Final Fantasy is one of the longest-running franchises in all of gaming. From its humble 1987 Final Fantasy I beginnings to this year’s upcoming tentpole release, Final Fantasy XVI, the series has, in some way, shape, or form, remained prominent for decades. Part of its success likely comes from how easy it is to get into any new mainline game, which is to say every new entry stands alone (save for the few direct sequels). Final Fantasy II isn’t a direct sequel to Final Fantasy I, just like Final Fantasy VII isn’t one to Final Fantasy VI.
Terms, mechanics, and sometimes even names might be familiar – there are mainstays like chocobos, magic, Cids, and more – but each new entry features its own cast of characters, world, story, and lore. It’s part of what makes Final Fantasy such a fascinating franchise to cover and be a fan of. It’s constantly changing, and as a result, so is our definition of a Final Fantasy. For me, it’s become a “you know it when you see it” franchise, and that remains true with FFXVI. Despite a new protagonist, a new world, a new combat system, and more, when I see familiar mainstays, I know it’s still Final Fantasy.
I spoke to some of the lead developers behind Final Fantasy XVI to discuss what goes into creating a new title, where the team starts, and more to learn how these games are made. Unsurprisingly, it begins with the world.
“Right around the start of the game’s development, back when we’re in that early period, is right about when [Season 4 of Game Of Thrones] was airing,” FFXVI producer Naoki Yoshida tells me within the Tokyo, Japan, office of Square Enix. “We had seen it grow into this television show that was loved around the world, not just by older generations but the younger
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