entirelyâI’m not in complete agreement with folks who think fight design should veer into WoW’s more reactionary directionâbut it doesn’t have to.
It just needs to make Final Fantasy 14 a more dynamic, engaging world to exist in once more. I’m sure we’ll discover more about how it plans to do that during July’s European Fan Festival. I’m just sincerely hoping that Creative Studio 3 doesn’t let its fresh new ideas sit in stagnant water.
