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  Years After: The Final Fantasy IV Interview
by Christian Nutt [Design, Interview]
13 comments Share on Twitter Share on Facebook RSS
 
 
April 19, 2011 Article Start Previous Page 2 of 4 Next
 

Final Fantasy XIII doesn't offer the same concrete understanding of where your characters are and why. There's Pulse and Cocoon, and that makes sense; but it doesn't have the same sense of progression or differentiation.

TT: And for Final Fantasy IV, because for each of the characters you know the country that they came from and their backgrounds and how they grew up, it gives you more of an ability to relate to each of the characters.



I also remember something that FF XIII director Motomu Toriyama said last year at his GDC presentation, which was that, in the old days, it was much easier for people on the team to throw out different ideas and have those be accepted, whereas the kind of planning that goes on for contemporary games doesn't allow for that.

TT: I think there's something to be said about everyone freely offering their ideas and that creating a really great game, even if that means you're sacrificing some consistency; at least it's offering a wide variety.

Is it possible to do that these days, and, for that matter, is that something that could happen, say, with The After Years when that was being created?

TT: Yes, for The After Years that I had done, and also Final Fantasy Legends, which is a content scenario-based game for the mobile platform in Japan, we are doing something like that. Essentially, I create the concept in the beginning, and then, in the middle, the staff throws out all of their ideas; and then we bring it together and finalize it at the end. I really feel like that helps motivate the teams and also creates something that's more than we expected.


Final Fantasy Legends

Especially when you're working with mobile or portable titles, it's not as complicated; but also you don't have as many resources, so trying to keep the team focused on contributing interesting ideas has got to be a real challenge, I think.

TT: Similar to Chrono Trigger, which has many different worlds, for each world to have a director of its own is kind of another way to work on that, and a way to use the team.

One of the things that I think was interesting about Final Fantasy IV originally, is that it was one of the first games that had a real character arc for the main character. Cecil went from being a dark knight to being a paladin and learned a lot about himself. That really set the stage for the kind of characters we would see from RPGs from that point forward. I'm interested in why you arrived at that sort of character arc originally.

TT: For Final Fantasy I and III, of course, we used the job system where you could change jobs to grow. For Final Fantasy IV, the growth of the characters is really tied to the abilities they gain in battle; so the ability growth they receive through battle is directly related. That decision was definitely a major one.

Tying together the arc of the story to the way the characters develop throughout the game, and deciding to make characters that couldn't change -- characters that were tied to their roles.

TT: Yes, the story-driven part was the main component; the fact that we focused on the characters' stories first, and laid those down initially and then, after we had that finalized, added the variety on top.

It's actually something the series has moved away from a little bit in the sense that characters like, say, Yang or Kain, had roles in battle where the character class was very well defined, and tied into their character from the story perspective. It seems like, in the newer games, the character's role doesn't have as much to do with the character's skills.

TT: All of that has to do with how the team is organized. For now, because the teams are so large, the teams creating the story, the teams creating the battle, and the teams doing the level design are completely separate; whereas, for Final Fantasy IV, I handled the story all by myself, and then there was someone who did the battles by himself, and someone who did the maps. It was very easy for them to communicate very clearly and to coordinate, whereas now just the sheer size of the teams makes that a little more difficult.

As you address process changes and the way that games are made in the company, do you think that's something you want to address, and try to bring back a way to collaborate, and add consistency into the games?

TT: Yes, definitely. We're looking for different ways that we can reorganize some of the large teams; we're definitely working towards that. That would definitely help in terms of teamwork, and also individual motivation for the people on the team.

I attended a talk in November given by Julien Merceron about the collaboration that's happening between Eidos people and Square Enix; about how things move forward on the teams. Has that affected anything on your end in terms of the way that you're thinking about moving forward with development?

TT: Definitely. For last year, when we were in pre-production, we received some feedback from Eidos and incorporated that into what we were doing.

It's a very interesting time for the company, for Square Enix. Well, it's an interesting time for the industry, because so much is changing, but at the same time your company is at a spot where you have a lot of different ways you can go with how you move forward, I think.

TT: I definitely think there's a lot of change going on in the world overall. It's not just about games, but things like Facebook mean that those categories are increasing. Having the freedom to create your own concepts and having that motivation to come up with new things is definitely interesting.

To return to the question of The After Years, it was originally a mobile phone game in Japan. Was it motivated by the mobile platform being available, or was FF IV something that you had wanted to come back to and that was the right time to do it?

