The original release of
Final Fantasy XIV began development under the codename
Rapture between late 2004 and early 2005, and was officially announced in 2009. This version was directed by Nobuaki Komoto and produced by
Hiromichi Tanaka, who was also serving as the producer of
Final Fantasy XI, and employed the
Crystal Tools engine, which had previously been used for
Final Fantasy XIII. Following a bug-laden, abbreviated
beta test period, the game was released in September 2010 to near-universal negative reception. After two extensions to the initial free trial period, then-Square Enix President
Yoichi Wada issued a formal apology to players and fans in December, and announced a dramatic overhaul in the development team, most prominently the removal of Tanaka from the project and the demotion of Komoto from Director to Lead Designer. Monthly fees for the game were suspended until further notice and the previously planned
PlayStation 3 version was canceled. After the change in development team,
Naoki Yoshida, who had worked as planning chief of
Dragon Quest X, was brought in to supervise the project as both producer and director. In attempting to improve
Final Fantasy XIV, Yoshida quickly discovered a number of key tasks. First and foremost, he had to restore trust in the player base while bringing the game up to a playable quality. To address this, Yoshida began writing "Letters from the Producer" which would discuss design direction, upcoming changes, player feedback, and increase transparency in the development process. However, outdated and cumbersome programming choices in the
source code prevented the more radical modifications necessary to enhance the game. Thus, planning for a brand new game built from scratch started in January 2011 and development began in earnest by April, with work on a new
game engine and server structure. Meanwhile, the team's efforts to improve the original release first came to fruition with patch 1.18 in July, which included major changes to the battle system, implementation of auto-attack and instanced dungeons, removal of the controversial "fatigue" system, and the introduction of the Grand Company storyline which would supersede the original main scenario questline. Subsequent patches would further refine the gameplay as well as set the stage for the Seventh Umbral Era events. On the anniversary of the game's release, Wada claimed that the initial launch of
Final Fantasy XIV had "greatly damaged" the
Final Fantasy brand. Thus, Wada and Yoshida announced the brand new version of
Final Fantasy XIV in October, code-named "Version 2.0", which had been in development since January, along with a tentative roadmap for future progress for both PC and PlayStation 3. Along with the roadmap, they announced that monthly fees would be instated in order to offset the cost of redevelopment. To encourage users to continue playing while paying subscription fees, Yoshida revealed the "Legacy Campaign" which rewarded players who paid for at least three months of service with permanently reduced monthly payments, an exclusive in-game
chocobo mount, and their names featured in the credits of Version 2.0. At
Electronic Entertainment Expo 2012, Square Enix debuted "Agni's Philosophy", a
tech demo for their new
Luminous Studio game engine. Though members of the
Final Fantasy XIV development team worked on Luminous, Yoshida admitted that both Luminous and Crystal Tools were optimized for offline games and could not handle an online environment with hundreds of on-screen character models. That July, Square Enix revealed that Version 2.0's official title would be
Final Fantasy XIV: A Realm Reborn. As development for
A Realm Reborn ramped up, Yoshida made the decision to shut down the servers for the original release on November 11. This date served as the "grand finale" for the old game, culminating in a cinematic trailer for
A Realm Reborn called "End of an Era". In a
project postmortem at
Game Developers Conference 2014, Yoshida reflected on the herculean task of maintaining and updating an MMORPG while simultaneously developing a new one over the course of just two years and eight months. He identified three main reasons why the original launch failed: an over-emphasis on graphical quality, a lack of modern MMORPG expertise in the development team, and a mentality that all problems could be fixed in future patches. These evolved from the team's prior experience on
Final Fantasy XI, the previous MMORPG in the
Final Fantasy series. As the series has been renowned for its state-of-the-art graphics, the original development team gained an unhealthy obsession with maximizing graphical quality at the expense of server performance, which was unsustainable for an online game with tens of thousands of high definition assets. In designing
Final Fantasy XI, the team spent a year playing
EverQuest, the most successful MMORPG of the early 2000s. As a consequence, Yoshida held optimizing gameplay for controllers as a top priority. To streamline development, he made about 400 fundamental design decisions which eliminated time lost to getting approvals, with a focus on implementing standard features of the genre first. The base game and patch cycle were also designed to make it easy for lapsed players to return to. Throughout this process, Yoshida emphasized that communication with players and restoring their trust was key, even admitting that sales were secondary compared to redeeming the reputation of the series.
