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Member
(05-06-2006,
11:20 AM)
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FFVII development background (long read)
#1
Here are some translated snippets from a very nice (and long) article on FFVII featured in the premier issue of LEVEL (relaunch of Swedish mag RESET):
- Kitase was 24 years old when he started working at Square. His first job was scenario-writing for Seiken Densetsu (the GB mana). He was soon hand-picked by Sakaguchi to work on FF. - Nomura turned 21 that year and came from a commercial school where he had studied design and illustration. The characters from FFIV were very popular at that time, and so they became sort of his reference point, and his dream was to create even stronger characters than those. He got the chance to do that when Amano stopped designing main characters, and Sakaguchi chose him to work on the next FF. - By that time, Tetsuya Takahashi left his position as the series' art director and commenced working on the script that'd later turn into Xenogears. Yusuke Naora joined Square in the middle of FFVI's development, so he was surprised when Sakaguchi put him in charge of the next game's art direction. - Nojima came to Square from Data East and was working on Bahamut Lagoon when Sakaguchi asked him if he wanted to help out with the FFVII script. Nojima had originally planned to take some time off after BL, but he couldn't resist working on FF.
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Kitase and Naora weren't the only ones involved in conflicts...
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- The look for FFVII was finalized after Square had created a graphics demo for SIGGRAPH. - They had experimented with pre-rendered backgrounds in FFVI, but now that they had CD-ROM tech at their disposal, they knew it was feasible to build the entire game around backgrounds like that. CG cutscenes also became a possibility, so lots of new staff was hired and the budget shot up. - Before coming to this conclusion, they had been experimenting with 2D characters on a 3D background (instead of the opposite). This tech got used in Xenogears instead. One of the biggest obstacles was Sakaguchi's story...
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- Going from Sakaguchi's original script, Kitase came up with the concept of the Lifestream. Then it was passed along to Nojima, who was supposed to compile their visions and scenarios into a working script.
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Nomura and Nojima continued to work together in their special way... - Nomura sat in another part of the office, surrounded by countless sketches. He changed his working hours according to his creative rhythm. He was often hard to communicate with during office hours.
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- FFVII was originally planned to take place in New York (!).
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- Sakaguchi rewrote the script and the city turned into Midgar. - Virtually everyone in the team really liked Sephiroth, and they added in as many scenes as possible with him into the script. Large parts of the story were developed around him. - They were trying hard to make the characters feel like real people. Especially Cloud and Aeris received a lot of care in this area. Cloud got his weak side and Aeris was made as sort of a counterpoint to typical "strong" heroines like Jeanne d'Arc and Nausicaä. Her death was created to maintain this "real" feeling - because death and disease can hit unforgivingly suddenly. *phew* Lots of interesting stuff in there. You can extrapolate certain things in there and apply them to how development of FFXII probably was. I never thought FFVII had two in-progress versions running on Nintendo hardware. Were they planning on releasing it for the SNES at first or what? The time gap to the N64's release was pretty significant, so surely they couldn't have been planning for that all along? |
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Junior Member
(05-06-2006,
11:38 AM)
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#5
That was a cool read. It is interesting to see what can happen when ideas run freely around each other and randomly. I still think this game was revolutionary for its day. I would like to compare it to perhaps half a Super Mario 64, but if I compare the two I will likely get thrown out of the forums.
Anyway, nice read. |
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(05-06-2006,
11:41 AM)
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#6
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And, with that fateful moment, Japanese storytelling in games took a permanent turn towards the absurd... |
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Member
(05-06-2006,
11:55 AM)
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#8
Originally Posted by Chris Remo:
FF7 killed your mom. And you had a traumatic experience questioning your sexuality when Sephiroth was in the scene. |
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Member
(05-06-2006,
12:32 PM)
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#10
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Unfortunately, that really shows in Kitase's games. |
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Member
(05-06-2006,
01:05 PM)
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#11
Originally Posted by Zweisy1:
Unfortunately (for sane people), people always tend to forget about the (crude) story cutscenes present in FFIV and FFVI (FFV is like a haze to me, so I'm not gonna mention that - whoops, too late!). |
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Member
(05-06-2006,
01:31 PM)
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#12
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FFVI is directed by Kitase... FFIV and V had rather quick and brief story scenes. V in particular. Kitase's games are just ridiculously cutscene heavy.. not only talking about FMVs but real time cutscenes too. The tedious beginning of FFX is a good example. |
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fetch me wild beavers
(05-06-2006,
01:41 PM)
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#14
Originally Posted by Zweisy1:
oh boo-fucking-hoo. The man prefers to emphasize story- is that really such a problem? Go play D&D or something... Ceb- great read! Thanks for supplying that. :) FFXIII can't come soon enough. |
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Just doesn't get it.
