Now today, in spite of all of Enix's money, SquareEnix is worth less than Square was when it was supposedly "dying" after The Spirits Within. And Hisashi Suzuki is laughing at SquareEnix over Twitter.
I know, I know.Good original post, but there's no need to put the word demise in quotation marks. That is most certainly the most appropriate word to describe the situation.
Good original post, but there's no need to put the word demise in quotation marks. That is most certainly the most appropriate word to describe the situation.
That is not true though. SE has turned back to profitable quarters and this quarter should be no different with DQX's expansion, FFXIV ARR, LR (and WW sales), and FFXHD. You may not like their current library but they are now way in a 'dire' crisis.
So the FF movie crippled them, and Wada cut off the leg. Something like that?
So the FF movie crippled them, and Wada cut off the leg. Something like that?
Oh, don't get your panties in a bunch. I'm just hating.That is not true though. SE has turned back to profitable quarters and this quarter should be no different with DQX's expansion, FFXIV ARR, LR (and WW sales), and FFXHD. You may not like their current library but they are now way in a 'dire' crisis.
goddamn
Square back in the days had an overabundance of talent.
If you remember, Tetsuya Takahashi left Square right as the PS1 era was ending. He directed Xenogears, the Xenosaga games, Xenoblade, and now "X" for the Wii U. If you want to talk about Nomura, Itou, and Matsuno as amazing talent from back then, it would be a crime to leave out Takahashi. He's arguably as important as Nomura.
You guys should read this, it's fascinating. It's an Iwata Asks between himself, Sakaguchi, and Takahashi. They talk about Square back in the day, RPG elements, and JRPGs on the world stage.
http://www.nintendo.co.uk/Iwata-Ask...kaguchi/2-Going-Solo/2-Going-Solo-211236.html
Vice President Hironobu Sakaguchi also commented on the remakes of Final Fantasy IV, V, and VI, saying that it is "technically impossible to develop on the WonderSwan Color," and he expressed interest in developing them for Nintendo's next-generation handheld console, the Game Boy Advance. Though relations between the companies have recently been distant, Suzuki stated that "we will do our best to have our games on the Nintendo system."
And if all of this wasnt enough, there is a part in the press release concerning Square (not mentioned in the English translation). I decided to ask Planets two Japanese translators how they interpreted the news. Desmond told me Yamauchi said there is no chance that Square will develop for GBA. Dragona seemed unclear, but had a more positive interpretation: What was said was that they had the liberty to make a contract/agreement. The possibilty though is low. I don't think it's an outright f**k you square. She was quick to add: I'd go with Des on this though. I haven't slept. I couldn't get his context but remember, this is Yamauchi; if he has an opinion, he'll bloody well air it.
Many of you may be wondering what gives Desmond recently informed me that one of his sources in Japan told him that Square have already applied to GBA development awhile back and were rejected by Nintendo. Why? Apparently, there is a clause that GBA developers must have worked on GBC game. Because Square have not, they were exempt. This may explain why Squares Final Fantasy remakes have been on the WonderSwan thus farand provide some insight to Squares recently statement: we will do our best to provide software for the Nintendo console.
Reasons could be more personal too. Many are already of the opinion that Nintendo is doing this simply to get back at Square. I dont know what gives Nintendo the right, though I wouldnt put something like this past Yamauchi.
I remembered there being a follow up statement from Hiroshi Yamauchi.
January 28, 2001
Yamauchi later (after Hisashi Suzuki resigned) had to bribe Square to make a GameCube game.
While The Spirits Within was a financial failure and played its role in hurting the company, it did not destroy Squaresoft nor did it force the company to merge with Enix. Sparking the interest of others and myself, a few select gaffer's provided fascinating and lesser known details that seemed to add up and make a ton of sense considering the general structure and output in the last decade. Through LevelNth and Drek's insight on the subject, here is Cheerilee's simplified summary on the issues that never seem to be recognized.
Wada's bad management is a symptom of the problems with Japanese business.
Sakaguchi leaving was the worst thing to happen to the company.
They announced IX and X at the same time ?! That's crazy. It didn't, but it could have hurt IX's sales quite a lot.
why? anyone who plays Final Fantasy games knows they're all different....
why? anyone who plays Final Fantasy games knows they're all different....
awesome thread & should be sticked.
amazing to think how different square would be today if suzuki & sakaguchi stayed on.
they were the heart of the company.
A lot of people who started with VII may not, considering VII-IX were fairly similar.
