How Final Fantasy 14's best Dawntrail raids are serving as "a firm guideline for our future battle content development" as the MMO heads to Evercold
Interview | "We have much to learn from missteps and areas where we reflect and improve," assistant director Tsuyoshi Yokozawa says, "but we take all of that forward as motivation"
Final Fantasy 14 heads to the new Evercold expansion having walked a bumpy road. Things like story and content rollout have needed some improvements on the fly, though plenty of the combat encounters have felt like the MMO at its best.
As such, given the opportunity to ask assistant director Tsuyoshi Yokozawa a few questions about The Arcadian series over email ahead of Final Fantasy 14's Anaheim edition of Fan Fest, how could we refuse?
We put forward questions about how the eight-player raid series for Dawntrail came to be, what surprised them most when it landed, and what lessons the team is taking on board and into the future. Given the expectation of a new expansion at Fan Fest, we thought the last point to be especially pertinent. You can find the answers below in their entirety, as we received them.
How would you say previous raid tiers and feedback surrounding them influenced the development of the Arcadion series?
Tsuyoshi Yokozawa: Thank you for your question.
Our experience from previous raid series, along with feedback from players, played a very important role in the design philosophy of the Arcadion.
In previous series, especially at the time of Pandæmonium, our emphasis was on a policy of comprehensively ensuring player comfort and stress reduction.
This approach did help make content more accessible, but at the same time, by pursuing that philosophy so rigorously, there were moments where it unintentionally limited our ability to explore more creative ideas when planning mechanics and theatrics. We also moved towards designs that reduced the possibility of mistakes – for example, by increasing hitbox sizes. However, as that approach continued, we began to see a new challenge emerge; there was less room for individual players to demonstrate their true abilities, resulting in a heightened sensation of "going through the motions" when tackling the fight. To break through these challenges, we decided that with the Arcadion, we would return to the mindset we had during the Heavensward era.
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This entailed not being bound by convenience alone, but rather focused first and foremost on "novel experiences and surprises", approaching encounter design with a freer, more flexible perspective. At the same time, we placed importance on striking a balance, where overcoming moderate challenges would deliver a strong sense of achievement. As a result, I believe we were able to create exciting battles filled with new surprises, and that led to positive feedback from many players.
How did the team find balancing mechanics between the Normal tier and the Savage tier of Arcadion, to meet the expectations of both casual players and fans looking forward to each new set of hardcore raids?
Yokozawa: Adjusting the difficulty level so that a wide range of players can enjoy the raid is always a great challenge for us.
The basic idea is to meet the expectations of different target groups at the same time, so right from the design stage – serving as the foundation of the battle – we intentionally incorporate some mechanics that can be expanded on with additional elements, with the Savage tier in mind.
The Normal raid allows players to experience the basic movements of the encounter. Then in Savage, we build on that foundation by layering in more complex decision-making and stricter, more demanding reactions, allowing us to deliver a level of challenge that feels appropriate for each group of players.
That said, because this series was designed with novelty and surprise as the top priority, there were many instances where we could not significantly change the core flow between the Normal and Savage encounters.
Finding the right way to clearly differentiate the difficulty—while still maintaining consistency in the core presentation and overall experience—was one of the most challenging aspects for the team.
This was especially true for AAC Cruiserweight M3.
In any raid series, across the series as a whole, we believe it's important for the third encounter to serve as a major "wall" for players to overcome. Therefore, we designed the raid not only in terms of the difficulty of individual mechanics, but also as a "flow of battles" including numerical aspects such as damage values and endurance values, so that players could feel a solid sense of challenge and accomplishment.
The Arcadion is pretty widely praised by the community as one of the best raid tiers to date – why do you think that is, and what sets it apart?
Yokozawa: I believe there are three main reasons why the Arcadion is so highly regarded.
The essence of the Heavensward era and a more free-spirited approach
As I mentioned earlier, a major factor was a return to the design philosophy that prioritized "surprise and novelty", which we pursued at the time of Heavensward.
By building mechanics with a more open, unrestricted mindset, we feel that this approach resonated well with the expectations of today's players.
Cultivation of characters players can grow attached to over time
Rather than treating the bosses simply as one‑off enemies to be defeated, we placed strong emphasis on each character's unique personalities with the goal of creating characters that players could continue to enjoy and appreciate over the long term.
By conveying the backgrounds and appeal of the characters through the battles, I hope the players have developed a deeper attachment to them compared with any bosses from previous raid series.
Unparalleled immersion through live commentary
Another key feature of this series was the introduction of live match commentary, which we feel worked extremely well. The commentary adds a real sense of being part of a live event, as if the players themselves are participating in the match. From a presentation standpoint as well, we're proud to have delivered an experience that stands apart from previous raid series, offering a distinctly heightened level of immersion.
Is there anything the team tried that didn't work in the end?
Yokozawa: With over a decade of experience in battle content development, we have built up a rich array of knowledge about system constraints and what's realistically achievable within the game.
Therefore, we are able to determine to some extent what is feasible and what isn't in the early stages of planning.
Thanks to this accumulated know‑how, it's very rare for us to run into major issues after production has already started that would force us to abandon a plan altogether.
That said, there were a few ideas we explored during the concept phase that ultimately didn't make it into the game. For example, we had several stage transformation ideas for AAC Cruiserweight M2; visually dynamic ideas such as a transition to a fantasy-style sea of trees with fairies and mysterious mushrooms or shifting to night and a meteor shower falling across the arena.