Live streaming conversations between the development team and fans, such as the Letters from the Producer LIVE events, became a major element of Yoshida's player outreach strategy.
Testing and release 2013|alt=|left The alpha test for
A Realm Reborn began shortly after the original release's finale and ended in late December 2012. During this period, Wada admitted that the development of
A Realm Reborn was a cause of delay for many Square Enix titles at the time. Yoshida published an updated roadmap for the beta test through launch, indicating four phases of beta beginning in mid-February 2013. He claimed that the team is "adamant the game not be released until it is ready" and that launching too early "would be like at the level of destroying the company". In May 2013, Square Enix announced the release date for the game, along with details about
pre-order bonuses and the collector's edition, which includes an art book, a bonus disc with a recap of the original release story, a soundtrack sampler, and several cosmetic in-game items. In June, the company revealed a
PlayStation 4 version was in development and due for release in 2014. Early access began on August 24, with players able to play continuously through to the August 27 launch. Players throughout this period noted continued server issues. Due to an "overwhelmingly positive response", the servers could not handle the number of concurrent players, prompting Square Enix to temporarily suspend digital sales of the game. A week after launch, the game received a ten-hour maintenance and fresh patches, and all players were compensated with a week of free play time. A
Steam version of the client was released on February 14, 2014. A beta for the PlayStation 4 version of
Final Fantasy XIV: A Realm Reborn debuted on the same day as the Japanese release of the console, February 22 the same year. Owners of the PlayStation 3 client were able upgrade to the digital PlayStation 4 client for free. A free trial of the game first became available for PC on July 31, with PlayStation 3 and 4 versions following in December. It initially limited prospective players to content under level 35 but this was expanded to level 60 in August 2020, allowing free access to all of
A Realm Reborn and
Heavensward with no time restrictions, and was expanded again in October 2023 to include
Stormblood and most content up to level 70. The free trial was expanded further in April 2026, adding the
Shadowbringers expansion and most associated content up to level 80, including Viera and Hrothgar as playable races. The Chinese version, published and administrated by
Shanda Games, premiered on August 29, featuring content through patch 2.16. It features separate servers from the other language versions of the game and a pay-per-hour
micropayment billing system. The Korean version, distributed by Actoz Soft, launched in
South Korea on August 14, 2015, with content from patch 2.2. This version carries a flexible subscription model with increments as low as 5 hours, similar to the Chinese release, up to 90 days, much like the traditional monthly payment plan. With the release of later patches, versions and
expansion packs, the "
A Realm Reborn" subtitle has been dropped, with the remade game being referred to simply as
Final Fantasy XIV. Fans now refer to the story arc encompassing up to the last patch as "2.0" or "A Realm Reborn", to differentiate it from the later expansions. Coinciding with the launch of the first expansion pack, the
macOS client was released on June 23, 2015. The port was handled by
TransGaming. On July 3, Square Enix suspended sales of the macOS version because of widespread reports of poor technical performance and offered refunds to those who purchased it. Yoshida observed that the performance issues could be attributed to difficulties in transposing the game from Microsoft's proprietary
DirectX graphical rendering libraries to
OpenGL as well as a clerical error resulting in publishing the wrong minimum
system requirements, both compounded by the hectic work schedule demanded by the release of an expansion pack. After new rounds of testing and optimization, sales of the macOS version resumed on February 23, 2016. In November 2019,
Phil Spencer told the press that
Microsoft was working with Square Enix to bring the game to
Xbox One. No official announcement was made however, with director Naoki Yoshida stating in an October 2021 interview that discussions are "positive", but still ongoing, and that the team is waiting for the right time to provide an update. Around the same time, Yoshida also confirmed to
GameSpot that talks with
Nintendo were ongoing, in order to also bring the game to
Nintendo Switch, remarking that the addition of Xbox and Switch as supported platforms for the game would increase its overall footprint despite its already active userbase, and that they were waiting to ensure they could pass the necessary regulations stipulated by the platform holders involved before providing an update. Instead, a port of the game for
Xbox Series X/S was jointly announced by Yoshida and Spencer in July 2023 during that year's North American Fan Festival in Las Vegas alongside the unveiling of the
Final Fantasy XIV: Dawntrail expansion. The Xbox versions support faster load times, cross-play and cross-progression with the PlayStation and PC versions using existing subscriptions, while the Series X version is presented at native
4K resolution. A subscription to Microsoft's
Xbox Game Pass service is required for online play on the Xbox versions unlike other platforms. An open beta for the Xbox version took place as part of patch 6.5x. The Xbox Series X/S version of the game officially launched on March 21, 2024. A
Nintendo Switch 2 version of the game was officially announced alongside the
Final Fantasy XIV: Evercold expansion in April 2026 at
Final Fantasy XIV Fan Fest 2026 in
Anaheim, and is set to have an early access period in July 2026 before going into full service in August. The Switch 2 version has a standalone subscription that isn't shared with other platforms, thereby requiring it to be paid for in addition to maintaining an existing
Final Fantasy XIV membership to access features such as cross-platform play and progression with other versions of the game. Yoshida claimed that this pricing model emerged from "months of discussion" regarding monetization with Nintendo, and that this arrangement enabled concessions such as not requiring a
Nintendo Switch Online subscription to play the game. Existing
Final Fantasy XIV users with play time on other platforms are additionally entitled to a 50% discount on the Switch 2 subscription to compensate.
