Vagrant Story's dev team were deeply inspired by Metal Gear Solid & wanted to push the limits of the PS1.
One area they wanted to improve on was the face of characters, because MGS1 didn't have eyes or facial expressions.
Vagrant Story featured moving eyes, lips and hair.
The way they were able to make faces so detailed on the PS1 has allowed them to become much more sophisticated in terms of cutscene direction, giving it a more dramatic scale.
Few people have played Vagrant Story, even fewer to completion, but the story stands among the best.
Here's one such example of how they were not just able to make Vagrant Story a technical powerhouse, but also understood the way how they could use their technology to craft striking scenes.
Vagrant Story is the combination of a technically ambitious game meeting a huge artistic drive to present things in fascinatingly new ways.
This was the way of the team that made FF Tactics and went on to make FFXII.
Vagrant Story was really the reason they felt they needed to push the envelope once again with Final Fantasy XII on the PS2. They wanted to make a modest game but slowly snowballed into becoming its spiritual successor.
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BTW I found a few months ago what is possibly the origin point of many JRPG designers having a very complicated relationship with the term. Daniel Erickson claiming FF13 is not an RPG at all when interviewed about the Star Wars MMO.
His quote infuriated Nomura at the time.
If you want the Nomura answer, he basically had an entire 5 minutes angry rant after being told about this, and the translator probably realized he shouldn't even try to translate it and just said "yeah he said his games should just be called RPGs"
Please don't fight me over this but I'm gonna say I saw a disappointing amount of press people from the west claiming Japanese designers should just move on because the term JRPG is now a term of endearment for us. I think we shouldn't tell what they feel.
Here's a simple comparison to showcase the difference in coverage with FF16 and Horizon FW released with the same critical reception.
This is how Kotaku headlined Horizon's gay romance, and this is how it headlined FFXVI's.
What's even more interesting is the content ⬇️
The writer, the same for both articles, highlighted the romance in Horizon FW and takes it as a victory, despite the romance being optional, despite Aloy herself having flirtatious dialogue with male characters, despite being only in a DLC.
It is a defense of Aloy's queerness.
Which is fine, Aloy IS queer, you just have to pay a $20 DLC to see it flourish.
It doesn't matter that HFW makes it optional, it doesn't matter that it allows HFW to be sold in Saudi Arabia since only the DLC is banned.
The criticism is only one paragraph in the conclusion.
You understand a lot about how FFXIV was salvaged when you read that Yoshi-P traced over the work of Matsuno during his studies to learn from him. We know that ARR was rebooted with an extremely thorough design document for development that convinced the staff to stick around
Staff didn't believe or wanted to stick around for FF14 anymore, they were working on the project since 2006, and Yoshi-P was an unknown at this point. He had to prove he was serious, and Matsuno's style of perfectionism and thoroughness was a style that would bring confidence.
There are obvious qualities to Yoshi-P too, he is a charismatic person and the project wouldn't have worked if he wasn't a good leader, he is also great at project management. But Yoshi-P making sure everything was put into writing before development restarted was crucial
Yoshi-P talks about how he always admired Yasumi Matsuno and was too intimidated to ask Hiroshi Minagawa and Akihiko Yoshida, who were part of Matsuno's team before, to connect them.
Matsuno ended up inviting him for a drink as he wanted to know what kind of person Yoshi-P was.
Yoshi-P says Matsuno was the first time he was aware of feeling a "creator" behind the work. He says Matsuno games have a human touch and felt that they reflected Matsuno's thoughts and feelings of the time.
The interviewer says it is a similar feeling as Tomino with Gundam
Yoshi-P says he traced his work from Matsuno when creating data and plotting scenarios. He learned for Matsuno's use of language by imitating his work. He would read strategy books of Matsuno games and study them until he understood his work.
Yoshi-P was present in Ultima Online during the infamous assassination of Lord British.
Richard Garriott, the creator of Ultima, was controlling the invincible Lord British NPC for an in-game event, but ended up being assassinated by a random player in front of a crowd.
This event is called one of the most famous events in MMORPG history and even has its own wikipedia segment. It happened in August 9, 1997. en.wikipedia.org/wiki/Lord_Brit…
Yoshi-P started with Diablo but really got involved in Ultima Online.
Then he got really into Dark Age of Camelot to the point he built his own PC at work so he can play while working. He played intensely for six and a half years.
Naoki Yoshida, who is in charge of Final Fantasy XIV and XVI, had a column giving advice to new game devs on how complexity gives a false sense of security and how creating data in a simple way is the more effective challenge to tackle. blog.kouhi.me/translation-ff…
He wants to emphasize that a game dev can bring a level of uniqueness and personality through a restrained set of parameters for things like characters or monsters rather than a large one.
It's interesting because Final Fantasy XIV has culled and simplified a ton of stats since its creation. Elemental affinities, accuracy stat, belt gear piece, the TP gauge. Yoshida and his team consistently question the relevance of certain RPG elements.