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==Development==
==Development==
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{{wikipedia|section=yes|left=yes}}
''Final Fantasy VI'' began development in December 1992, after the release of its predecessor, ''[[Final Fantasy V]]''.<ref name="edge">"The Making Of... Final Fantasy VI". ''Edge'' volume 251, pages 124–127.</ref> The development of the game took just one year to complete.<ref>"[https://www.siliconera.com/final-fantasy-vi-took-just-one-year-to-make-says-director-yoshinori-kitase/ Final Fantasy VI Took Just One Year To Make Says Director Yoshinori Kitase]". Siliconera. Published August 6, 2013.</ref> [[Hironobu Sakaguchi]] could not be as intimately involved as in previous installments due to his other projects and his promotion to Executive Vice President of the company in 1991.<ref name="edge"/> For that reason, he became the producer and split director responsibilities for Final Fantasy VI up between [[Yoshinori Kitase]] and [[Hiroyuki Ito]]: Kitase was in charge of event production and the scenario, while Ito handled all battle aspects. Sakaguchi supervised Kitase's cutscene direction and ensured that the project would coalesce as a whole. The idea behind the story of Final Fantasy VI was that every character is the protagonist. All members of the development team contributed ideas for characters and their "episodes" for the overall plot in what Kitase described as a "hybrid process". Consequently, Terra and Locke were conceived by Sakaguchi; Celes and Gau by Kitase; Shadow and Setzer by graphic director Tetsuya Nomura; and Edgar and Sabin by field graphic designer Kaori Tanaka.<ref name="edge"/> Then it was Kitase's task to unite the story premise provided by Sakaguchi with all the individual ideas for character episodes to create a cohesive narrative.<ref name="edge"/><ref>"[https://web.archive.org/web/20110717103402/http://playstationjapan.tripod.com/Sakaguchi.html Interview with Hironobu Sakaguchi]". Shūkan Famitsū (Wayback Machine)</ref> The scenario of Final Fantasy VI was written by a group of four or five people, among them Kitase who provided key elements of the story, such as the opera scene and Celes' suicide attempt, as well as all of Kefka's appearances.<ref>"[https://web.archive.org/web/20160526013632/http://www.1up.com/features/final-fantasy-kitase-story Final Fantasy: Kitase's Inside Story]". 1up.com (Wayback Machine)</ref>
''Final Fantasy VI'' began development in Decmeber 1992, after the release of its predecessor, ''[[Final Fantasy V]]''.<ref name="edge">"The Making Of... Final Fantasy VI". ''Edge'' volume 251, pages 124–127.</ref> The development of the game took just one year to complete.<ref>"[https://www.siliconera.com/final-fantasy-vi-took-just-one-year-to-make-says-director-yoshinori-kitase/ Final Fantasy VI Took Just One Year To Make Says Director Yoshinori Kitase]". Siliconera. Published August 6, 2013.</ref> [[Hironobu Sakaguchi]] could not be as intimately involved as in previous installments due to his other projects and his promotion to Executive Vice President of the company in 1991.<ref name="edge"/> For that reason, he became the producer and split director responsibilities for Final Fantasy VI up between [[Yoshinori Kitase]] and [[Hiroyuki Ito]]: Kitase was in charge of event production and the scenario, while Ito handled all battle aspects. Sakaguchi supervised Kitase's cutscene direction and ensured that the project would coalesce as a whole. The idea behind the story of Final Fantasy VI was that every character is the protagonist. All members of the development team contributed ideas for characters and their "episodes" for the overall plot in what Kitase described as a "hybrid process". Consequently, Terra and Locke were conceived by Sakaguchi; Celes and Gau by Kitase; Shadow and Setzer by graphic director Tetsuya Nomura; and Edgar and Sabin by field graphic designer Kaori Tanaka.<ref name="edge"/> Then it was Kitase's task to unite the story premise provided by Sakaguchi with all the individual ideas for character episodes to create a cohesive narrative.<ref name="edge"/><ref>"[https://web.archive.org/web/20110717103402/http://playstationjapan.tripod.com/Sakaguchi.html Interview with Hironobu Sakaguchi]". Shūkan Famitsū (Wayback Machine)</ref> The scenario of Final Fantasy VI was written by a group of four or five people, among them Kitase who provided key elements of the story, such as the opera scene and Celes' suicide attempt, as well as all of Kefka's appearances.<ref>"[https://web.archive.org/web/20160526013632/http://www.1up.com/features/final-fantasy-kitase-story Final Fantasy: Kitase's Inside Story]". 1up.com (Wayback Machine)</ref>


[[Yoshitaka Amano]]'s concept art became the basis for the models in the full motion videos produced for the game's PlayStation re-release. [[Tetsuya Takahashi]], one of the graphic directors, drew the imperial Magitek Armors seen in the opening scene. By doing so, he disregarded Sakaguchi's intention to reuse the regular designs from elsewhere in the game. The sprite art for the characters' in-game appearance was drawn by Kazuko Shibuya. While in the earlier installments, the sprites were less detailed on the map than in battle, ''Final Fantasy VI''{{'}}s had an equally high resolution regardless of the screen. This enabled the use of animations depicting a variety of movements and facial expressions. ''Final Fantasy VI'' makes more extensive use of {{wp|Mode 7}} than its predecessors, such as the world map, which lends a somewhat three-dimensional perspective to an otherwise two-dimensional game.
[[Yoshitaka Amano]]'s concept art became the basis for the models in the full motion videos produced for the game's PlayStation re-release. [[Tetsuya Takahashi]], one of the graphic directors, drew the imperial Magitek Armors seen in the opening scene. By doing so, he disregarded Sakaguchi's intention to reuse the regular designs from elsewhere in the game. The sprite art for the characters' in-game appearance was drawn by Kazuko Shibuya. While in the earlier installments, the sprites were less detailed on the map than in battle, ''Final Fantasy VI''{{'}}s had an equally high resolution regardless of the screen. This enabled the use of animations depicting a variety of movements and facial expressions. ''Final Fantasy VI'' makes more extensive use of {{wp|Mode 7}} than its predecessors, such as the world map, which lends a somewhat three-dimensional perspective to an otherwise two-dimensional game.

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