FFXIII: Mistakes, conflict, standstill

Game's makers slice open the cadaver.

Final Fantasy's arrival on current gen hardware was good, but not brilliant - and game creators Motomu Toriyama (director) and Akihiko Maeda have now explained why.

There was squabbling, no unified vision and an E3 2006 target-render video that came back to haunt the developers time and time again.

"The trailer was merely a visual concept, and we had not yet created anything playable at that point," Toriyama and Maeda revealed to Game Developer magazine (via Game Set Watch).

"However, it became clear that, at the time, there were actually very few members who saw the trailer as a representation of what we wanted to achieve with Final Fantasy XIII.

"This lack of a shared vision became the root of many conflicts that arose later in development."

Despite having been announced in 2006, Final Fantasy XIII wasn't released in Europe until March 2010, although Japan played months earlier from December 2009.

In Japan, Final Fantasy XIII was PS3 exclusive; in the West, Microsoft secured a shock simultaneous release on Xbox 360. It was long believed that Square Enix hadn't begun building the Xbox 360 version until the PS3 game had been finished. But it now appears that multi-platform development had been hindering the project long before.

"Because we were so focused on creating an engine for next-gen hardware that could be utilised across all platforms, we made the mistake of trying to accommodate every single project that was in progress at the time," Toriyama and Maeda recalled.

"This created a standstill between the engine and game development teams, because if the engine's specs couldn't be finalised, neither could the game's. As the debates continued without resolution, the timetable was also affected."

All the while, Toriyama, Maeda and the powers that be were "very conscious" about "increasingly harsh" European and American attitudes towards the traditional JRPG formula. Linearity and command-based battles were "perceived negatively", and there were "concerns about whether JRPGs would still be accepted in the West".

Unfortunately, as Square Enix's flagship IP, the responsibility of capturing a global audience fell on Final Fantasy XIII. "Because Final Fantasy XIII's mission was to succeed worldwide, we could not ignore this issue, as we felt it could deeply affect the future of the franchise," Toriyama and Maeda said.

International focus groups were deployed, but it was "too late" in the development cycle to incorporate any of the feedback. The practice was deemed "worthwhile" until a misguided team thought the management was about to lump more work on them and yet more "conflicts" arose.

"Even at a late stage of development we did not agree on key elements of the game, which stemmed from the lack of a cohesive vision, the lack of finalised specs, and the remaining problems with communication between departments," Toriyama and Maeda added.

What brought the whole project back on track was something most RPGs tend to avoid: a demo. The sampler - included on the Blu-ray release of animated film FFVII: Advent Children - wasn't part of the "original plan", but allowed Square Enix to do a vertical slice of game development and make something playable there and then. This was a procedure "never actually practised within our teams unless there was a company requirement".

The effect was sobering, and the demo - released only for Japan in April 2009 (but played and appraised by Eurogamer nonetheless) - became an "essential key learning point" for Toriyama, Maeda and entire team. After that, productivity increased, due to a "much better understanding" of what was left to do. The whole process became "so effective we did not miss a milestone", Toriyama and Maeda said.

Final Fantasy XIII was released in Europe and the US on 9th March 2010. The JRPG might not have raised the roof, but Eurogamer still deemed it "faultlessly accomplished, gorgeous to behold and, in the long run, thoroughly enjoyable". Oli Welsh scored the game 8/10.

What's more, FFXIII sales were big. As of the end of March 2010, Square Enix had accounted for an impressive 5.5 million Final Fantasy XIII sales around the world.

There has even been talk of a sequel specific to Final Fantasy XIII.

The next big-budget single-player Final Fantasy adventure will be Final Fantasy Versus XIII. It's an action-RPG and it was announced alongside Final Fantasy XIII at E3 2006. However, we still know next to nothing about the game.

Moody character designer Tetsuya Nomura is at the helm of the project, and Eurogamer had a rare opportunity to talk to him in 2007.

The most recent development on FF Versus XIII was producer Yoshinori Kitase stating that he couldn't "commit" to a 2011 release.

Comparing the PS3 and Xbox 360 versions of Final Fantasy XIII.

Comments (27) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • darkmorgado #1 2 years ago

    Surprisingly frank.

    One question though - the article states that Squeenix were aware of a "negative perception" of linearity. So why, in the end, did they make it the most linear game in the series?
  • layleeloo #2 2 years ago

    I was a little dissapointed at FF13. Im not an RPG fan so thought I'd give it a go due to the hype and that I never played any on my other playstations. I probably didnt give it enough chance but it was boring me from the start and it didnt inspire me to continue so gave up after a few hours of repetitive corridor/bridge running and fighting.

