Hiroyuki Ito: Difference between revisions
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As the [[game designer]] of a ''[[Final Fantasy]]'' game, Ito tries to balance the story and [[event scenes]] with the gameplay.<ref>{{cite web |url=http://psx.ign.com/articles/085/085276p1.html |title=The Final Fantasy IX Team Spills All |author=Dave Zdyrko |publisher=[[IGN]] |date=20 September 2000 |accessdate=26 December 2010}}</ref> When he begins his work on a title, he does not consider the story at hand but rather adapts his game system to it as closely as possible over the time. He thinks that it is his job to smoothly implement a game so the people in charge of the stories do not have to worry about this aspect.<ref name=1up_interview/> He also believes that the most important factor of the ''Final Fantasy'' series is the player's feeling of accomplishment after beating the game and seeing "The End" on the screen.<ref name="video">{{cite web|title=Video interview with FINAL FANTASY XII Directors|work=FINAL FANTASY XII Collector's Edition Bonus DVD|publisher=[[Square Enix]]|date=31 October 2006|url=http://www.youtube.com/watch?v=EYIzjBbO2FQ}}</ref> Professional sports were the primary inspiration behind Ito's battle systems.<ref name=1up_interview/> The monsters in ''Final Fantasy IV'' and the Gambit system in ''Final Fantasy XII'' resemble aspects of the [[NFL]] in that their actions are based on the most likely outcome of a specific situation.<ref name=1up_interview/><ref name="video"/> The Active Time Battle system was similarly inspired by [[Formula One]], as Ito had the idea to give characters different speed values after seeing a race in which the cars passed each other. These values would then become the basis for the battle system and dictate when it will be a character's turn.<ref name=ff9_ultimania/><ref name=1up_interview/><ref>{{cite web|title=A Conversation With the Creator of Final Fantasy IV|author=Jeremy Parish|publisher=[[1UP.com]]|url=http://www.1up.com/features/final-fantasy-iv-creator-conversation?pager.offset=2|accessdate=13 April 2013}}</ref> |
As the [[game designer]] of a ''[[Final Fantasy]]'' game, Ito tries to balance the story and [[event scenes]] with the gameplay.<ref>{{cite web |url=http://psx.ign.com/articles/085/085276p1.html |title=The Final Fantasy IX Team Spills All |author=Dave Zdyrko |publisher=[[IGN]] |date=20 September 2000 |accessdate=26 December 2010}}</ref> When he begins his work on a title, he does not consider the story at hand but rather adapts his game system to it as closely as possible over the time. He thinks that it is his job to smoothly implement a game so the people in charge of the stories do not have to worry about this aspect.<ref name=1up_interview/> He also believes that the most important factor of the ''Final Fantasy'' series is the player's feeling of accomplishment after beating the game and seeing "The End" on the screen.<ref name="video">{{cite web|title=Video interview with FINAL FANTASY XII Directors|work=FINAL FANTASY XII Collector's Edition Bonus DVD|publisher=[[Square Enix]]|date=31 October 2006|url=http://www.youtube.com/watch?v=EYIzjBbO2FQ}}</ref> Professional sports were the primary inspiration behind Ito's battle systems.<ref name=1up_interview/> The monsters in ''Final Fantasy IV'' and the Gambit system in ''Final Fantasy XII'' resemble aspects of the [[NFL]] in that their actions are based on the most likely outcome of a specific situation.<ref name=1up_interview/><ref name="video"/> The Active Time Battle system was similarly inspired by [[Formula One]], as Ito had the idea to give characters different speed values after seeing a race in which the cars passed each other. These values would then become the basis for the battle system and dictate when it will be a character's turn.<ref name=ff9_ultimania/><ref name=1up_interview/><ref>{{cite web|title=A Conversation With the Creator of Final Fantasy IV|author=Jeremy Parish|publisher=[[1UP.com]]|url=http://www.1up.com/features/final-fantasy-iv-creator-conversation?pager.offset=2|accessdate=13 April 2013}}</ref> |
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At the [[Computer Entertainment Supplier's Association|CESA]] 2006 [[Japan Game Awards]] held on 22 September 2006, Ito accepted the "Grand Award" and "Award for Excellence" for ''Final Fantasy XII''. He thanked the development team, longtime fans and new players alike and said that the team was grateful for the awards as they could not possibly think about the game's reception during its creation.<ref name=CESA_award_ceremony>{{cite web|url=http://awards.cesa.or.jp/2006/ceremony/02.html|publisher=Computer Entertainment Supplier's Association (CESA)|title=『 日本ゲーム大賞 2006 』 Award Ceremony|accessdate=4 January 2012|language=Japanese}}</ref> His comment at the ceremony was: "I did my best to bring new and innovative elements to this work. I'm very happy that something like this, which was one of the more challenging games to create in the Final Fantasy series, has received this award. To return the favor to the users who've played this game and who regard it so highly, I'm determined to continue creating by always reminding myself of the need to rise to new challenges."<ref>{{cite web|url=http://awards.cesa.or.jp/2006/english/prizelist/2005-2006/index.html|publisher=Computer Entertainment Supplier's Association (CESA)|title=Japan Game Awards 2006: Final Fantasy XII|accessdate=13 April 2013}}</ref> [[Tetsuya Nomura]] considers Ito one of his four "seniors" |
