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FF Tactics A2 Development Team Interview

  • Written by DeanDean 2 Comments2 Comments Comments
    Last Updated: June 25, 2008

    With Final Fantasy Tactics A2: Grimoire of the Rift already released in North America Yesterday (24th June), whilst being set to be released in Australia tommorrow (26th June) and finally the PAL version being this Friday (27th June 2008), us Final Fantasy fans were given a treat when an recent interview was conducted with the development team about the game.

    The four people responsible for bringing FINAL FANTASY TACTICS A2: Grimoire of the Rift to life shares secrets about the project’s development, the difficulties they faced, and behind-the-scenes details they can only tell us now that the project is complete. This SQUARE ENIX MEMBERS interview can be found by clicking here. Part 2 is yet to be uploaded.

    Tactics Development Team From left to right we have; Hitoshi Sakimoto (Composer), Yuichi Murashawa (Director), Hiroaki Kato (Producer) and finally Akitoshi Kawazu (Executive Producer).

    Hitoshi Sakimoto composed all of the music for the game. Sakimoto was also the lead composer on FINAL FANTASY TACTICS ADVANCE and FINAL FANTASY XII. He is also the director of Basiscape Co., Ltd. When asked about his favourite job he repiled; “Forget about jobs, I like Penelo. [laughs] But if I had to pick a job, I’d be some sort of mage. Of course magic won’t work if you’re not in Ivalice. [laughs]

    From the design documents to the data, Yuichi Murasawa (Director) brought all of the elements of FINAL FANTASY TACTICS A2 together. Asked of which job he would like in the game he answered; “I like all of the jobs. But if I could become a job myself, I’d like to be a time mage. I could cast Haste on myself and work much more efficiently.”

    In addition to production duties, Hiroaki Kato (Producer) also monitored the progress of Hitoshi Sakimoto’s composition. His favourite job answer was; “I’d like to be a seeq ranger. When things get dangerous, you can make yourself invisible. [laughs] You could also set traps for people.”

    Akitoshi Kawazu (Executive Producer) Oversees all of the Ivalice Alliance projects. “I’m not sure that I have a favorite job…but I do like Lezaford. He really captures the feel of the world.”

    Now to the interview…

    - Final Fantasy Tactics A2 was originally planned for the GameBoy Advance!? - When did development for the game begin?

    Akitoshi Kawazu: Planning started quite a while back, but actual work didn’t begin until sometime around April of 2006 because the director, Yuichi Murasawa, was still busy with other projects.

    - Tell us what made you start thinking about making a sequel to FINAL FANTASY TACTICS ADVANCE.

    Yuichi Murasawa: The reception of the previous title and the desire of fans to see a sequel were the biggest factors. Also, since we developed FFT-A in such a short amount of time, a lot of us on the development team still had things we wanted to try. So even though we weren’t sure what form it would take at the time, we really wanted to make some sort of sequel or continuation.

    - Did you originally plan to develop the game for the Nintendo DS?

    Akitoshi Kawazu: No. In early talks, we decided to develop the game for [Nintendo's] Game Boy Advance in as little time as possible, but shortly after we started development the DS met with a level of worldwide success we hadn’t anticipated. We realized that we couldn’t release the game a year later on the GBA, so we immediately shifted development to support the DS.

    - Did the change to the DS cause any difficulties?

    Yuichi Murasawa: No. The DS enabled us to have better graphics, and the team was eager to work with new hardware, so it was a welcome change.

    Hiroaki Kato: When the hardware changed, people started thinking of new ideas, new things to try. It had a very positive impact on morale. I think developers are fundamentally drawn to new things.

    - What was the concept behind the game?

    Yuichi Murasawa: The main concept was to make a character-building game with a twist. We also wanted to have a greater variety of ways to develop your characters. This is why we carefully worked on the ways characters learn abilities, and included a variety of quests players can undertake to develop their characters.

    - There certainly seems to be a great variety of quests.

    Yuichi Murasawa: Yes, there are about 400 quests in total. As you go through the quests, the variety of things you’re tasked to do gradually grows, enabling players to explore the unique characteristics of all the units. The previous game had a lot of quests, but many of them followed the same pattern of completing the quest by winning a battle. So this time we put effort into increasing the variety of quests from the very beginning of development. The broad objective of completing the quest remains, but we knew they needed to have story elements and ways to complete them that didn’t involve battle. From the beginning we made this clear to the staff in charge of designing the quests, we increased the number of developers, and we laid a foundation that would make a variety of quests possible.

    - Thinking up stories to go along with all these quests must have been a challenge.

    Yuichi Murasawa: We were able to meet that challenge thanks to the hard work of the many people on our team. In fact, some of the people who worked on FINAL FANTASY XII helped us with ideas. When they weren’t busy with other things, we received a huge number of ideas from FINAL FANTASY XII’s map system designer, quest designer, and event designer, just to name a few. We’d ask for a hand anytime they were free, and they were always very enthusiastic and gave us a variety of ideas. We picked up ideas for some of the most interesting features from these exchanges, so I really want to express my gratitude to the team and everyone who helped.

    Hitoshi Sakimoto: This idea free-for-all even reached me, the composer. They told me to let them know if I had any suggestions. Unfortunately I never submitted anything to them, but I had the sense that the scope of the quests had really grown since the last title.

    Part 2 to come soon…

    Source: http://member.square-enix.com/na/

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  1. #1 Dean
    June 26, 2008 pm30 21:40

    400 quests! - Is epic!

    Strange to think this all started on the GBA too.

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