    However, it did get me to look at more RPG's which is a good thing. I recently bought Shin Megami Tensai:persona 4 on the PS2 and I'm loving that. So - FF13 may not have been for me - but it got me interesting in RPG's which I actually thank it for.
  • smurphs #3 2 years ago

    After all the bad press this game got I ignored it. Picked it up recently for a measly 15 quid, and I'm loving it. My kids love watching me play it too which is a bonus.
  • The_Inquisitor #4 2 years ago

    If that's what they come up with when the team are not pulling in the same direction, can you imagine how good their next game will be when they are.
  • Cid #5 2 years ago

    I think they're wrong about the west's attitude toward traditional JRPGs. The problems this gen have been with the games themselves, not the formula.
  • NimbusTLD #6 2 years ago

    Linearity and command-based battles were "perceived negatively", and there were "concerns about whether JRPGs would still be accepted in the West.

    I personally can relate to that statement, not being able to get into DQIX or any of the FF remakes on DS. But I found the FFXIII battle system is brilliant - it felt fluid and the paradigms are an awesome idea. Sure I preferred FFXII's combat, but perhaps they can create a new series around it, leaving FF to evolve the "command-based battles" idea.

    Read some reviews, and you will find that the battle system was the part of the game that was praised the most! Don't be messing with that, Squenix, turn the pretty-but-shallow corridors between the battles into a deep world...

    And give us an option to turn off the coconut footsteps.
    Edited by NimbusTLD at 18/10/10 @ 10:35
  • Evolution #7 2 years ago

    Having just finished XIII the other week, I really still can't believe how much of a mess it is. Their idea of making it more appealing is to essentially make it a series of mostly dull and linear fights? Combine with that the poor pacing of the otherwise good story and the lack of pretty much anything else to do in the game, if I wanted this I would have renewed my subscription to WoW (at least that has side quests). Linearity is fine (FF X) but RPGs are not just about fighting the whole game.

    It's like the art department went into overdrive and made 40 hours worth of areas, but then nobody was on hand to actually create content to fill them with so they just threw monsters at them. The battle system could actually be a lot of fun with some bosses, but usually it came down to repeating the same actions.
  • Luckyjim #8 2 years ago

  • bionutz #9 2 years ago

    @layleeloo: after having finished persona 4, play persona 3 FES and you'll love it (it's better than persona 4).
  • layleeloo #10 2 years ago

    @bionutz. Thanks for the heads up! I was looking at that one first actually but it was going for around a tenner second hand on ebay, and I found a brand new and sealed Persona 4 including sountrack CD for £10 hence going for that first. I read about them both and they both seem very different so I will no doubt invest in the 3rd as you say. In light of there not being loads coming out at the mo on the current gen machines which I want, I stocked up on PS2 games that I'd missed and well, as we know its a minefield of RPG's on that platform so hard to pick the best. But happy so far and enjoying this Persona4 (even if it does seem a little weird with its emphasis on school crushes and the like. haha).
    Edited by layleeloo at 18/10/10 @ 10:34
  • NimbusTLD #11 2 years ago

    Actually they should just follow a bit of Japanese wisdom from Kojima:

    Do not create pretty images, create a beautiful world.

    Do it!
  • FenderMaster #12 2 years ago

    KH Birth by Sleep shows SE's still got it... why they can't introduce that kind of battle system into FF titles is beyond me...
  • BouFushidara #13 2 years ago

    Hate this game. Hate Enix. I want VII, VIII & IX back. Where was the free roaming? Cards games? I want Chocobo racing! The battle system was shit, you just pressed one button for 99% of the fights and during a boss fight you might have to change to a different paradigm.

    There was only one bit in the game where you can have a wonder about and that was only in one big field, and all you had to talk to where crystal people who gave you monsters to hunt, much like the guild missions in FFXII. This game was one big dissapointment from start to finish, and I will never understand how it got 8/10 on Eurogamer.
  • BouFushidara #14 2 years ago

    @Ap3xx

    It probably won't be anything like I remember. But I wouldn't mind seeing an HD Tiffa :p
  • spekkeh #15 2 years ago

    I agree with Evolution and Ap3xx.

    It's weird how they're afraid that western audiences think JRPGs are too linear and then create a game that epitomizes that. FF13 was so surprisingly shallow.. when you think about it the entire game had a challenge/reward structure that was nothing else but 'fight monster, get FMV as reward'. Rinse and repeat. No platforming, no adventuring, no roleplay, nothing. It could've been a 2d fighting game but for the fact that it would be a rather dull one.

    That's not to say it's a bad concept; the story was kind of interesting, the locales meaningless but pretty nice to look at, occasionally you'd get a glimpse from underneath vanille's skirt... But it shouldn't last longer than 8 hours, let alone 50.

    People were slagging off the 20 hour long tutorial you had to slog through, but I actually completely lost interest in the game soon after the tutorial was finished, and then I discovered why: as long as the tutorial took place, the shallow groundwork was at least still being paved, you had this anticipation that it was going somewhere. Only you then found out that it wasn't, and you'd have to spend another 30 hours doing the same thing. No thank you.
  • GamesConnoisseur #16 2 years ago

    Good to be frank and open about the faults and thus gaining us confidence that they are trying to understand the reasons its didnt recieve critical acclaims and that we all wanted to see FFXIII succeed.

