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Hajime Tabata and Yusuke Naora Discuss Final Fantasy Type-0

World map, load times, dragoons, multiplayer, development trivia and more in latest interview.


This week's Dengeki PlayStation has a huge feature on Final Fantasy Type-0. Joining first details on the game's magic and Crystarium system, which we summed up here, the magazine also has an interview with director Hajime Tabata and art director Yusuke Naora. Here are some of the major points from the interview, based off a summary that appeared at Sokuho@Hokanko.

This is pretty much all we saw of Final Fantasy Type-0, then Final Fantasy Agito XIII, for three years.

On Type 0's Development
Type-0 was announced in 2006. At the time, only Tabata, Naora and Tetsuya Nomura were on the staff. Work was being done on Crisis Core Final Fantasy VII, so it was only in 2008 that actual development began. Even then, the development team had to work on The 3rd Birthday, so Type-0's development was kept at a minimum level for about a year.

Naora said that this is the longest he's ever worked on a single game. At the time of the game's announcement, they had nothing but a single main visual ready.

On Price
Tabata admitted that the price is a bit on the high side, but he said the quality and volume would match the price.

On Naora's Involvement
Naora is overseeing the main visual and the designs of each of the game's countries. Co Art Director Yusaku Nakaai is working on characters and monsters.

On Multiplayer Play
Here's a bit about how the game's multiplayer component will work. As previously detailed, Type-0 isn't played multiplayer for extended periods. Instead, other players come into your game to assist briefly during battle.

There are two sides to the multiplayer experience: the host player and the guest players. To play as a guest and join a host's game, you need to select a special mode from the title screen. Hosts can play just like normal and guests will jump in during combat. Hosts can toggle multiplayer on and off during missions.

There are various merits for guest players. In addition to added experience, guests get other "special points" which can be used to unlock a certain feature. Details will be provided in a later update.

On the Concordia Kingdom
The Concordia Kingdom, one of four countries in the world, is given special attention in this issue. The magazine introduces two characters who appeared in the recent trailer, Andoria and Hoshihime (I believe Hoshihime is also known as Celestia). Andoria is princess of Concordia and is the only one who has ties with the Queeen Dragon, a physical form of the Souryu Crystal (that's the crystal that Concordia houses -- each kingdom has a crystal and a "Peristylium" which protects it). Hoshihime is part of Akatoki, one of the five knight groups that protects the Concordia's Souryu Peristylium.

Regarding Concordia, Tabata said that all the members of government are female. He also noted that one mission from the game's demo (which is playable at an ongoing Odaiba event) takes place in Concordia.

Naora noted that although the people of Concordia aren't strong physically, they have military power due to their ability to summon and control dragons and monsters. Different from the three other countries, Concordia has a strong feeling of fantasy to it, he said.

Given Concordia's connections with dragons, you may be hoping for a dragoon character class. Due to the game setting, you won't find dragoons in the game, said Naora. However, there will be enemies of this form.

On Main Characters
Tabata once again attempted to explain the game's unconventional handling of main characters. Type-0 is not told from a specific perspective. It's meant to show historically what actions were taken by Class Zero (this is the class the game's playable characters are in). So, rather than saying there's a main character, Class Zero is the main role. Tabata also reiterated that the Machina and Rem characters are special, although this doesn't mean that they're the main character and heroine.

On the Main Map
You're free to roam the game's world map even when you're not taking on a mission. If you encounter a monster, you'll get into a battle.

The world map is full of play elements, Tabata noted. There's an RTS (real time strategy) component, for instance. This was shown in the live demo session that was broadcast a couple of months back on Nico Nico.

The RTS component isn't a hardcore RTS game, though. It's just beginners stuff. You can play the RTS elements as mini games in the various areas where your country's armies are fighting other countries. Win, and you'll take the land as your own and will be able to use the towns.

One area of concern about the world map, Tabata admitted, is load times. They're pushing the quality to the limits, so the load times have gotten a bit on the high side. He assured that this won't be a problem for those who use the game's data install feature.

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