02-27-2008, 12:35 AM

"After the massive success of the big-budget cinematic RPG Final Fantasy VII, the production model for Square Enix games has remained mostly unchanged: Big budgets, huge teams, 2-4 year development cycles, and an emphasis on visual arts. -[producer] Toshiro Tsuchida
They reworked the game to attract a broader variety of players. To that end, they redesigned the game's tutorial quite a bit. And they also had to make sure the game looks decent compared to other Wii games. All-in-all the shift into the "Final Fantasy" series affected every aspect of the game from graphics to AI. Not only that, but they also used a script language called Squirrel, and a middleware library from Nintendo called NintendoWare. "At Square Enix, we don't... use other people's code, but since we were aiming for a Summer 2007 launch, I had to streamline the development process," said programmer, Fumiaki Shiraishi. Tsuchida told Shiraishi that they wouldn't make graphics for his game until they had a working prototype, as they weren't sure his idea would work. So they went to Akitoshi Kawazu, who produced the GameCube version of Crystal Chronicles, and asked if they could use those assets. The end result of overcoming these obstacles, and their determination is the WiiWare pioneer title Final Fantasy Crystal Chronicles: My Life as a King (Yeah, it's a long title).
Reported By: Ricky S.