Over and over and over again. (05-06-2006,
02:28 PM)
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#15
So FF7 did indeed start off as an N64 project ... it's funny, the decision to not use any type of CD-ROM at all in the N64 just seems worse and worse even 12 years after the fact.
I'm not saying Nintendo should've ditched carts, but they could've made a cart/CD system system like Sega did with the Saturn (although Sega rarely used the cartridge slot). If I had to guess ... I would say Squaresoft, realizing the project would require CD-ROM switched the game to the Playstation platform at some point in early-mid 1995, after tinkering with an N64 version for a few months. By November 1995, at Shoshinkai ... many people expected to see "Final Fantasy 64" (FFVII), but Yamauchi only discussed Dragon Quest VII which was for the 64DD at that time. So the switch almost definitely happened before that. Last edited by soundwave05 : 05-06-2006 at 02:34 PM. |
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Banned
(05-06-2006,
02:51 PM)
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#16
Originally Posted by Zweisy1:
Last edited by Raven. : 05-06-2006 at 02:58 PM. |
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Mr. Negativity
(05-06-2006,
03:36 PM)
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#18
That was a pretty damned awesome article...so many interesting things in there.
Originally Posted by Zweisy1:
The only thing it shows is that as a film director he'd starve to death, going by FFX's real-time cut-scenes. :P |
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Member
(05-06-2006,
03:46 PM)
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#21
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You are completely right.. got me there.
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Too many and too long cutscenes just usually ruin the flow of the game. I actually have a soft spot for GOOD storytelling in games. You just dont see that very often.. there a few ones such as games written by Tim Schafer or Chris Avellone. And Team Ico's minimalistic storytelling is wonderful. |
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Member
(05-06-2006,
03:51 PM)
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#22
Very interesting, always neat to hear what goes on behind the scenes...
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Member
(05-06-2006,
05:13 PM)
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#24
Originally Posted by Raven.:
Forcefeeding us a story through overly long cutscenes is not roleplaying. |
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Lost Control to SEELE
(05-06-2006,
05:54 PM)
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#25
Originally Posted by bengraven:
It was purposefully up to debate / player decision, and Advent Children deliberately didn't rock the boat on that issue. That's fairly cool, honestly, the whole affinity rating thing between Cloud and the girls, an interesting dimension of choice to add into a Final Fantasy game. By default, you date Aerith / Cloud has higher Aerith affinity / Cait Sith says they're "a perfect match," so take from that what you will. Of course, it's worth noting that Aerith is as dead as a doorknob, Aerith probably had a thing for Cloud because he was just an imprint of her missing boyfriend Zack, Cloud had a childhood crush on Tifa, and Tifa had a longstanding crush on Cloud, I'd like to think that after the ending of FFVII, or I suppose now AC, that Cloud would let go of Aeris and forgive himself for her death and just be happy with Tifa.
Originally Posted by silenttwn:
Stats and cutscenes with a few branching choices are the only means for a console to simulate tabletop, the only "true" roleplaying. Cutscenes and dialogue are the only way for the developers to tell a decent story - I don't see what you'd rather have them do. Perhaps you mean egregiously long cutscenes that allow little interaction or player input between additional cutscenes? That can get annoying, of course. I don't think Final Fantasy has ever been particularly bad in this area, though - Metal Gear Solid 2 and Xenosaga are probably the worst offenders. I never considered FFX to be over the line in terms of "too many cutscenes." Last edited by JayDubya : 05-06-2006 at 06:15 PM. |
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Lost Control to SEELE
(05-06-2006,
06:04 PM)
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#27
Originally Posted by Lindsay:
Yes, the sweet, sweet angst. What is it about angsty Japanese writers in the mid '90s and the Kaballah anyway? =P FFVII, Xenogears, and Neon Genesis Evangelion all in a short span of years, all with cryptic religious references, all with mindfragged protagonists, all high in quality but low in the sense-making department (unless you replay and rewatch and make sense of it yourself). |
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Banned
(05-06-2006,
07:29 PM)
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#34
very interesting...
