Another aspect that impresses me is how it makes the more fantastic aspects of FINAL FANTASY work in a more realistic style - how challenging was it to get that to come together so seamlessly?
Minagawa-san: Before working on FINAL FANTASY XVI, I worked on FINAL FANTASY XIV, as well as the art direction for FINAL FANTASY XII.I would say that the style, or the general direction for the graphics, was quite similar for all those games - what I've done with XVI is really more of an extension of the same style I was working with before. So, I wasn't too unsure about the direction to take in terms of the overall look.
Having said that, since we now have the capability to depict so much more, we did struggle with the characters. We didn't have the same kind of issues with the monsters, but the expressions of the characters were a particular challenge. Those of us that worked on the in-game assets found it really challenging to depict their expressions, which were more realistic than what we'd previously worked on. In the end, we managed to achieve a good visual style, thanks to the help and cooperation of the team working on pre-rendered scenes.
Overall, I would say that the most significant challenge was combining photorealism and a more illustration-like feel with the increased power we had to present things - finding the right balance and making sure it didn't look unnatural.
Yoshida-san: Probably the greatest challenge, on a fundamental level, was the moogle.
Minagawa-san: (laughs)
Yoshida-san: The development team was worried that moogles both be too difficult to create, and wouldn't fit the feel of the world, but our Assistant Producer was like, "I don't care, just put them in the game!"
In the end, we took her advice and put one in the game but it was a lot more work that we expected.
Minagawa-san: The biggest moogle problem arose when we were implementing performance mode, towards the end of development.
Performance mode alters the appearance of the polygons slightly, and we particularly struggled with the moogle…it just ended up with less fur.
Yoshida-san: (laughs a lot)
Minagawa-san: It kind of ended up looking like a hedgehog! We were like:"Is…is this a moogle? Hmmm..."
Eventually, we ended up putting in some processing specifically for the moogle.
Yoshida-san: So, to sum up, the moogle was the most challenging thing, right?
Minagawa-san: Whereas everyone was delighted by the morbol and created it right away!
Yoshida-san: Yeah.