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===Setting===
 
===Setting===
{{Quote|The ancient War of the Magi... When its flames at last receded, only the charred husk of a world remained. Even the power of magic was lost... In thousand years that followed, iron, gunpowder, and steam engines took the place of magic, and life slowly returned to the barren land... Yet there now stands one who would reawaken the magic of ages past, and use its dread power as a means by which to conquer all the world... Could anyone truly be foolish enough to repeat that mistake?|Intro}}
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{{Q|The ancient War of the Magi... When its flames at last receded, only the charred husk of a world remained. Even the power of magic was lost... In thousand years that followed, iron, gunpowder, and steam engines took the place of magic, and life slowly returned to the barren land... Yet there now stands one who would reawaken the magic of ages past, and use its dread power as a means by which to conquer all the world... Could anyone truly be foolish enough to repeat that mistake?|Intro}}
 
[[File:FFVI Warring Triad.jpg|thumb|right|The Warring Triad.]]
 
[[File:FFVI Warring Triad.jpg|thumb|right|The Warring Triad.]]
 
A thousand years ago three [[Divinity in Final Fantasy|gods]], known as the [[Warring Triad (Final Fantasy VI)|Warring Triad]], descended upon the world and [[War of the Triad|warred for dominance]]. During the [[War of the Magi (Final Fantasy VI)|War of the Magi]] the gods transformed humans and animals into creatures called espers, giving them magical powers. The gods realized the war was destroying the world and petrified themselves, their final wish being that the espers prevent their power from being abused. The espers took the gods' statues and fashioned a new dimension where they could live peacefully away from humans, and to hide away the gods.
 
A thousand years ago three [[Divinity in Final Fantasy|gods]], known as the [[Warring Triad (Final Fantasy VI)|Warring Triad]], descended upon the world and [[War of the Triad|warred for dominance]]. During the [[War of the Magi (Final Fantasy VI)|War of the Magi]] the gods transformed humans and animals into creatures called espers, giving them magical powers. The gods realized the war was destroying the world and petrified themselves, their final wish being that the espers prevent their power from being abused. The espers took the gods' statues and fashioned a new dimension where they could live peacefully away from humans, and to hide away the gods.
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==Development==
 
==Development==
 
===Background===
 
===Background===
{{Quote|I still remember when, during the launch party for ''Final Fantasy VI'', the notoriously unforgiving Mr. Sakaguchi gave a speech. 'Thanks to every one of you — we have created the best game in the world! No! The universe! Thank you!' I cried. There were tears on my face. Those tears made me realize just how much I had invested myself in the project. I hope that the ''Final Fantasy'' games forever continue to be a source of joy not only for the fans, but for the developers as well!|Nobuo Uematsu, liner notes to ''[[Final Fantasy XIV / Battle Tracks]]''}}
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{{Q|I still remember when, during the launch party for ''Final Fantasy VI'', the notoriously unforgiving Mr. Sakaguchi gave a speech. 'Thanks to every one of you — we have created the best game in the world! No! The universe! Thank you!' I cried. There were tears on my face. Those tears made me realize just how much I had invested myself in the project. I hope that the ''Final Fantasy'' games forever continue to be a source of joy not only for the fans, but for the developers as well!|Nobuo Uematsu, liner notes to ''[[Final Fantasy XIV / Battle Tracks]]''}}
 
[[File:FFVI Characters Nomura Art.jpg|thumb|left|200px|Concept art by [[Tetsuya Nomura]] of the main cast as they would appear in the game.]]
 
[[File:FFVI Characters Nomura Art.jpg|thumb|left|200px|Concept art by [[Tetsuya Nomura]] of the main cast as they would appear in the game.]]
 