Patches and expansions The development team schedules the release of a major update approximately every three months. Each of these free content patches includes a continuation of the main scenario as well as new raids, features, trials, and dungeons. Minor patches that come in between major updates focus on quality of life changes, and are sometimes used to introduce completely new side content. In addition to regular free updates, the game features full
expansion packs that add new zones, races, jobs, and premiere a new content cycle. Since the release of these expansions, the original subtitle of
A Realm Reborn has come to refer to the portion of the game available at launch, rather than the entirety of
Final Fantasy XIV. Patch 5.3 of the
Shadowbringers expansion also modifies and streamlines the
A Realm Reborn main scenario questline, and patches 6.1 and 6.2 of the
Endwalker expansion included further changes to the
A Realm Reborn and
Heavensward questlines. With patch 6.5 in October 2023,
Final Fantasy XIV launched in beta for Xbox Series X and S, with a full launch with for the
Dawntrail expansion in July 2024.
Music Masayoshi Soken contributed to the majority of the game's version of traditional
Final Fantasy music, as well as themes original to the game. The enormous track list includes remixed versions of songs such as the
Final Fantasy theme, originally composed by long time Final Fantasy composer Nobuo Uematsu, as well as remixes of day and night themes original to
Final Fantasy XIV. For the reboot
A Realm Reborn, Soken was tasked with composing and compiling numerous original and remixed songs, in addition to his duties as sound director. The remaining tracks were reused pieces from the original game's soundtrack which was principally composed by
Nobuo Uematsu, with assistance from Soken,
Tsuyoshi Sekito, and
Naoshi Mizuta. Yoshida directed Soken to "give us something straightforward that anyone could identify as
Final Fantasy, with an easy-to-understand, expressive orchestral sound". Soken also arranged pieces from earlier
Final Fantasy games for use in special in-game events.
Final Fantasy XIV: A Realm Reborn Original Soundtrack is a collection of music from the game including both the launch and tracks from Patch 2.1, "A Realm Awoken". It was released on March 21, 2014, on
Blu-ray Disc and features 119 tracks with accompanying gameplay videos. The first print run came with a special "Wind-up Bahamut" in-game pet. Emily McMillan of Video Game Music Online called the soundtrack a "truly fantastic score", and said that it was superior to the music of the original version of the game. She felt that it was an excellent merging of the traditional
Final Fantasy musical style with a modern orchestral score. Mike Salbato of RPGFan also praised the album, saying that it was his favorite album of 2014 and that he "can't recommend
A Realm Reborns soundtrack highly enough".
Final Fantasy XIV: A Realm Reborn Original Soundtrack debuted at position #10 on the Japanese
Oricon album charts for its release week and remained in the charts for eight weeks. In addition to album feedback, critics of the game praised the score in their reviews.
Kotaku Mike Fahey stated that the music was "wonderful, complex and satisfying". He often paused to remove the ambient and interface sound effects so as to hear it better. The soundtrack won Video Game Music Onlines 2013 Annual Game Music Awards in the Eastern category. In 2017,
Guinness World Records awarded
Final Fantasy XIV for having the most original pieces of music in a video game at nearly 400. == Mobile version ==