TT: When we were making the FF IV remake for the Nintendo DS, we were talking to the mobile staff. The conversation was: "Wouldn't it be great if we could create a game that would continue the story that would be available immediately after the DS game was out?" In order to create a game that quickly, the mobile platform was the best option.

Obviously, when that was announced, there was no way it was going to come to America because the platform wasn't available. It was a nice shock when it came out on WiiWare. It was interesting to see what form it took there, because episodic gaming has never quite hit the mainstream the way I think people have been anticipating for a number of years.

TT: For long RPGs, it can take a really long time to develop them. In this current climate, if you're developing something for a year, everything can change within that year. The way the market is right now, I think it makes more sense to make the kind of content that you can release monthly, similar to a TV drama, where you can watch the reaction of your fans and your market and adjust accordingly. That also helps to motivate the teams, as well, for developers.

 
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Comments

Kamruz Moslemi
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Well looks like Square already has all of the right advice for how to better themselves as creators, all that remains is seeing it all through.

Bryson Whiteman
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Christian, you do this interview? Great stuff!



Gamasutra does it again!

Christian Nutt
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I did. I'm an unabashed FFIV fanboy. =) Thanks.

Lech Lozny
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That last question is a good one. It really hits at the core of what I feel about games in general, and my dwindling interest in the genre I loved. That's a question that I'd like to put to as many Japanese devs as possible. I feel that the decision to feature younger protagonists has more to do with ill-advised, cheap cash-ins, than any emotional connection with players.

Christian Nutt
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It's something I've wondered about for a long time, and his answer put it into just enough context to give me the last push I needed to understand it. People in Japan put aside childish things, so to speak, when they get older. They stop playing games. Since the manga and anime industries are designed to hook in kids, they grow into fans. RPGs are targeted for when they're in the intense fandom ages (early to mid teens.)



Put that together with his comments about how marketing has the creators caught, and you get a real understanding of why JRPGs usually pander to this audience.

Aaron Truehitt
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I've started to really like very young protaganists (15 and younger) or very old ones (50+). I feel theres a lot of connection to be had here that is overlooked so much because of the focus on 18-30 year olds. Maybe I just like stories that feature the unlikely hero. The only game I can think of where you play as an old man as the main character is..The Immortal...which is a veeeery old game.



But I understand what you are saying. They feature the hip guys to make cash ins for the people who think they are hip.

Eric Kwan
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I—like most of you, I imagine—have played pretty much every iteration of this man's game, and I can't wait to play it again. I can't say I feel the same way about any other modern game, much less any recent Final Fantasy game.



FFIV is a masterpiece, and now I feel like I know why. Thanks for the awesome interview.

Ted Brown
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Thanks for the detailed interview. I got a lot of validation for my own creative process out of it. Oh, and I'm 33 as well, wondering where I'd ever find the time to play an RPG. =)

Joe Cooper
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I'm only 24 and I've had Chrono Cross on my shelf for years saying "I'll get around to it!" Between programming and study and the upcoming baby there's no way for the foreseeable future.

Eric McVinney
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Great interview!



I feel like FFVI could get the same treatment as FFIV, in the touch-up department and adding in some more bonus shtuff for us aged FF fans ;D (The GBA FFVI remake was good, but not good enough!!)

Cordero W
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To be honest, FF IV had way too many ports/ remakes. Same for ever Nes and Snes title of theirs. I think it's time they focus on the PS1 FF titles if they want more revamps. I enjoyed the classics, but there were other classic FF games that were much more successful. Aka, 7, 8, and 9, the ones later and current generations know better, and the west in general.

Calin Cheznoiu
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I'm surprised no one's commented on the many truths Tokita put out there about what's wrong with the industry today and why someone who grew up on games like FFIV (FFVI and VII for me) would be turned away from the current gen; namely: marketing trumping creativity, overproduction, and the dissolution of ideas due to instant feedback from what the competition's doing or even what us gamers respond to. Unlike Mr. Nutt, I don't think there's even a question of whether we'll return to the days of early FF caliber, but let's not buy into the junk that our current environment is producing, either.

Bryan Ma
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This stuff would be great material for a classic game postmortem. It is so refreshing to see how the black box has opened up! Would be lovely to see some unreleased development materials or those cut three-quarters of the game out in the wild somewhere...


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