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==Development==
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| footer = ''Fantasian'' was produced and written by [[Hironobu Sakaguchi]] (''left''), with an original score by [[Nobuo Uematsu]] (''right''): both approached the game feeling it would be their last large-scale project due to age and health concerns.
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''Fantasian'' was developed by [[Mistwalker]], a Japanese-American video game company founded by [[Hironobu Sakaguchi]], known for his work at [[Square (video game company)|Square]] (later [[Square Enix]]) on multiple properties including the ''[[Final Fantasy]]'' series.<ref name="TechInterview"/><ref name="VGCinterview"/> In March 2018, Sakaguchi participated in a livestream with fellow developers playing ''[[Final Fantasy VI]]'' (1994). Reliving those memories, Sakaguchi became inspired to create a traditional RPG inspired by ''Final Fantasy VI''.<ref name="FamQ&A"/><ref name="SyrupInterview"/> The project was greenlit following meetings with [[Apple Inc.|Apple]] representatives who were fans of Sakaguchi's work and wanted him to create a title for their upcoming [[Apple Arcade]] platform.<ref name="FamQ&A"/><ref name="TouchInterviewSakaguchi"/> Production began in June 2018 with Sakaguchi as producer.<ref name="FamQ&A"/> Other staff included Takuto Nakamura as director and lead programmer, and assistant producer Saho Nishikawa.<ref name="FamComments"/><ref name="CGWinterview"/> [[Arzest]] assisted development with concept art and character modelling.<ref name="Arzest"/> Due to his advancing age, Sakaguchi approached the game with the mindset that it might be his last large-scale project before retiring from the industry.<ref name="TechInterview"/><ref name="VGCinterview"/>
 
Production lasted three years, with a staff of thirty people.<ref name="TouchInterviewSakaguchi"/><ref name="FamicoInterview"/> The final year's work was complicated by the [[COVID-19 pandemic]]. Sakaguchi described it as stressful as they were needing to scale models to environments, but felt that worse effects could have occurred if it had occurred during the brainstorming phase.<ref name="TouchInterviewSakaguchi"/> The team transitioned to working remotely for the duration.<ref name="FamInterview"/> The structure, which had a tightly focused narrative for the first part and a quest-driven journey to reassemble the party in the second, was directly inspired by ''Final Fantasy VI''.<ref name="FamPart2interviewA"/> Due to the story's structural shift at this point, it was seen as a natural breaking point for the two parts.<ref name="TouchInterviewSakaguchi"/> Apple were also keen to release the game on their platform as soon as possible, encouraging the team to release ''Fantasian'' in two parts.<ref name="PushInterviewNeo"/> The second part, originally planned as a series of short stories for the characters, turned out much larger than planned due to added gameplay content.<ref name="FamPart2interviewA"/>
 
The proposal included environments created using real-world [[diorama]] models scanned into the game with 3D characters exploring them.<ref name="FamQ&A"/> This caused difficulties, as while computer environments could be changed quickly, the dioramas could not and so the environments were carefully planned in advance.<ref name="GSinterview"/> The gameplay was designed to be traditional and included several elements comparable to Sakaguchi's work on ''Final Fantasy''.<ref name="PolyInterview"/> He attributed this traditional design on a mobile title to its presence on Apple Arcade, which hosted "conventional" game titles.<ref name="GSinterview"/> In the spirit of innovation he remembered from early ''Final Fantasy'' titles, Sakaguchi created the Dimengeon system as both a convenience for mobile players, allow for prolonged exploration of environments, and incorporate an innovative battle mechanic.<ref name="PolyInterview"/> The attack aiming was also designed with touchscreen controls in mind.<ref name="FamDevProgram"/> The denser structure of the second part, with new gameplay elements and an expanded skill system, was attributed to a strong commitment to providing a polished experience inspired by the need to work remotely.<ref name="FamPart2interviewB"/>
 
===Scenario and art design===
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For the Memory sections, Sakaguchi used a similar approach of combining text with illustrations and sound as "A Thousand Years of Dreams", a series of short stories within ''[[Lost Odyssey]]'' (2007).<ref name="TouchInterviewSakaguchi"/> The game's concept art and Memory illustrations were created by Manabu Kusunoki.<ref name="FamInfo"/><ref name="FamComments"/>
 
