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WE DISCUSS VANA'DIEL
Season 2, Episode 7
Seekers of Adoulin — Yaeko Sato & Yoshitsugu Saito

"WE DISCUSS VANA'DIEL" is a series of conversations between Producer Fujito and special guests who are familiar with FINAL FANTASY XI (FFXI). Here in Season 2, we're featuring conversations between Producer Fujito and the development team in regards to the middle and later stages of FFXI's creation, including the various expansion packs and additional scenarios that have been released over the years.

The topic of this episode focuses on the story of Seekers of Adoulin, the game's fifth expansion pack. Following our discussion in Episode 3 about Chains of Promathia, we are once again speaking with Yaeko Sato and Yoshitsugu Saito about how Seekers of Adoulin's story came to be set on the Ulbukan continent.

Seekers of Adoulin overview

Seekers of Adoulin was the fifth expansion for FFXI and was released on March 27, 2013. The story takes place in the Sacred City of Adoulin, which is located in the Adoulin islands near the continent of Ulbuka, found far to the west of the Middle Lands (the continents of Quon and Mindartia). Players assume the role of a pioneer who must aid in the colonization of the previously forbidden land of East Ulbuka Territory. As they explore this untamed land, players learn of the various mysteries that lie within its borders. Numerous NPCs appear as central characters over the course of the story, including the heroic Arciela, the heads of the Twelve Orders of Adoulin, the exorcist Ingrid, the mysterious man known as Teodore, and many more.

Seekers of Adoulin also introduced two new bases of operation for players: the districts of Eastern Adoulin and Western Adoulin. The adventure initially takes place in areas such as the Ceizak Battlegrounds and the Morimar Basalt Fields, before moving on to the Yorcia Weald and Marjami Ravine, and then concluding in the Kamihr Drifts and Outer Ra'Kaznar.

Additionally, the geomancer and rune fencer were added as new job classes. Seekers of Adoulin's battle content included Colonization Reives, where players must eliminate obstacles preventing their passage through the area, and also Wildskeeper Reives which require that players band together to take on the powerful bosses known as the Naakual. The expansion also featured various other updates and additional content, such as Skirmish and Alluvion Skirmish, which offer adjustable difficulty levels and rewards; challenging Delve battles that can be attempted with up to 18 players; Vagary, Incursion, and more.

Other additions include Coalition Assignments, where players take on development tasks on behalf of the coalitions within Adoulin, and also the Mog Garden, which allows for the harvesting of various items each day. An item level system was introduced for equipment, and players were also given the ability to upgrade some equipment such as artifacts with item levels. In terms of the gameplay, the expansion introduced a number of features designed to make adventuring easier, including teleporting between home points, Records of Eminence with selectable objectives in order to earn rewards, and alter egos that enabled players to fight alongside specific NPCs in battle.

Yaeko Sato

FFXI scenario and event planner. After starting with the Windurst missions, she was in charge of the scenarios for Chains of Promathia, Rhapsodies of Vana'diel, and The Voracious Resurgence, among other duties. She also wrote the Japanese lyrics for the Chains of Promathia ending theme song, "Distant Worlds," and also the ending theme song for Seekers of Adoulin, "Forever Today."

Yoshitsugu Saito

Former scenario and event planner for FFXI. He was in charge of events, cutscenes, and other elements for Rise of the Zilart, Chains of Promathia, and Treasures of Aht Urhgan. He also oversaw the overall story for Seekers of Adoulin and Rhapsodies of Vana'diel.

Mr. Saito was like a "Talekeeper" for FFXI

  • Before we talk about the story for Seekers of Adoulin, can you tell us what you were working on beforehand? Ms. Sato, you left the FFXI team for a while once work on Chains of Promathia finished, right?

  • Sato

    Yes, that's correct. I ended up rejoining the team near the end of Seekers of Adoulin.

  • Mr. Saito, what were you working on after Treasures of Aht Urhgan was completed?

  • Saito

    It was basically the same as with Chains of Promathia; I was in charge of the cutscenes. Aside from that, I was responsible for creating the story, but also overseeing its overall structure and ensuring its quality. I did the same thing up through Rhapsodies of Vana'diel.

  • Does that mean that you drew up the storyboards for the cutscenes through Rhapsodies of Vana'diel as well?

  • Saito

    Yes, I did. The animation team came up to me and said, "Please draw the storyboards!" So I basically just replied, "Okay, sure." (laughs)

  • Fujito

    The creative staff always knew they could count on Mr. Saito to handle the story stuff.

  • Saito

    If someone asked me something, I could usually offer a reply, but I often turned to Ms. Sato to put it all together. As part of that, Ms. Sato might ask me, "What's this character's attitude like at this particular point in the story?", and I'd basically offer up an explanation.

  • Sato

    I was constantly asking Mr. Saito questions during Rhapsodies of Vana'diel. He's like a walking encyclopedia of all things FFXI.

  • Saito

    You could say I'm kind of like an FFXI AI assistant. (laughs)

  • Fujito

    I definitely remember going to Mr. Saito first to ask if we could use certain story settings and plot points in the game. He'd immediately have an answer for me, so I came to rely on him quite a bit.

