I'm going to translate some stuff and post as I translate. This first post is a discussion with Minagawa from the first Producer Letter LIVE (last night); source article is here. I'll be updating every few minutes as I translate so the information below isn't the full thing until I update the post and say it's complete
Edit: All translation done from what I could find. If anything else isn't translated, let me know. I can't find the reference to new classes in any of the written articles which is kinda bugging me.
http://www.famitsu.com/news/201404/26052432.html
------------------------
The following is a summary with the main questions from fans and answers that were exchanged during the broadcast. Unless otherwise noted, Minagawa is the respondent to the question.
Q: From launch to patch 2.2 there have been three opportunities to change the user interface. Looking back, is there anything you regret?
A: For some functions which we implemented just before making a patch available, we did as many pre-checks as we could, but I'm sorry about the emergency maintenances that we've had to perform.
Q: Is there anything that was unexpectedly popular?
A: Since we've made many UI changes based on feedback we receive on the forum, there aren't many new elements that were unexpected to players.
Q: Compared with other existing online games, is there anything particular about your policy for UI design?
A: Since we had to combine operation of the game to be playable with both a controller and with the standard way of playing PC MMOs, we had a hard time bringing them together. Also, since New FFXIV is overseas in multiple languages, we had to make sure we had enough space in the displays and logs for the French and German versions which have a lot more characters. We also need to focus on the layout, though, because this creates a lot of open space around characters in the Japanese version.
Q: Is there any game title which you feel has the best UI?
A: It's a very old game, but in "Marble Madness," the operation and screen structure are very well put together and definitely had an influence.
Q: In many of the games that you've produced, there's been some unique display elements, such as having the numbers shifted up and down in many cases. What was your intent in doing this?
A: When I was involved with Final Fantasy Tactics on PlayStation, I created a menu display which had an antique style, like it was written on parchment. The numbers shifted up and down slightly. A lot of other games used the same font after that. In New FFXIV, we were told to use this font directly by Yoshida himself. [[I just took a look in the game, you can actually see this when you're in battle - the floating numbers are the exact same font from FF Tactics.]]
The goal for the New FFXIV UI is to create a global standard for the MMO industry
The exchange of questions and answers with Minagawa continued. After some questions about his meal preferences, he talked about about the design work to build a global standard UI.
Q: What's your favorite BGM from New FFXIV?
A: The song that plays during Ultima Weapon in the main quest, "The Maker's Ruin." I love the way that the BGM music matches the scene. [[This is the track from the first part of the battle when you're on the elevator]]
Q: What kind of ramen do you like?
A: I like the taste of soy sauce ramen like Tohoku people. Sometimes I visit the local ramen shop after work.
Q: Do you have any plans or hopes to release a HD version of FFXII?
A: I'm not thinking about making it, but I'd love to play it. Personally, I'd love to play a HD version on the PS Vita.
Q: Is there any plan to release a new game from the Ogre Battle series?
Minagawa: If such a project got kicked off, I'd absolutely want to be involved.
Yoshida: Me too!
Q: Between Yoshida and Yasumi Matsuno, who's the better boss?
A: Well, I don't know who I like better, but Matsuno feels more like a mom to me. Yoshida is more like a brother or father. It's hard to really compare them... but my mother was a lot angrier with me.
Q: When you were developing Tactics Ogre, it was in small groups - is the current development for New FFXIV very different?
A: There are parts that seem very different. I was only in my early twenties when I was developing Tactics Ogre, so there are things we do now that were physically impossible back then. My knowledge from back then helped with the creation of the UI for New FFXIV, though.
Q: While the UI was in development, how much detailed guidance did Yoshida give?
Minagawa: We were guided towards creating a global standard based on PC MMOs. I don't really recall getting any specific instructions.
Yoshida: We had to be careful to make sure the game experience was the same when operated with either a gamepad or with a mouse & keyboard.
Q: Regarding the UI development work, were there any elements that you really wanted to do?
A: I have a great fondness for the Gambit system from FFXII. I'd like to incorporate mechanisms like customized magical armor or Buddy Chocobos.
Q: Give us your three favorite Yoshida quotes.
A: "From the perspective of game developers, we have to have a clear goal of what we're trying to build."
"After looking at a situation, we have to have the courage to change our decisions."
"The staff must make a place where people enjoy playing."
Q: Will you ever be able to save local data such as HUD layout to the server so you can retrieve it on all platforms?
A: Personally, I'd very much like to get this functionality incorporated. When we looked into this, though, and estimated the associated server costs, we found it to be fairly expensive. Right now we're exploring some other methods to do this.
Q: I'd like to be able to see all of my inventory at the same time!
A: For the PS4 and PC versions, we're currently working on the UI so that we can display up to 100 items at once from the retainer or adventurer. We're planning to release this with the next patch.
Q: When playing on the game pad, I'd like it if you could level sync automatically when you run into an active FATE area.
A: It's technically possible that we could automatically level sync upon entering a FATE area. We're not sure if we'll include this right now, but it could be a settings option in the future.