

Or, in other words, they can delay the battles until they’re ready for action, allowing users to dictate their own pace. Thus, when enemies are encountered, players can send them to a mystical dungeon. Although the battle scenes will be fully animated, Sakaguchi is betting on players wanting to absorb the dioramas. The 150 dioramas were crafted by a staff of about 150. When making something with your hands, it warps the visual in a very unique way that can’t be replicated.” “For instance, if you’re creating a vast forest in CG, regardless of whether you put in diorama-esque fixtures or give it that shading to give it a handmade feel, at some point it will become repetitive, too symmetrical. “It’s possible to create something that is diorama-esque in the 3D, CG space, but I think there’s a unique handmade touch that cannot be replicated,” Sakaguchi says. Also, after decades of working in the RPG space, the 58-year-old wanted a challenge. In part, he simply wanted a role-playing game that looked strikingly different from anything else on the market. “I’m sure it was just a small decoration, but as we photographed it for transitioning it into a 3D-mesh and bringing it into the digital world, I would zoom into these flowers and - my goodness - it was amazing how strong their presence was inside of these scenes.”Īnd although the game could have been made entirely with computer graphics - rather than by building dioramas, taking hundreds of photographs of them and then scanning them - Sakaguchi says he wasn’t interested in that potential “shortcut,” although he stressed that development time would have been about the same. “A big surprise for me - there’s a mountain-scape stage - and in the dioramas, there’s a little bit of green and flowers littered about the pathway,” he says. When he speaks of the intricate dioramas for the game, he talks not only of a renewed appreciation for game design but also life itself. But if you walk around the building and go through the back door, you might be able to reach that chest.

That introduces puzzle-like elements, in which you might see a treasure tile that you can’t access. “Your character would move one tile at a time.


“Back in the day, everything was done in tiles,” says Sakaguchi, speaking this week via a translator. Having turned his attention to mobile game development - with his next, “Fantasian,” launching as an exclusive to Apple Arcade, the tech giant’s subscription service - Sakaguchi says “Final Fantasy VI” offered a number of reminders and lessons for modern game development. Sakaguchi not too long ago replayed “Final Fantasy VI,” the 1994 entry in the franchise that is still considered among the series’ best.
FANTASIAN CONSOLE SERIES
Before Hironobu Sakaguchi began work on his latest role-playing game - he’s championed and explored the RPG genre throughout his career - the creator of the famed “Final Fantasy” series opted to look back before setting his sights forward.
