There are a number of hardships that we always run into when organizing a live event. One of them is finding a venue, which was something we really struggled with for this event as well. We had to find a venue that was not only available for our event days, but also any extra time we needed for setup, clean up, and rehearsals, which severely limited our options. (I’m really thankful that we have more venues to choose from nowadays.) The Tokyo Dome was one of our options, but it was extremely expensive and came with the risk that our reservation would be overridden by a baseball game, so we chose a neighboring venue.
Another hardship was having Development team members join us on stage. Delivering information via live broadcast or video is more commonplace nowadays, but back then, most people had a mindset like, “A developer is supposed to create games. Sharing their intentions and behind-the-scenes stories isn’t part of their job,” and even the audience felt that way.
Live events for an online game were unprecedented in Japan and were lots of fun, but they were also an ongoing struggle against hardships like these, which brought on indescribable nervousness and anxiety. There were times where, after finishing an event, I couldn’t help but turn to Mr. Tanaka and ask, “How many points would you rate this event?”
From what I remember, the add-on scenario trilogy we revealed during this event was the result of an experimental endeavor by Mr. Tanaka. He had considered factors such as manpower, release timing, and the number of new areas, in order to determine what the Development team could make alongside the usual version updates. (I believe we were also working on FFXIV 1.0 and had to divide our developmental resources with them.) (Kazuyoshi Mochizuki, Lead Community Planner)