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
God of War
PaRappa the Rapper 2
Boku no Natsuyasumi
Bloodborne
Chrono Trigger
Ico
Radical Dreamers: Le Trésor Interdit
MLB 15: The Show
Uncharted: Drake's Fortune
Syphon Filter 3
Dead Nation: Apocalypse Edition
Journey
Crash Bash
Flower
Um Jammer Lammy
Tourist Trophy
Final Fantasy XI Online
Toro! Let's Party!
Gran Turismo 4
Final Fantasy Tactics
Siren: Blood Curse
EyeToy: Play
Spyro the Dragon
Tekken 4
Uncharted 3: Drake's Deception
Command & Conquer: Red Alert
God of War: Chains of Olympus
Legend of Mana
Twisted Metal: Black
Diablo
SOCOM 3: U.S. Navy SEALs
Ratchet & Clank Future: Tools of Destruction
Final Fantasy IX
Ys: Memories of Celceta
Sly 2: Band of Thieves
Hogs of War
Wipeout
Wild Arms 2
Crash Bandicoot: Warped
Trials of Mana
Kingdom Hearts
Infamous
Final Fantasy Adventure
Ape Escape 2
Warhawk
Final Fantasy III
LittleBigPlanet PS Vita
Jak and Daxter: The Lost Frontier
LittleBigPlanet 3
Freedom Wars