Huh? VII-IX are pretty different with a few similarities.
In terms of how the games generally flow (mini character on 3D world map, battles are ATB-based, menu structure, etc) they are similar.
In terms of how the games generally flow (mini character on 3D world map, battles are ATB-based, menu structure, etc) they are similar.
Yeah but there's still as many differences such as artstyle, OST, setting, world, characters, story, battle system, lore, etc.
I feel like the similarities you listed are still a lot smaller compared to the overall differences presented in each game.
that's not a convincing argument. ATB was what made Final Fantasy a standout RPG compared to other turn-based games.
the very basic expectation of those three games was exactly that there was a world map, ATB, and the same menu structure.
The story/changed-up RPG-elements are what people played those games for. You may as well say that if you played FFVII you don't have to play FFVIII or FFIX cause they've both got world maps. That's ridiculous.
FFIX was the "throwback" game to the "Chibi" art style/traditional ATB games. And FFX was the "continuance" of the "non-chibi" art style.
But you can only say that mechanically each game was very similar. Labelling them as all similar isn't fair unless it's specified.
Even then, the change in X wasn't very big and only XII is where it changed drastically.
"Why does everyone ask about Chrono Trigger?" [Shinji Hashimoto, major producer at SE/"please be excited!" guy] laughed when asked about the game. When he was told that the game was adored by fans, his response was quite blunt: "That's not what the sales tell me!"
"If people want a sequel, they should buy more!"
I was exaggerating about the "bribe" part, since it was an interest-free loan, but are you seriously saying that Sony's non-controlling share of Square required them to make an obvious shell company in order to make one GameCube game, while it was okay for them to unapologetically make GBA games?The Q Fund was hardly a bribe, Nintendo invested equity into GDS and this partially paid for the development of the one game for the Gamecube as Sony had an exclusive for mainline FF and had considerable influence over Square's revenue streams, so it was a way to work around the situation. The GBA games were developed outside of the Q Fund or GDS and were generally very profitable with Tactics selling over a million. SE eventually bought out GDS and made Yamauchi whole.
The reason it's never recognized is because the blame he is placing is incorrect. Yoichi Wada was an inevitability after Square's stock price continued to crater despite the investment by Sony and the success of Kingdom Hearts and FFX - they were having tremendous difficulty managing cashflows. The merger basically unlocked tremendous value in Square's stock and helped generate liquidity for shareholders. Had they not merged, the company would have continued to struggle with covering their development costs as their cash position was very poor and their in-house overheads were very high.
I was a shareholder in Square before the merger was announced and it was clear to me that they were going to have to go back to the market to raise more cash - instead the shares spiked up the day the merger was announced - to the point that the exchange stopped allowing people to trade shares of both companies due to speculation. Square received a premium of about 60% to the closing price, and then squeezed more out of it by the end because Enix realized that everyone was a winner - the combined value of the two companies was well above what Enix was giving up by providing more concessions to Square - Yoichi Wada basically ensured that Square's shareholders got the best deal possible at the time.
So the question is - would Square have survived without the merger with Enix? Maybe, maybe not. We don't know what they would have done without access to Enix'es pockets. They may have released more games with their existing cash position, possibly borrowed money from banks, or even gone back to Sony for another round of financing. Speculating about such things is useless because the vast majority of shareholders on both sides consented, and Square's shareholders were able to get out of the doldrums in terms of valuation.
http://www.edge-online.com/features/the-making-of-final-fantasy-vi/“When it came time to begin work on Final Fantasy VI, Sakaguchi divided responsibilities between us,” says Kitase. “He placed me in charge of event production, carefully assessing those parts I directed. I was essentially given the task of unifying all the scenarios and dramatic sections in the game into a coherent narrative.”
Final Fantasy VI contains the largest cast of playable actors of any game in the series, with 14 permanent playable characters, and a further clutch of key performers who are either momentarily placed within the player’s control, or are crucial to the plot’s development. With so many discrete elements, ensuring coherency and intelligibility for the player was inevitably Kitase’s most demanding challenge. “If we consider that Final Fantasy games are divided into two core elements: battles and drama,” says Kitase, “then I oversaw design of the latter while Hiroyuki Ito supervised the battle aspects. It was then up to Sakaguchi to bring the project together as a whole, intelligible piece.”
