- Credits
- 51,455
"It used to be that our creativity could run free," said Takashi Tokita, lead designer of 1991's Final Fantasy IV and also lead designer of recent sequel The After Years to GamaSutra in their latest interview. Hit the source to read the article in full.
He was speaking about Final Fantasy’s salad days: the days before the Internet when they cared less about marketing and what everybody else thought about every aspect of their development process.
With the spotlight so firmly set on trendsetting franchises like Final Fantasy, how can developers move forward?
source
I've seen what you guys want to make, and I'm not pleased. listen to the net.
He was speaking about Final Fantasy’s salad days: the days before the Internet when they cared less about marketing and what everybody else thought about every aspect of their development process.
“I actually think it would be better if we would shut all of that out and just made what we want to make.”
With the spotlight so firmly set on trendsetting franchises like Final Fantasy, how can developers move forward?
“There's this saying that essentially means that 'you're crossing the bridge and checking every stone while you're crossing it' -- that's how I feel development is right now."
"Right now, we're so influenced by everyone's opinions, and the internet, and everything you hear, and what everyone else is making. I actually think it would be better if we would shut all of that out and just made what we want to make. That would create something that would be more original," Tokita says. "I feel like creating things without getting too hung up on little details, and paying more attention to the importance to the concept itself, is the way to move forward."
source
I've seen what you guys want to make, and I'm not pleased. listen to the net.