▲
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."
Related Games
Live A Live
Trials of Mana
Tobal No. 1
Front Mission
Front Mission: Gun Hazard
Bahamut Lagoon
Diablo
Final Fantasy VIII
Radical Dreamers: Le Trésor Interdit
Final Fantasy IV
Kingdom Hearts
Parasite Eve
Final Fantasy Tactics
Final Fantasy X
Final Fantasy Adventure
Final Fantasy IX
The Final Fantasy Legend
Chrono Trigger
Final Fantasy
Final Fantasy VI
Legend of Mana
Final Fantasy VII
Final Fantasy X-2
Final Fantasy XI Online
Chrono Cross
Secret of Evermore
Secret of Mana
Diablo
Bushido Blade 2
Chrono Trigger
Bushido Blade
Final Fantasy Tactics Advance
SaGa Frontier
Xenogears
Super Mario RPG: Legend of the Seven Stars
Final Fantasy Legend II
Front Mission 2
Final Fantasy Chronicles
Final Fantasy V
Final Fantasy: Mystic Quest
Brave Fencer Musashi
Final Fantasy III
Final Fantasy II
Madden NFL 2001
Mortal Kombat Trilogy
Puyo Pop Fever
Big Bass Fishing
Syphon Filter
Wu-Tang: Shaolin Style
Silent Hill