Viewing Single Trivia
▲
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."
Comments (0)
You must be logged in to post comments.
Related Games
Final Fantasy Tactics
Final Fantasy X-2
Bahamut Lagoon
Front Mission Series: Gun Hazard
Final Fantasy Tactics Advance
SaGa Frontier
Chrono Trigger
Secret of Evermore
Radical Dreamers: Le Trésor Interdit
Diablo
Final Fantasy V
Bushido Blade
Final Fantasy XI Online
Final Fantasy: Mystic Quest
Super Mario RPG: Legend of the Seven Stars
Parasite Eve
Secret of Mana
Final Fantasy Legend II
Final Fantasy VIII
The Final Fantasy Legend
Front Mission
Xenogears
Front Mission 2
Final Fantasy IV
Chrono Cross
Final Fantasy Chronicles
Trials of Mana
Diablo
Legend of Mana
Brave Fencer Musashi
Chrono Trigger
Final Fantasy VII
Final Fantasy IX
Final Fantasy VI
Final Fantasy III
Live A Live
Bushido Blade 2
Final Fantasy Adventure
Final Fantasy X
Final Fantasy II
Kingdom Hearts
Final Fantasy
Crisis Core: Final Fantasy VII
Persona 3 Portable
Persona 2: Eternal Punishment
Primal Rage
Mission: Impossible
NBA 2K13
Croc: Legend of the Gobbos
Warriors Orochi 2