  • You're like a real-life Talekeeper!

  • Sato

    I don't know what I would've done without him.

The reason the expansion was set in the western land of Adoulin

  • Now I'd like to ask you about Seekers of Adoulin's development. How did you decide on the story and setting?

  • Saito

    We started by talking it over among ourselves. You know, like "We can go north, west, or south, so which should we choose?"

  • Sounds like you had quite a few choices. (laughs)

  • Saito

    We discussed what would be an exciting location for the players and also where we could create an enjoyable story, and we eventually settled on the west. And actually, there was a mention of a "Sacred City Alliance to the west" in an earlier edition of the Vana'diel Tribune. So I started looking into the setting some more and came across a tidbit that said it couldn't be reached by airship. However, there was no actual reason given for why you couldn't, so I had to come up with something.*

    * There is a phenomenon within the Ulbukan continent that prevents the crystal engine that powers airships from functioning properly.

  • I see...

  • Saito

    Up until that point, we tried to pack in as much content as possible every time we released an expansion since we couldn't be sure if there would be another one. The same thing held true for Seekers of Adoulin as well. Therefore, we added some additional lore about what's happening in the north, and a magical empire on the continent of Rhazowa that was destroyed by Orcs. We connected everything based on the concept of a "World Tree" and then took it from there.

  • Along those lines, I think a story set in the Mithra's home in the south (Gha Naboh Matriarchate) would be interesting.

  • Saito

    I gave up on crafting a story for the Mithra homeland because I figured I'd definitely need Ms. Sato's help to do so.

  • Sato

    That's not true. I've also forgotten quite a bit about it myself. (laughs) However, the Mithra homeland is quite secluded, so I'm not sure if it'd actually be an enjoyable experience for players if they were just dropped in there all of a sudden. Naturally, I imagine there are some who would love to be surrounded by Mithra, but I don't think it'd be a very cheerful adventure.

  • Saito

    There was some discussion about how to interact with such an elusive group of characters, but we didn't have enough time in the end to pursue the matter. Therefore, I remember deciding on the continent of Ulbuka, since a setting in the west would also lend itself to more interesting gameplay concepts.

  • Mr. Fujito, what were you working on during the early stages of development for Seekers of Adoulin?

  • Fujito

    I assisted on the development as a whole. At the time, I had the title of Associate Director, so I did my best to follow Director Ito's* lead as much as possible. There wasn't really anybody handling the system-related elements, so I served as a go-between for the engineers and other relevant staff members.

    * Mizuki Ito, director of Seekers of Adoulin and Rhapsodies of Vana'diel.

  • So you weren't focusing on creating any specific content.

  • Fujito

    That's correct. We made Seekers of Adoulin in collaboration with Matrix*, so there were times when I would take over for concepts that they came up with and implement them into the game.

    * Matrix Corporation. They worked on the additional scenarios: "A Crystalline Prophecy," "A Moogle Kupo d'Etat," and "A Shantotto Ascension," as well as assisted with the development of Seekers of Adoulin.

A new sense of resolve after six years since Wings of the Goddess's release

  • Seekers of Adoulin was released in 2013, six years after Wings of the Goddess, which came out in 2007. Since there were additional scenarios and the three Abyssea add-ons released as DLC, was there any discussion about releasing them as an expansion disc, especially as a packaged version for the PlayStation 2?

  • Fujito

    We had decided from the beginning to release a PS2 version, so there wasn't really any discussions regarding the platform. However, we did consider ways to provide smaller scale expansions in the form of DLC rather than full-fledged expansion discs. Ultimately though, there was some concern about attachment rates if we decided to go down that road. Also, from the beginning of the project, the team was eager to work hard and create another expansion disc.

  • So you decided to make it an expansion disc after all.

  • Fujito

    Yes, that's right. However, since the western continent was pretty much an entirely new setting, it was difficult to remain consistent with the terminology and other concepts. We had to constantly ask ourselves "Okay, what should we call this?" for every term we came across, while also wondering what kind of people lived in certain locations, what the towns would look like, and various other factors. Eventually, we realized we didn't have enough manpower, so we turned to Matrix for help creating everything.

  • How exactly were the maps and associated content created?

  • Fujito

    We had "pioneer" as a keyword from the very beginning of the project, so we asked them to create images that would invoke that kind of idea and then took a look at them to decide which types of maps we should create. We held a meeting where people came up with ideas for recreating this concept of "pioneering" with the in-game content. Everyone pasted ideas such as "deliver supplies needed for colonization to the frontier bivouacs and frontier stations" and "eliminate obstacles that stand in our way" on a whiteboard, and then we decided how to build out such general topics in a more specific way.

  • Was the idea of "pioneering" born out of the content itself? Or was it included as part of the story's plot from the beginning?

  • Fujito

    Hmm, I wonder...

  • Saito

    I think it was probably about 50/50, actually. Starting with the reason why the western continent was unexplored, I feel like both the story and the game content progressed from there. It was a sense of, "Well, if it's an unknown land, let's set out to explore it and colonize it."