    'Too forumulic and too linear' are both faults that can be applies to ANY games, but where the most successful manages to hide those well, and where the innovative elements were strong enough to be felt.

    Mass Effect 2 was largely linear and the basic RPG elements that was in could be found in much older titles action RPG despite claims of moving forward, it did only from the first game.

    FFXIII was just too obvious a wonky cheap rated job despite ALL the glosses on the presentation front, not much thoughts put in to challenge the gamers except to give bosses a very high hit points!!

    Nevertheless I did enjoy FFXIII and beaten the game, just ..... never again, sorry.

    Can Square-Enix steps up to the plate and provide a strong project leadership with a central vision instead of the usual design by committee, that Japanese devs seem to love and apparently failed to let FFXIII shines in this regard?
  • excelexcel #17 2 years ago

    XIII is the epitome of style over substance. Easily the biggest disapointment this gen. Decent story, but when the gameplay is nothing but 'Fight, walk down corridor, watch cutscene' and repeat there's no point.

    I actually think Chapter 8 is one of the best written story parts of any Final Fantasy but to get there requires so much damn effort. As for the game getting 'better' when you get to chapter 11 or whatever, that's a crock of shit. I finally got bored of the game then and stopped playing at that point.
  • Sunworship #18 2 years ago

    Id been waiting to possibly get this second hand for a fiver or so but after reading these comments i know not to.

    Theyve lost it entirely when going from one gen to the next, same as konami did with PES. Konami's series has never recovered and probably never will...fingers crossed Square have more fight in them!
  • BouFushidara #19 2 years ago

    @Sunworship

    Stay away man. We have a limited life span and mine was waisted playing this game. If you're any sort of FF fan you will hate this. X-2 had a more involving story line
  • oreillymj #20 2 years ago

    I left FF when my FF7 game save got corrupted on a dodgy Datel PS1 memcard. I just couldn't be arsed playing the first 30 hours again to see if the staged battles somehow change. Now I know that they still haven't I realise that I haven't missed much.

    But I'm actually tempted by RUSE which I know isn't an RPG, but has much more depth.
  • FladgeMangle #21 2 years ago

    The main trouble with FFXIII for me was that it played like an ill-advised apology for turn based combat. Somewhere along the line Square became fearful of the tried and tested Final Fantasy battle formula but lacked the willingness, or perhaps the skills, to replace it. Instead they attempted to streamline it into a pseudo real-time combat mini-game.

    The result was something truly awful. Press a button and watch the fireworks, or sometimes juggle paradigms when fighting against bosses. That's not gameplay, it's barely interactive video. The linear maps were the smallest thing compared to the lumbering behemoth of the broken fighting mechanics.

    I recently replayed FFIX to the end. The turn based battles worked just fine, plus they had the victory theme music. I don't want to listen to dreary dinner jazz when battling a giant robot horse/car zombie mutant, thanks.
  • retr0gamer #22 2 years ago

    There's only negativity towards JRPGs when you make a crap one. Square Enix for me are dinosaurs. I now play Atlus games because they are quite frankly a whole lot better and have mature storylines and not the inane anime influenced crap that's been pedalled lately.
  • butler` #23 2 years ago

    There's every excuse present that you might expect. Quite refreshingly honest of them. But, sadly, for me it personifies everything that's wrong with Japanese games dev.
  • Rajin #24 2 years ago

    To be fair i didn't think the story was good at all. It started out well(and i actually loved the first 2-3 hours untill the corrider syndroom got to me)

    Still stuck at the last bossfight, and while the battle system is good, it has some major flaws that keep me from really likeing it(Who the hell thought of the 4-5 sec slowdown on the first paragrim switch?) And the ''retry after battle'' was a long needed improvement to the playability.

    The characters were shallow, Vanille was very annoying and none of them were fleshed out(Like Fang for exsample) Their reasons fall short and the world isn't explained through the game it self but through codex(i've seen many posts regarding the lack of the understand of the universe,''what is coccoon'' simply because none is actually explained/fleshed out unless you read every damm codec.
    Edited by Rajin at 18/10/10 @ 15:27
  • Collymilad #25 2 years ago

    I enjoyed FF XIII as I played through it, but looking back it's nothing special at all. For me it's game that leaves you with an empty feeling when you think back to it, not like the fond memories I have of VI-X.
  • Scimarad #26 2 years ago

    I'm glad to see other people on here saying they got bored when the game 'opened up'. I was actually enjoying it a lot when it focused and always moving on (even if you didn't have a choice where) but the second it gave me the option to use anyone I wanted it just seemed to loose focus.

    Personally I'd like to see another world like FFXII which preserves the large areas and freedom to wander around but has less MMORPG style monster hunting and more story/character interaction.
  • mooseti #27 2 years ago

    Eugh, I gave up at the start of disc 3 (gran pulse) and it's VERY rare I give up on games.

    I tried to get back into it the other week but frankly, I really couldn't be arsed.

    Shame...