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Death God

Number of posts : 409
Registration date : 2010-11-14

PostSubject: Development   Wed Mar 16, 2011 11:13 am

Development for Final Fantasy XII began in 2001[54] and was carried out by Square Enix's Product Development Division 4.[1] Final Fantasy Tactics creator Yasumi Matsuno, originally announced as producer and co-director (along with Hiroyuki Ito[55]), was forced to bow out of both roles midway through the creation of Final Fantasy XII due to health concerns.[56] In his place, Hiroyuki Ito and Hiroshi Minagawa took over directorial duties while Akitoshi Kawazu, of SaGa series fame, became the executive producer with Square Enix president Yoichi Wada.[57][58] Matsuno's departure was regretted by series creator Hironobu Sakaguchi, who declined to play Final Fantasy XII beyond the introduction.[59]

The desire to move away from random encounters was present since the beginning of development.[60] This desire fueled the development of the Active Dimension Battle system so players could seamlessly move from battle to exploration. The gambit system was conceived early on as a way to facilitate this change.[60] Battle system designer Hiroshi Tomomatsu states that it gradually moved away from a complex and rigid formula to the more flexible form seen in the final version of the game.[61] Ito drew inspiration for gambits from plays in American football where each team member has a specific job to do based on the conditions and desired outcome. As for the license system, he explained that needing "licenses" to perform certain actions was a natural extension of the rigid structured society of Archadia, as epitomized by its Judges.[60]

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