  • Fujito

    That reminds me, there was a story that featured a clue regarding the western continent. I think it was the Pyracmon* event around the time of the Harvest Festival.

    * This is referring to "The Grim Tale of Pyracmon and the Baleful Eye" that was part of the Harvest Festival event in October 2008.
  • Saito

    Yes, that's right. Looking into the question of what is the Sacred City Alliance after hearing the exorcist’s story, it's revealed that it was an alliance of several different countries. From there, we started discussing how many countries (orders) there were, and we decided to come up with a nice, round number of 12. Additionally, we considered the gameplay aspects of "pioneering" and decided on the final number which ending up becoming the Twelve Orders of Adoulin.

  • Fujito

    Once that was decided, we went to work on creating the actual content. In fact, much of the story's main plot was written by Mr. Ito. At the time, he also came up with the story behind Duskraven* after thinking about possible ways to link the content to other expansion discs. I watched him at work and discovered how separate stories could be connected in such a way.

    * This is a reference to Duskraven, an NPC scout who participates in the campaign battles in Wings of the Goddess. His true identity is revealed to be the former head of the Order of Adoulin—the first of the Twelve Orders—and whose whereabouts are currently unknown.

  • So Mr. Ito was also quite involved in the story's creation.

  • Saito

    The story of Seekers of Adoulin was pretty much created by everyone. Mr. Ito came up with the general themes, and then the scenario team went to work on the details.

  • Sato

    I only joined the development team for the latter half of the project, but I think there were many parts of Seekers of Adoulin that were based on requests from Mr. Ito.

  • Fujito

    Mr. Ito was actively coming up with various ideas and also served to bring everyone else's ideas together into a cohesive whole. That let the individual teams decide on how to best give form to each of those ideas.

  • Were there any difficulties in developing the game this way compared to what was done on the previous expansions?

  • Saito

    Whenever you're creating a new world, you're always taking up ideas left over from your predecessors, but I think it's usually up to a single individual to decide how to continue those ideas and build upon them. So I think the biggest difference with this project is that everyone made those kinds of decisions together. So up until the very end, the Seekers of Adoulin team was constantly worrying about things like whether or not what we released as Vana'diel's official history would be accepted by the players.

  • Fujito

    The further you get into the story, the more you notice that system of "combining answers." That was the case with Rhapsodies of Vana'diel as well.

  • Saito

    I thought that Ms. Sato did an excellent job of bringing Rhapsodies of Vana'diel together.

The mysterious Chapter 6 and the phantom "Demon Prison"

  • The Seekers of Adoulin missions end with Chapter 5, but it's been mentioned that there was a mysterious sixth chapter as well.

  • Saito

    We had an illustration of the planned location for Chapter 6 that we were working off of, but the map had too many levels, so it ended up being too large to implement within the game given the release schedule. Although we made prototypes for some areas, we couldn't find a way to incorporate them into the game, so it just wasn't possible in the end. In regards to the story for the content, we created a portal following the Battle of Ra'Kaznar Turris that would transport you to another world. It was our plan to reveal the truth of how Hades became what he is, and the story would eventually lead to a final battle against him. Within those connected episodes, we planned to include stories such as the truth behind the Naakual, among others.

  • Isn't that what Sortie* is about!?

    * Sortie is battle content added in August 2022 that is set in Outer Ra'Kaznar (U).

  • Fujito

    Yes, it's true that Sortie features the Naakual and a color variant of Hades, but the story is completely different. By the way, the location we intended on using before shelving the content was given the tentative name "Demon Prison."

  • I see... So it was something similar, but different at the same time. Going back a second, Ms. Sato, you mentioned that you rejoined the team during the latter stages of Seekers of Adoulin's development, but what were you working on at the time?

  • Sato

    I only joined the team near the end, and I helped out on various cutscenes.

  • Saito

    I asked Ms. Sato to write the lyrics for the ending theme song.

  • Sato

    That's right! You did! (laughs)

  • Saito

    I thought to myself, "Now that she's back, I'm going to drop this massive undertaking on her from the start." (laughs)

  • You were immediately asked to write the lyrics for the ending song?

  • Saito

    I gave her a basic overview of the story when I made the request.

  • Sato

    I also asked Mr. Ito what kind of approach he was planning to take for the song. In response, he requested an "honest, easily understood song about Arciela's feelings," so I wrote the lyrics with that in mind.

  • So that's how the song "Forever Today" came about, but did you finish the lyrics before the song was completed? Or did the song itself come first?

  • Sato

    The music came first. Mr. Mizuta* sent me the sheet music and then I created the lyrics from there.

    *Naoshi Mizuta, the person responsible for most of FFXI's music.
  • Is there a difference between writing the lyrics based on the music and coming up with the lyrics first?

  • Sato

    They're completely different. When the music comes first, I sing the song to myself a number of times before I'm finally finished. The music for the closing song of Rhapsodies of Vana'diel was completed in advance, so I wrote the lyrics while singing them to myself over and over again. Conversely, there are also times when the song is changed somewhat after the lyrics have been added.

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