2/22/2022 0 Comments Softimage 3d ff7I was hoping it would be possible to make a game that could sell several hundred thousand copies. If we used CD-ROM for Final Fantasy VII, we’d be able to have a 2-disc game at a price of 5800 yen. New players did not flock to those games like they had before. We tried to have the same pricing for Bahamut Lagoon, Gun Hazard, and our other later Super Famicom games, but using cartridge ROM meant those games had to be sold for over 10000 yen. #Softimage 3d ff7 seriesI think one of the big reasons the first Final Fantasy was favorably received by players, and the later games in the series gained so many fans, was that you could buy those games for around 5000 to 6000 yen. We thought that demo had a lot of visual impact, so there really wasn’t much question about which hardware we would use if we were going to realize the promise of the demo we had shown at Siggraph, nothing but the CD-ROM format would suffice.Īnother reason for choosing the CD-ROM was related to price. The Final Fantasy VI CG demo we made for the Siggraph exhibition took 20 megs all by itself. Our games were going to need a huge amount of memory. Sakaguchi: It was starting to become clear to us what the memory capacity for the different next-gen consoles would be. Choosing the Hardware for Final Fantasy VII Kitase: I believe we only had 3 months to figure all that out. 1 However, for our purposes, we didn’t want the frame-by-frame, slow rendering that takes many hours we wanted to develop a way to render the visuals in real-time for our new game. With the SG1 software, we could develop graphics for any hardware. For that reason we thought it would be good if we could continue using this setup for our next game. #Softimage 3d ff7 softwareAt that time we were working with the SG1 workstations, which had rendering software designed for next generation hardware. #Softimage 3d ff7 movieWe then started thinking about what new hardware there was and what we wanted to do with our next creations, and we created a movie as an experiment. #Softimage 3d ff7 freeSakaguchi: After FF6 was completed the staff had some free time. Accordingly we knew the battles wouldn’t be about characters with individual, innate skills, but rather that combat would change depending on the way materia was used. We also decided on the materia system, where any weapon and armor can be equipped with any materia. Of course there was some experimenting as we worked, but we were very clear about what we were supposed to be doing from the outset.Īctually, the very first thing we decided in FF7 was how the camera angles would change during battle scenes. So when we began the actual work, we had already created what you could call “storyboards”. The script was also locked in, and our image for the graphics was completely fleshed out. In contrast, with FF7 we knew from the outset that we were going to be making a real 3D game, so from the earliest planning stage we had very, very detailed designs drawn up. A great many things were filled out along the way. Kitase: Our development concept for the story in FF6 was to have over 10 main characters, any of which could be called “the protagonist.” We challenged ourselves to create a world without someone you could point to and say, “this is the main character.” This time, with FF7, we knew from the beginning that we wanted Cloud to be the main character, and we were going to tell his story.Īside from the story, FF6 had a lot of details undecided when we began development. Tetsuya Nomura – Character Design, Storyboards, System, Mech Design Final Fantasy VII – 1997 Developer Interviews
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