 
During the early stages, the story was to have focused on dragons.<ref name="FamQ&A"/>
 
 
Sakaguchi drew inspiration for the worldview from [[Hayakawa Publishing|Hayakawa Bunko]]-published science fiction and fantasy he had read during high school.<ref name="FamQ&A"/>
 
 
The characters were designed by Takatoshi Goto,<ref name="FamQ&A"/> a newcomer to the studio working under ''Terra Battle'' artist Kimihiko Fujisaka.<ref name="FamicoInterview"/> Sakaguchi described Goto's designs as doing a good job expression the multiple dimensions featured, noting that each lead was given a color theme.<ref name="FamQ&A"/>
 
The concept art and Memory illustrations were created by Manabu Kusunoki.<ref name="FamInfo"/><ref name="FamComments"/> The characters were designed by Takatoshi Goto,<ref name="FamQ&A"/> a newcomer to the studio working under ''Terra Battle'' artist Kimihiko Fujisaka.<ref name="FamicoInterview"/> Sakaguchi described Goto's designs as doing a good job expression the multiple dimensions featured, noting that each lead was given a color theme.<ref name="FamQ&A"/>
 
 
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===Music===
The music for ''Fantasian'' was composed by [[Nobuo Uematsu]], who had worked on the ''Final Fantasy'' series and a number of Sakaguchi's projects at Mistwalker.<ref name="SyrupInterview"/> Uematsu composed the entire soundtrack himself.<ref name="FamUematsu"/> The tracks were arranged by Uematsu, Hiroyuki Nakayama, Tsutomu Narita, Kazuhira Degawa, Michio Okamiya, and Yuria Miyazono.<ref name="OSTliners"/> At the time he was approached, Uematsu was having health difficulties, and Sakaguchi feared he would not be able to take on the commission. Uematsu accepted, though hinting to Sakaguchi that ''Fantasian'' might be his final full game score.<ref name="SyrupInterview"/>
 
<ref name="GSinterview"/>
 
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<ref name="PolyInterview">{{cite web|url=https://www.polygon.com/2021/3/2/22309175/fantasian-mistwalker-hironobu-sakaguchi-apple-arcade-ios-mac-interview|title=Final Fantasy creator's new game has a cool diorama look and rethinks random encounters|author=McWhertor, Michael|website=[[Polygon (website)|Polygon]]|date=2021-03-02|access-date=|archive-url=https://web.archive.org/web/20210304101355/https://www.polygon.com/2021/3/2/22309175/fantasian-mistwalker-hironobu-sakaguchi-apple-arcade-ios-mac-interview|archive-date=2021-03-04|url-status=live}}</ref>
 
<ref name="GSinterview">{{cite web|url=https://www.gamespot.com/articles/how-the-creator-of-final-fantasy-is-evolving-the-classic-rpg-with-fantasian/1100-6488292/|title=How The Creator Of Final Fantasy Is Evolving The Classic RPG With Fantasian|author=Higham, Michael|website=[[GameSpot]]|date=2021-03-02|access-date=August 13, 2021|archive-url=https://web.archive.org/web/20231207103024/https://www.gamespot.com/articles/how-the-creator-of-final-fantasy-is-evolving-the-classic-rpg-with-fantasian/1100-6488292/|archive-date=2023-12-07|url-status=live}}</ref>
 
<ref name="VGCinterview">{{cite web|url=https://www.videogameschronicle.com/news/final-fantasy-creator-sakaguchi-says-his-next-game-could-also-be-his-last/|title=Final Fantasy creator Sakaguchi says his next game could also be his last|author=Scullion, Chris|website=[[Gamer Network#Editorial websites|Video Games Chronicle]]|date=2021-03-24|accessdate=2021-04-13|archive-url=https://web.archive.org/web/20210325190746/https://www.videogameschronicle.com/news/final-fantasy-creator-sakaguchi-says-his-next-game-could-also-be-his-last/|archive-date=2021-03-25|url-status=live}}</ref>