▲
1
▼
In an interview with game's producer, writer and director Yasumi Matsuno, found within the game's Ultimania guide book, he was asked what kind of story did he want to tell in the game. He responded:
"With Final Fantasy Tactics, I think I really wanted to create my own version of Final Fantasy. I saw Final Fantasy as a kind of “morality tale adventure story.” For Vagrant Story, my first concept was to have two hours worth of event scenes strewn throughout the game. My image wasn’t so much of a big Hollywood movie, as it was a two-hour Tuesday evening suspense drama. I wasn’t thinking we’d make something with all these heavy and pretentious themes… I wanted to make it more lighthearted and easy to digest."
"There was one thing I knew I didn’t want. Even though we were always going to tell a complete story, I didn’t want to draw the conclusion for players. I wanted to make a game where, from all the different experiences you have as the player/protagonist, you create the conclusion—what it all means—for yourself. I thought we’d try a more fragmentary approach this time, where players are simply presented with bits of information and they have to weave it together into a narrative themselves. In that sense, the question of whether Ashley’s memories are true or not—that is something I didn’t want to give an answer to, I just wanted to tell the tale."
"With Final Fantasy Tactics, I think I really wanted to create my own version of Final Fantasy. I saw Final Fantasy as a kind of “morality tale adventure story.” For Vagrant Story, my first concept was to have two hours worth of event scenes strewn throughout the game. My image wasn’t so much of a big Hollywood movie, as it was a two-hour Tuesday evening suspense drama. I wasn’t thinking we’d make something with all these heavy and pretentious themes… I wanted to make it more lighthearted and easy to digest."
"There was one thing I knew I didn’t want. Even though we were always going to tell a complete story, I didn’t want to draw the conclusion for players. I wanted to make a game where, from all the different experiences you have as the player/protagonist, you create the conclusion—what it all means—for yourself. I thought we’d try a more fragmentary approach this time, where players are simply presented with bits of information and they have to weave it together into a narrative themselves. In that sense, the question of whether Ashley’s memories are true or not—that is something I didn’t want to give an answer to, I just wanted to tell the tale."
Related Games
Live A Live
Parasite Eve
Final Fantasy X
Final Fantasy IX
Front Mission Series: Gun Hazard
Super Mario RPG: Legend of the Seven Stars
Final Fantasy Chronicles
Final Fantasy Tactics Advance
Final Fantasy
Final Fantasy IV
Final Fantasy III
The Final Fantasy Legend
Diablo
Brave Fencer Musashi
Front Mission
Chrono Trigger
Final Fantasy II
Trials of Mana
Bahamut Lagoon
Chrono Trigger
Secret of Mana
Final Fantasy XI Online
Radical Dreamers: Le Trésor Interdit
Chrono Cross
Final Fantasy: Mystic Quest
Final Fantasy Tactics
Final Fantasy VIII
Legend of Mana
Final Fantasy VI
SaGa Frontier
Final Fantasy Adventure
Final Fantasy X-2
Bushido Blade
Kingdom Hearts
Diablo
Secret of Evermore
Xenogears
Final Fantasy VII
Front Mission 2
Final Fantasy V
Bushido Blade 2
Final Fantasy Legend II
Wipeout Pure
Kurohyou 2: Ryuu ga Gotoku Ashura-hen
Zoop
Gunbird
Star Wars: Dark Forces
The Legend of Dragoon
Syphon Filter
PaRappa the Rapper