Additionally, for the Neo Bombarian Special in AAC Cruiserweight M3, we had considered different theatrics in the early drafts of the plan. Specifically, buildings collapsing on impact would get hooked onto other structures like bridges, and the players would actually cross over them as pathways.
However, this brought up a number of game design challenges, such as making movement across those structures feel enjoyable as a gameplay element, and the difficulty of arranging the buildings in a way that wouldn't feel unnatural as actual architectural structures, which ultimately led us to settle on the current form.
In Final Fantasy 14, there are also inherent system limitations when it comes to dynamically moving collision elements, so we look for ways to maximize what we can achieve within those constraints.
What have you learned from the Arcadion and feedback from fans for the series that you think you might potentially carry over to the next tier?
Yokozawa: Our experience with the Arcadion has served as a firm guideline for our future battle content development.
Although some of the points below overlap with what I mentioned before, we would like to strongly carry over the following three points in particular into the next raid series:
Pursuit of unique experiences without fear of risk
What this series has reaffirmed for me is that surprise and novelty are at the very heart of what makes content truly entertaining.
Rather than taking a more conservative approach by prioritizing convenience and efficiency, I would like us to continue to challenge ourselves with free thinking, prioritizing "unprecedented experiences", even if it entails some degree of risk and resources.
Creation of boss characters that players can genuinely connect with
One of the great responses we got with the Arcadion was the very enthusiastic support from the community for the boss characters.
Instead of having them exist purely as enemies to defeat, we want to further emphasize portraying their individuality, background, and personality through the battles themselves—so that they can be appreciated and loved as characters over the long term. This is something we plan to place even greater importance on in the next series.
Designing gameplay that allows for flexible problem-solving
Rather than forcing players to utilize a specific strategy, we value leaving in room for players to approach situations in their own way, using their creativity and judgment to overcome challenges.
At the same time, while we will continue to include mechanics where mistakes can lead directly to a full wipe, we want to be more deliberate about where those moments occur. By expanding the opportunities for recovery—through tools like healing, resurrection, and limit breaks—we aim to enhance both the excitement of progression and the sense of accomplishment that comes from overcoming difficult situations through players' own resourcefulness.
Just for fun, which boss was your favorite to design (and see fans go up against)?
Yokozawa: When it comes to my favorite boss, this does lean quite a bit into my personal preference, but I would have to say Honey B. Lovely! She has a profound sense of professionalism as an idol, and I respect that unwavering professionalism first of all.
Naturally, as a professional, she should be able to play the role of a cute idol, but in the middle of a battle, she'd inevitably end up showing her true colours, no longer being able to contain the boiling rage that bursts out... It's that intense contrast that I find so compelling. It feels like her inescapable "human side" really comes through in those moments, and that gap between her composed persona and her true emotions is what makes her so memorable for me.
In addition, all the elements, such as the mechanics and music tied to the character design, are perfectly matched, and I feel that the raid was completed to a very high level of polish as a single duty.
The most memorable part about the raids was when I saw the players take on the Lindwurm in the latter half of AAC Heavyweight M4 (Savage). The Development team was thrilled to see how the community would figure out the mechanic, which was difficult to grasp from the setting.
In the end, players were able to come up with efficient solutions far earlier than we had anticipated, and we were once again impressed by just how adaptable and resourceful the community can be.
Also, although not a boss, it is yan who is strongly etched in my personal memory.
I designed the framework of the battle myself in AAC Cruiserweight M2 (Savage), and the trial and error involved in its creation made yan very memorable, for better or worse.
One final fun one – as the Arcadion series is wrestling themed, which wrestler in real life do you think would make a good raid boss?
Yokozawa: It's precisely because the raid series deals with a very passionate theme of wrestling that my imagination runs wild thinking about the answer to this.
I'm a little afraid to mention real-life wrestlers, because I'm worried I might come across as rude...
That said, looking at types we didn't feature in the Arcadion, wrestlers like 'The Fiend' Bray Wyatt and The Great Muta, who have a very clear duality as characters, are very appealing to me.
As a designer, being able to dramatically shift the atmosphere and even the "feel" of the gameplay within a single fight has a lot of creative potential, and I'm confident we could create something really engaging and rewarding with that kind of concept.
Next, as a baby-faced female wrestler, Bianca Belair would also make an interesting design.
In particular, the attack of using her hair as a whip can very easily be imagined as a battle mechanic for the raid.
(Truth be told though, it is very difficult to actually reproduce the smooth movement of a whip in FF14, but allow me to answer without feasibility factored into the equation!)
Anything else to add?
Yokozawa: Thank you so much for enjoying the Arcadion and for sharing so much warm and thoughtful feedback with us.
We always take our players' voices seriously, and we're committed to creating battles that deliver both excitement and a strong sense of accomplishment.
Of course, we have much to learn from missteps and areas where we reflect and
Improve – but we take all of that forward as motivation to keep delivering experiences that can only be found in FF14.
I look forward to seeing you all on the battlefield in the next challenge. We hope you will continue to look forward to FF14's battle content in the future!
What's the best MMO for you? If it isn't Final Fantasy 14, chances are you'll find it on this list. Maybe.

I joined GamesRadar+ in May 2022 following stints at PCGamesN and PocketGamer.Biz, with some freelance for Kotaku UK, RockPaperShotgun, and VG24/7 thrown in for good measure. When I'm not running the news team on the games side, you'll find me putting News Editor duties to one side to play the hottest JRPG of 20 years ago or pillaging the depths of Final Fantasy 14 for a swanky new cloak – the more colourful, the better.
- Anna KoselkeStaff Writer
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