GAME JOBS
Contents
Years After: The Final Fantasy IV Interview
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Trendy Entertainment
Technical Producer
 
Telltale Games
Lead Environment Artist
 
Sledgehammer Games / Activision
Level Designer (Temporary)
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  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 3 of 4 Next
 

As we see changes in the market in terms of people going to Apple's devices, and releasing low price-point games where you can add more content, people get this expectation that they can try a game on the cheap and decide how much they want to invest. It's very different from selling people a $40 disc.

TT: For The After Years, there are about 13 total scenarios, and so it's actually kind of the opposite concept. If you think of it as a $50 game, each of those scenarios was about $3. Instead of offering a full-course meal, you can offer each of the items to people as an a la carte. That's kind of the opposite business model, and the opposite way to look at it, but it's definitely an interesting way to offer the content to your audience.



To go back to what you said just before, you said that there's a possibility of being responsive to what the audience wants from the game in that kind of model. Were you able to do that with the original release of The After Years on mobile platforms in Japan?

TT: The major development arc didn't change; we had that set, but we did definitely tweak some of the things like the character reactions and the way their relationships unfolded.

The development team's staff looked at what fans were saying online, and part of what's key to entertainment is answering some of the hopes that fans have -- and then going the opposite of what they hope for as well. It's a fine line, but we definitely did pay attention to those details.

It's becoming increasingly important, especially in the age of social media, to engage with the fan base and be aware of what people want because there's so much discussion between people about what they feel. It's not just fans talking to fans anymore; it's fans talking to the world.

TT: Definitely. In terms of that, I think it would be very interesting if users and developers kind of come together and share the development, essentially, and create something together in the future.

When this game was originally released, you couldn't easily get feedback from fans, particulalry in the West. Nowadays, you'll find out many people's opinions very easily, even in America. So it does profoundly change your relationship with your audience, I think.

TT: When I was creating Parasite Eve, I was in LA and Honolulu for about a year and a half, working with the U.S. CG staff to finish up the game. Those people who were working on it were all fans of Final Fantasy IV and had grown up on that game. The fact that I have spent my career creating new things with this variety of people is really something that I hold a lot of pride in, and something that also has given me a lot of confidence.

I'm sure you have a lot of discussions about it internally, but there was a period where Square games were the most acclaimed, and it's not as consistent anymore. What might bring that time back, in your opinion? How could you approach that sort of period again?

TT: I don't think it's just about Square; it's Japan overall, where we put an over-importance on technology and really let slide some of the important use of story and concept and, really, the collaboration and coordination between the teams. I think, if we find a way again to have teams come together and motivate them and really share their energy and their knowledge, that will really bring that back.

[Tokita pulls out two smartphones -- a Japanese device and an iPhone.]

These two smartphones really exemplify what I mean in terms of an overreliance on technology. Whereas the iPhone is really well-balanced and easy to use overall, this Japanese phone has a lot of great tech features, like a 12 megapixel camera. You don't necessarily need something that high-end. And it's waterproof, and it has a TV antenna. But it's really hard to use. They focus so much on these tech aspects that they've forgotten to create something that's user-friendly.

I was at Tokyo Game Show, and this is a term that I heard a few times: Galapagos. I'm sure you've heard about, referring to Japanese technology evolving in its own way. It seems almost like that's how the game industry went, too, maybe.

TT: Right now, we're thinking about it in a way-too complex way. It used to be that our creativity could run free because we didn't worry about the end result. We could just be original and creative, and whatever came of it was original and creative. Now, we're becoming too concerned about marketing and all these other aspects, and that's limiting us right now. There's this saying that essentially means that "you're crossing the bridge and checking every stone while you're crossing it" -- that's how I feel development is right now.

I like to reflect on Final Fantasy IV and, at the time, how far ahead it was. It's not to say that Square Enix doesn't make games that are on par with what's being made contemporarily, but you don't push as hard anymore.

TT: Right now, we're so influenced by everyone's opinions, and the internet, and everything you hear, and what everyone else is making. I actually think it would be better if we would shut all of that out and just made what we want to make. That would create something that would be more original.

I feel like creating things without getting too hung up on little details, and paying more attention to the importance to the concept itself, is the way to move forward.

I always think of Japanese games as being very detail-oriented, though. Maybe that's not what you mean. I always feel like it's the little touches that make a big difference.

TT: In Japan, I think what's interesting is that things started with manga, and there's a very strong influence of Osamu Tezuka. He was a doctor, and started to create these manga in his free time, and he was really looking up to Disney. That was his main inspiration, and then he started creating animation, as well. People who saw that and wanted to make movies and make animation got into that field.

When I was young and looking to see what I could do creatively, game development was the field that came up -- from my love of manga and animation. That progression of manga, anime, and games is very unique to Japan. The fact that young people who were free to create and express the way they wanted developed these new fields in entertainment is something that's very unique and interesting to Japanese culture.

 
Article Start Previous Page 3 of 4 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
Gearbox's Randy Pitchford on games and gun violence
Comments

Kamruz Moslemi
profile image
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
profile image
Christian, you do this interview? Great stuff!



Gamasutra does it again!

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

Lech Lozny
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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...


none
 
Comment:
 




UBM Tech