i'm suprised those behind-the-scenes details were leaked because the japanese are so damn private about everything. and that's a very confessional bit of info right there ... one day i hope they'll shed light on what really happened with the FFXII staff |
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Member
(05-06-2006,
08:11 PM)
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#37
Originally Posted by tapedeck:
The really interesting thing about that demo, in my opinion, was that the mechanics ran on mouse-gestures. ... ...this is going to start a Wii speculation thread, isn't it? |
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Banned
(05-06-2006,
08:15 PM)
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#38
^ that was just a little tech demo on an onyx graphics engine. they didn't have any of the character designs finalized so they used FFVI characters. back then FFVII was "planned for the Ultra 64" so the press automatically assumed that it was a preliminary version of it
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Lost Control to SEELE
(05-06-2006,
09:25 PM)
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#41
Originally Posted by Himuro:
Erm, yes.
Originally Posted by Leidenfrost:
Heh, I doubt it. The new Crystal Chronicles, FF:TA, and all the old NES remakes / SNES games => GBA / DS should be enough. I wish Nintendo hadn't been dead set on the N64 as-is without a disk drive, however, and I wish they hadn't lost their relationship with Square back in the day. I'm glad they've made amends as much they have. |
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(05-06-2006,
09:44 PM)
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#42
Nomura: "My first assignment at Square was to design enemies for the battles in FFV, and when I got to read the game's script I didn't like the ending at all. I thought a lot about it and finally gathered up enough courage to explain to Sakaguchi how I felt. I presented a new alternative to him and the game actually received a new ending, based on my suggestion.
So, chances are the old ending was better that his shit ending we got. Interesting. Oh and Kudos to the guy that did the designs and was the guy responsible for Zozo -- this was the best city in FF6, those jap are crazy not to like. |
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Lost Control to SEELE
(05-06-2006,
11:00 PM)
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#44
http://www.abandonia.com/games/39/4 Gonna go check it out! ^_^
Seriously though, for purposes of the article, you could have used <insert 3D game here>, because he was right, 3D graphics were the future... It just so happens that 4D Sports Boxing looks pretty clunky and ugly by most standards, but hey, it's 3D! ![]() |
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Member
(05-07-2006,
12:02 AM)
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#45
Originally Posted by JayDubya:
Well, it was more than just the media problem. Next to Enix, Square was always treated like the red-headed stepchild in issues such as the the reneged promises on cartridge sizes and the like. Nintendo needed a bit of humbling in terms of its third party relations, in my opinion. |
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Lost Control to SEELE
(05-07-2006,
02:55 AM)
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#49
Originally Posted by HomerSimpson-Man:
Unless they're actually going to do it, which would be freaking awesome. They'd have to seriously retool the gameplay though, and it'd be nice if they made it a lot harder. Final Fantasy games have gotten way way too easy over the years (and the way Materia worked in VII made your choice of character pretty superfluous). A better / more comprehensive translation would be nice as well. Seriously, that last part can add so much to a game. My personal favorite, FF4 lost a lot in translation / localization. The GBA port doesn't do much to correct that either, but blessedly there's emulators and roms. There's a wonderful 10th anniversary edition of the hardtype rom going around, find it if you can. I wasn't terribly sold on the concept of remakes until I played Resident Evil & MGS: The Twin Snakes on my Gamecube. Updated graphics are one thing, but without updated gameplay / increased challenge there's not much point - both of those remake games delivered. Last edited by JayDubya : 05-07-2006 at 03:02 AM. |
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(05-07-2006,
03:00 AM)
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#50
Originally Posted by Zaptruder:
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