A Glimpse Into The Long Development of Final Fantasy XII
In a talk Thursday at the Game Developer's Conference, attendees were exposed to a rare treat: technical information behind development at Square/Enix. Programming supervisor Taku Murata, co-director Hiroshi Minagawa, and lead realtime rendering programmer Yoshinori Tsuchida were onhand to shed some light on a game many years in the making. Though the session didn't provide any dirt on those interested in the departure of game designer Yasumi Matsuno, there was plenty to take away from the highly focused discussion. "Final Fantasy games require a lengthy development process, and this presents the very real threat of being obsolete by the time it ships. To combat this the team allocated its resources with a heavy emphasis on art."
A not worthwhile article? Very little information.
Final Fantasy takes years to produce, to lessen the chance that the games outdated when it comes out they spend 70% on art, 20% on game design and 10% on engineering. There was mention that they built tools to output their 'art' through a PS2 onto a TV to get a true representation of how it will look. Lots of comments about how much FFXII sucked, suggesting this business plan is a bad idea.
There i saved you the hassle of reading the article
70% was spent on art. Of the resources dedicate to art, 95% of it was dedicating to finding angles/excuses to show Fran's bare ass or make the princess give out a gasp (which sounded more like a sexual moan) every cutscene.
So, in other words, Final Fantasy games focus more on art than on gameplay.
Wow. I could have told you that when they released FF6, a game with nice shiny graphics but fundamental bugs that broke the game, including one character who was a crash bug with the potential to corrupt save data. But the game included a 3D opening! (Really. It did. On the SNES, back in 1994. Not the world's best 3D, but a pointless 3D segment none-the-less.)
if you have played FFXII you can see what this produced. Not every game can get a perfect 10/10 on faimitsu. The dark tactics/ vagrant story style of game really fits here.
The war with islam is a war on the beast
The war on terror is a war for peace
I know I don't play Final Fantasy games because they're innovative. I play Final Fantasy games because they're damn gorgeous. Besides, when was the last time any of you played an RPG that doesn't suffer from the same worries/problems that FFXII does?
The article names exactly those issues that you will find in every game development process, not just FF12's. I can imagine that the number of people working on this specific game is much higher than in other productions, and probably makes problems in communication and verification much more prominent. But as far as the numbers in TFA are concerned, they don't seem to be any different than standard.
/.
Even for the simplest game, a developer will seek to develop on the target machine, and running on the target output, which is the TV. The huge demand for content is not just a FF12 feat., you will find it in every kind of game. Even the timespan of other games is not so much different. Take e.g. Unreal3's based games.. or HalfLife..
I think Mr. Lee should not have gone to the GDC, because his review article is full of fan-boy drool and not much else.. I don't know why this was even posted on
With great power comes great electricity bills.
Maybe it's just me but I found FFXII to be frustrating to the point of unplayable. I love the world and how pretty it is but I just can't play the game.
The combat system just isn't fun and makes no sense to me. Vaan stands around for ten seconds going "ho hum time to get hit" while I just told him to smash some guys face in with a sword. WHY!? All it does is remind me of laggy MMORPGs and that Vaan needs to stop being such a skinny little gimp and start hitting things if he even wants to be a real pirate.
I like muppets.
I detect a pretty heavy PC style RPG bias in all the replies so far. The FF crowd enjoy "Role playing" as is reading a book and imagining themselves in that role. Most of the replies come from the pc RPG tradition where your just a walking bunch of stats and take losts of fetch and return quests. The JRPD tradition has you being a slim empheminate walking bunch of stats that has to go on a quest on rails. Both of the styles have their weaknesses. FFXII I found to be a fairly open game for a JRPG. You could start munchkining very early and be insanely powerful. The "automated" combat basically stopped me from having to "press O" a million times a session just to get our of a dungueon.
Apparently you guys are int he minority since it sold insanely well. Perhaps only because of the name but it was fun. Well done. And pretty. You can't even criticize an emo love story. It was all byzantine politics. This one knocked FFVI off the #1 spot for me for FF games.
"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
Has anyone found a transcript for this talk yet? I'd like to hear the technical details of how they produced FFXII, and not just some fanboy drivel about 'ooh they spent 70% time on art, and that's all I can comment on because I have no idea what they are talking about'. --Zims
"Though the session didn't provide any dirt on those interested in the departure of game designer Yasumi Matsuno."
Matsuno got axed likely due to the fact that he was more interested in making a quality game rather than getting it out the door to meet a fiscal period deadline.
Early reports of the FFXII skill system was basically described as similar to the one in FFII, where your characters get better at certain skills the more often they use it. Meaning you can turn your nuker into a melee if you waste long enough time to train him/her with a sword. This was no where to be found but instead was replaced by a simplistic license grid. (Hmm...I can't even swing a sword despite the fact that I'm holding it in my hands? Wha, I need a license!? Who the hell came up with this gem?)
There were supposedly controllable airship battles in the early reports. Again, this was no where to be found. Not to mention the fact that the story basically switched protagonist. It was supposedly to be a story about Vaan becoming a sky pirate. But if you've played through the game we got then you'll realize that Ashe is the real protagonist in the story. The moment she joined your party, the character development for Vaan ceased completely. Just from having played Matsuno's other games, and from the discrepancy in the story an implementation, the structure and direction/or lack thereof, I'm convinced that the game was not made by Matsuno. At best, it was made after having skimmed through Matsuno's initial ideas without actually implementing many of them. You can clearly tell the story was not conceived by one person given how disjointed it is. The writer that took over didn't even remember to close the Marquis' memoirs...
I think basically they said to Matsuno, are you nuts? The game you want to make will take way too long. We want to release it ASAP.
I have to ponder why they spent so much time developing FF 12, and yet it was a bomb -- not in sales, mind you (it's a Final Fantasy for Christ's sake, it WILL SELL), but in plot. Final Fantasy is notorious for having a good plot and/or a good game system. 1 was bland, but by today's standards what can you expect? 2 was awful, but had a really fun battle/leveling system. 3 introduced jobs, even though the plot seemed nonexistent. Then four through, oh, let's say ten had story. And gameplay. They were FUN. Now I bought up 12 at the midnight release, ready to eat it up like, uh, a fat kid and food, and then I found... an MMO. A single-player MMO. And it isn't just me; everyone I know complains about the same thing: FF12 is a dungeon crawl, and not a very good one at that. There's no captivating plot, the characters are all secondary to the game; FF12 is hardly a FF at all.
So why'd 12 go so wrong? "Study long, study wrong?" I wish I knew, but after this, I am not going for the next one nearly as fast as I have for the past FF titles.
Disclaimer: this is opinion, not fact. I didn't feel the game, you might have loved it. Just 'cause my friends (imaginary and not) didn't like it doesn't mean I think nobody liked it. Etc. Etc. Etc., not trying to troll; just curious as to what people think
Perception is the thin dividing line between reality and fiction.
My person reasons for playing the ff series were interesting storyline + great gameplay. While not overly difficult ffx and earlier provided that for me. I like movies and i don't really care if ffx depends on being half that because it was interesting to me and it had sufficient battles that were interesting.
FFXII's story was neither interesting (political but the characters were barely flushed out and it was more event based then anything) nor did the battles resemble anything fun after a while. The license system was simply tedious.
Hmmm... Pie...