Work began on ''Final Fantasy VI'' almost immediately after the international release of ''Final Fantasy V'' in 1992. The production lasted around one year with a 50-60 member team.<ref name="sakaguchi interview kotaku" /> The game launched on schedule and within budget, but not without the strain of a significant crunch towards the end of production to iron out remaining issues in the code; director Yoshinori Kitase has described the final debug phase as "an exhausting affair".<ref name="edge" /> Despite the team's efforts, the game has [[List of bugs and glitches#Final Fantasy VI|a myriad of programming oversights and glitches]]. Managing memory was a challenge, as at the time it couldn't be entrusted to computers and had to be done manually, meaning human errors were much more prevalent, and Square had no tools or software to aid programmers in detecting errors.<ref name="makingof gamesradar" />
 
Work began on ''Final Fantasy VI'' almost immediately after the international release of ''Final Fantasy V'' in 1992. The production lasted around one year with a 50-60 member team.<ref name="sakaguchi interview kotaku" /> The game launched on schedule and within budget, but not without the strain of a significant crunch towards the end of production to iron out remaining issues in the code; director Yoshinori Kitase has described the final debug phase as "an exhausting affair".<ref name="edge" /> Despite the team's efforts, the game has [[List of bugs and glitches#Final Fantasy VI|a myriad of programming oversights and glitches]]. Managing memory was a challenge, as at the time it couldn't be entrusted to computers and had to be done manually, meaning human errors were much more prevalent, and Square had no tools or software to aid programmers in detecting errors.<ref name="makingof gamesradar" />
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===Scenario===
 
===Scenario===
{{Quote|Looking at videogame design and development up to that point, I supposed that action games, for example, relied on sense and instinct while RPGs appealed more to reason and logic. What made the ''Final Fantasy'' series so innovative was the emotion realized from drama within the game in addition to those other elements. I believe this innovation was more apparent than ever before in the sixth game. This game really brought that creative goal into full bloom.|Yoshinori Kitase<ref name="makingof gamesradar">{{Refwebsite| page url = https://www.gamesradar.com/making-final-fantasy-6/| page name = The making of... Final Fantasy 6| site url = https://www.gamesradar.com/| site name = GamesRader+| access time = 20180822060725}}</ref>}}
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{{Q|Looking at videogame design and development up to that point, I supposed that action games, for example, relied on sense and instinct while RPGs appealed more to reason and logic. What made the ''Final Fantasy'' series so innovative was the emotion realized from drama within the game in addition to those other elements. I believe this innovation was more apparent than ever before in the sixth game. This game really brought that creative goal into full bloom.|Yoshinori Kitase<ref name="makingof gamesradar">{{Refwebsite| page url = https://www.gamesradar.com/making-final-fantasy-6/| page name = The making of... Final Fantasy 6| site url = https://www.gamesradar.com/| site name = GamesRader+| access time = 20180822060725}}</ref>}}
 
The base idea for ''Final Fantasy VI'' was that every character would be the story's protagonist.<ref name="interviews" /> Everyone on the development team contributed ideas for characters and the game was to feature individual character episodes. Director Yoshinori Kitase has later commented that the influence of ''Final Fantasy VI'' may have been responsible for the greater emphasis on character creation in subsequent ''Final Fantasy'' titles.<ref name="edge">{{Refwebsitedead| page url = http://www.edge-online.com/features/the-making-of-final-fantasy-vi/| page name = The Making Of: Final Fantasy VI| site name = Edge Online| access time = 20150221123240}}</ref>
 
The base idea for ''Final Fantasy VI'' was that every character would be the story's protagonist.<ref name="interviews" /> Everyone on the development team contributed ideas for characters and the game was to feature individual character episodes. Director Yoshinori Kitase has later commented that the influence of ''Final Fantasy VI'' may have been responsible for the greater emphasis on character creation in subsequent ''Final Fantasy'' titles.<ref name="edge">{{Refwebsitedead| page url = http://www.edge-online.com/features/the-making-of-final-fantasy-vi/| page name = The Making Of: Final Fantasy VI| site name = Edge Online| access time = 20150221123240}}</ref>
   
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