
Consequently, the system requirements which we should have released were not made available in time, which was a serious problem.Īlthough our development and QA teams tested the client on Mac hardware, because of our last minute efforts to improve performance and the possibility that system requirements might change, we decided to prepare several versions of these requirements, with the one to be released depending on the final result. Up until the official release of the Mac version on June 23rd, we were working to improve the client’s performance. I would like to explain in detail how this happened. I believe that the biggest problem with the Mac version release was the significant discrepancy between the performance of the product our development team produced and the expectations our customers had for it, which was due to the lack of information available on our product when sales commenced, as well as other issues. But it’s the full transparency about how this happened that shows just how upfront and honest they are being, something that makes me inclined to support them despite this issue: Over on Lodestone, he gives a detailed post, starting with procedures for anyone who wants a refund. Now, he is admitting issues again, but this time with the Mac client. Game producer and director Naomi Yoshida is responsible for turning around the failed launch of FFXIV with A Realm Reborn. But it’s how they’re dealing with it that shows some real class. Well, actually, they failed to launch a viable version.

Recently, Square Enix launched FFXIV on Mac. But there are actually a lot more Mac gamers out there than people like to acknowledge. I get it, I don’t have a “real” PC so I can’t play real games or whatever.

I know we like to joke that I’m one of very few people who play games on Mac.
