The title card shown after the prologue ends, similar to in movies.
A side-view battle system that made dynamic action battle possible through characters whose expressions change based on the situation they’re in.
Creating original characters of one’s own design.
Giving a sense of three-dimensionality to the feel of the game world, with a diorama-esque world map, characters that felt like walking painted metal figurines, and a sense of height and depth through airship-like vehicles that cast shadows on the ground.
Implementing the idea of elementals that hadn’t been in games up to that point like fire, water, earth and wind into the game universe.
I worked on the project by myself for a while, at which time I prepared what would become the core concepts of FFI: Sakaguchi said he would be making an RPG like DRAGON QUEST, and came to me saying, “Ishii, you do the project planning!” Despite that, at first Mr. Ishii: After joining SQUARE, the first proper project I did planning for was FFI. ―First, we’d like to ask how you came to be involved in the FINAL FANTASY (hereafter FF) series of games. while continuing to ambitiously involve himself in game creation. Currently the CEO and president of GREZZO Co., Ltd. Game creator involved with the FINAL FANTASY and Mana series of games. Koichi Ishii, about how he came to be a part of the FINAL FANTASY series and his involvement in FINAL FANTASY III! You can read part one of the FFIII 30th Anniversary Special Interview with Mr. Recollections of FFIII’s development, behind the scenes secrets – you’ll get lots of info here you can’t find anywhere else!įor part two, we spoke with the father of the chocobo and moogle, Mr. April 27 marks 30 years since FINAL FANTASY III was released! We interviewed Hiromichi Tanaka and Koichi Ishii, two game creators who have extensive knowledge about FFIII’s creation.