Work began on the game almost immediately after the international release of Final Fantasy V in 1992, and the entire production lasted just one year. Even though lines of responsibility were carefully drawn – necessarily so, for such an ambitious game with such a challenging development schedule – in reality the creative journey proved loose and collaborative.
“It was a hybrid process,” explains Kitase. “Sakaguchi came up with the story premise, based on a conflict with imperial forces. As the game’s framework was designed to provide leading roles to all the characters in the game, everyone on the team came up with ideas for character episodes.”
—That’s surprising (laughs). Did Mr. Sakaguchi have any directions for the story, having written the plot?
Kitase: Mr. Sakaguchi had been deeply involved with the story up to “FFVI” but with “FFVII” he focused his efforts on the battles. It was Mr. Sakaguchi who suggested the materia system. At first materia had the name “spheres” which Nomura proposed, but Sakaguchi thought we should make it something that would resonate easily even with elementary school kids, so we went for ‘materia’. Back then, the staff were trying to come up with some cool name, but Sakaguchi said that in order to get it embraced across the board you can’t just think about what’s cool.
http://thelifestream.net/weekly-famitsu-issue-no-1224-yoshinori-kitase-interview/I see. So then, when the development began again, it become the world we have now which has a strong sci-fi feel.
Kitase: At the time there were a lot of Western-fantasy RPGs around, so we wanted to set it apart, and we wanted to achieve more realist ways of showing the story. Also, Mr. Sakaguchi (*2) had suggested a modern drama-esque story with a strong sci-fi feel.
http://ca.ign.com/articles/2009/01/13/interview-with-a-legend?page=2IGN: For many designers, you're their inspiration. Who is your inspiration in this industry? Is there a designer or creator that you admire or look up to?
Sakaguchi: Mr. Miyamoto from Nintendo, for sure, as well as people that I have worked with, like FF directors Yoshinori Kitase and Yasumi Matsuno, and Ken Narita, the long-serving lead programmer for FF. I get excited just talking to people who have outstanding abilities in their particular areas. To compare it to math, it's sort of like being able to talk with someone who has taken a very different path to reach the same solution to a mathematical equation; I feel like we're explaining how we solved the problem to each other.
They announced IX and X at the same time ?! That's crazy. It didn't, but it could have hurt IX's sales quite a lot.
I did say above that I consider the mechanical presentation as well as the story/etc, so to me it has a big effect on the game, not in plot but in presentation. I'm not calling them clones of each other, just similar. I think that's a perfectly fair assessment to make. I consider X a large leap not only because of the graphical advancement but the addition of voice acting, no traversable world map, true turn-based combat instead of ATB, and swappable party members mid-combat as well as insane variety in combat areas (such as).the boat battle with Sin and later the battle on the airship against Sin.
EDIT: well, I went off on a tangent reminiscing on X's combat, but presentation-wise, many fans of VII-IX may have felt X's presentation to be, for lack of better word, drama-like (as in TV drama) in it's presentation. The shift in how the player traverses the world may also have had a negative impact on people. Not all or even the majority, but some.
Then how does ffx's impending release dissuade people from wanting to buy ffix as the original theory was stated? We know that it didnt affect sales of either game.
I did say above that I consider the mechanical presentation as well as the story/etc, so to me it has a big effect on the game, not in plot but in presentation. I'm not calling them clones of each other, just similar. I think that's a perfectly fair assessment to make. I consider X a large leap not only because of the graphical advancement but the addition of voice acting, no traversable world map, true turn-based combat instead of ATB, and swappable party members mid-combat as well as insane variety in combat areas (such as).the boat battle with Sin and later the battle on the airship against Sin.
EDIT: well, I went off on a tangent reminiscing on X's combat, but presentation-wise, many fans of VII-IX may have felt X's presentation to be, for lack of better word, drama-like (as in TV drama) in it's presentation. The shift in how the player traverses the world may also have had a negative impact on people. Not all or even the majority, but some.
Back then, no one was worried about the sales of each cannibalizing the other. Fans were going to buy both, and we all did.
.Perhaps the best OP I read on the gaming side of Neogaf. Thanks for this.
"Why does everyone ask about Chrono Trigger?" [Shinji Hashimoto, major producer at SE/"please be excited!" guy] laughed when asked about the game. When he was told that the game was adored by fans, his response was quite blunt: "That's not what the sales tell me!"
"If people want a sequel, they should buy more!"
What a horrifying quote. It's not just what he said but how he said it. The surprise, the cluelessness, the almost disdain for a title he doesn't see as exploitable.