Final Fantasy VI and Chrono Trigger
Hiroyuki Ito worked as the game designer of Final Fantasy VI, where he was responsible for all the gameplay aspects such as the ATB system, Esper Magicite system, Relic system, the unique gameplay attributes of each of the playable characters, and all the various items, equipment, relics, espers and spells obtainable in the game.
He was also responsible for the structure, pacing and flow of the entire game and tried to strike a balance between the gameplay and event scenes so the game didn't feel too story-driven. He did this by mixing event scenes with gameplay and also making the player constantly have to explore the world map to get to new areas that would advance the story. An example of him mixing event scenes with gameplay is in the Opera House. The player has to interactivity enter the correct lyrics for Celes Chere and also perform some of her stage movements; they then have to run around the building as Locke Cole to reach and battle Ultros, who was attempting to sabotage the show. The original event scene for the Opera House by Yoshinori Kitase had no player interactivity apart from pressing the "A" button after each dialogue box and Ultros didn't even show up at the location. Ito decided modify it by adding more player interactivity in an effort to balance the story with gameplay.
Another example is the dining meeting with Emperor Gestahl. The original event scene by Kitase had the player going straight into the dining room and taking a seat and then just pressing the "A" button after each dialogue box until the dining meeting was over. Ito modified it so the player had to first explore and speak to all the soldiers within a time limit, some of which would even want to battle. After the time was up, they then automatically participated in the dining meeting and were given various choices of dialogue to say to Emperor Gestahl during the course of the conversation. Depending on how many soldiers they spoke to before the dining meeting and their dialogue choices to Emperor Gestahl during the conversation, they were given a number of rewards by the Emperor's attendant after the meeting was over. Hiroyuki Ito believes that making events scenes require player interactivity allows for greater player immersion and therefore makes the world feel more like a real place and not just a backdrop of a story. He eventually became the co-director of Final Fantasy VI when the original director Hironobu Sakaguchi stepped down due to being too busy with other commitments.
The next game Ito worked on was Chrono Trigger. The game was in development at the same time as Final Fantasy VI but by a different development team. When development of Final Fantasy VI was complete, Hironobu Sakaguchi moved Hiroyuki Ito and Yoshinori Kitase over to the Chrono Trigger team as he wanted to speed up the games development so it could be released early the next year.Sakaguchi appointed Ito and Kitase to be co-directors alongside the existing directors Takashi Tokita and Akihiko Matsui.
While Ito checked the current content and progress of the game, he noticed that all the event scenes in the game only required the player to press the "A" button after dialogue boxes. As a result of noticing this, he decided to step down as a director and instead take the position of an event planner. The reason was so he could spend most of his time and effort on modifying the event scenes to require more player interactivity like he had done to the event scenes in Final Fantasy VI. An example of an event scene Ito created was the trial of Crono.
At the time Ito joined the project, there was no trial and Crono was thrown in jail by the Chancellor as soon as he returned to Guardia Castle with Marle. Ito decided to modify this by adding a trial scene that would determine if Crono was guilty. He created numerous morality events at the Millennial Fair that would affect Crono's case and created dialogue choices during the trial for the player to input. The player's gameplay actions at the Millennial Fair and their dialogue responses during the trial would all affect the verdict on Crono. Ito says that his aim in creating this event scene was to show players that their gameplay actions can influence the story.
Final Fantasy XII
While Matsuno continued to work on the story and the history, mythology, sociology and ecosystem of Ivalice, Ito began to create the game design and battle system. He took influence from his game design in Final Fantasy VI and Final Fantasy Tactics and Matsuno's battle system design in Vagrant Story. He also took influence from his battle transitions in Chrono Trigger. The basic gameplay concept Ito came up with was for the game to prioritise exploration of a vast, fully realised world. The reason for the long development cycle was due to Ito needing a large amount of time to create the large, interconnected maps and also the new seamless battle system to be used in the game.
When the game was eventually released in Japan, it received high praise from multiple Japanese newspapers and magazines. It also became the first Final Fantasy game to get a perfect score from Famitsu. Due to this critical acclaim and Hiroyuki Ito being a director on the game right from the start of the project, he was offered a promotion to the position of game producer by Yoichi Wada, president of Square Enix. However, Ito declined the offer as he still wanted a hands-on role in game development. As a result, rather than Wada retracting the offer, he instead gave Ito a promotion to the position of Producer/Director, which was a hybrid of both game director and game producer. At the CESA 2006 Japan Game Awards held on 22 September 2006, Ito accepted the "Grand Award" and "Award for Excellence" for Final Fantasy XII as the producer of the game. Upon receipt of the "Grand Award" at the award ceremony, he said that he was not expecting the game win two awards due to some gamers not liking the ADB system. He stated that he felt that the changes in gameplay introduced in Final Fantasy XII were necessary to keep Final Fantasy being a series that was relevant and prominent in the constantly evolving global gaming market.