At the [[Computer Entertainment Supplier's Association|CESA]] 2006 [[Japan Game Awards]] held on 22 September 2006, Ito accepted the "Grand Award" and "Award for Excellence" for ''Final Fantasy XII''. He thanked the development team, longtime fans and new players alike and said that the team was grateful for the awards as they could not possibly think about the game's reception during its creation.<ref name=CESA_award_ceremony>{{cite web|url=http://awards.cesa.or.jp/2006/ceremony/02.html|publisher=Computer Entertainment Supplier's Association (CESA)|title=『 日本ゲーム大賞 2006 』 Award Ceremony|accessdate=4 January 2012|language=Japanese}}</ref> His comment at the ceremony was: "I did my best to bring new and innovative elements to this work. I'm very happy that something like this, which was one of the more challenging games to create in the Final Fantasy series, has received this award. To return the favor to the users who've played this game and who regard it so highly, I'm determined to continue creating by always reminding myself of the need to rise to new challenges."<ref>{{cite web|url=http://awards.cesa.or.jp/2006/english/prizelist/2005-2006/index.html|publisher=Computer Entertainment Supplier's Association (CESA)|title=Japan Game Awards 2006: Final Fantasy XII|accessdate=13 April 2013}}</ref> [[Tetsuya Nomura]] has said he considers Ito one of his four "seniors" with regards to game direction and a likely influence on his battle planning.<ref>{{cite web |title=Vol. 11: Kingdom Hearts 3D [Dream Drop Distance] 3: Square's Intentions |url=http://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Nintendo-3DS-Third-Party-Game-Developers/Vol-11-KINGDOM-HEARTS-3D-Dream-Drop-Distance-/3-Square-s-Intentions/3-Square-s-Intentions-839620.html |work=Iwata Asks |publisher=[[Nintendo]] |accessdate=6 January 2014}}</ref> In a ''[[Famitsu]]'' interview about the early days of his career, Nomura additionally stated that Ito was the one who taught him the basics of making his own game, something which he believes still has an influence on him until this day.<ref>{{cite web|last1=Sato|title=How Final Fantasy V Was A Turning Point In Tetsuya Nomura’s Career|url=http://www.siliconera.com/2014/03/13/final-fantasy-v-turning-point-tetsuya-nomuras-career/|website=Siliconera|accessdate=23 May 2015|date=13 March 2014}}</ref> |
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Revision as of 17:36, 28 November 2015
Hiroyuki Ito | |
---|---|
Born | 伊藤 裕之 |
Nationality | Japanese |
Occupation(s) | Video game producer, director and designer. |
Hiroyuki Ito (伊藤 裕之, Itō Hiroyuki), also credited with the spelling Hiroyuki Itou, is a Japanese game producer, director and designer who works for Square Enix. He is known as the director of Final Fantasy VI (1994), Final Fantasy IX (2000) and Final Fantasy XII (2006) and as the creator of the Active Time Battle (ATB) system. He was responsible for the battle systems in Final Fantasy IV, V, VI, VIII, IX, XII and Final Fantasy Tactics.
Biography
After graduating from Tokyo Zokei University, Hiroyuki Ito joined Square in 1987.[1] He initially worked on Final Fantasy and Final Fantasy II as a debugger but first became genuinely involved with game development while creating sound effects for Final Fantasy III.[2] His next major role was as the designer of the Active Time Battle system for Final Fantasy IV.[2][3] Square filed a Japanese patent application related to the ATB system on 16 July 1991 and a corresponding US application on 16 March 1992. One Japanese patent (JP2794230) and two US patents (US5390937 and US5649862) were granted based on these applications.[4] For Final Fantasy V, Ito designed the fully customizable Job system.[3][5] He also created the 'Chicken Knife or Brave Blade' choosing event.[5] Final Fantasy VI marked the first time that Ito became a director on a game. For this title, he was in charge of all battle aspects.[6] He was also responsible for the battle systems in Final Fantasy VIII and Final Fantasy Tactics before he once more took on the role of director with Final Fantasy IX.[2] Ito had the idea to make its protagonist Zidane Tribal flirtatious towards women.[7]
In mid-2005, Square Enix announced that Yasumi Matsuno had left the company due to an illness but would be acting as a supervisor on Final Fantasy XII. Ito was appointed as the director of the game. Matsuno apologized for the long development time of the project but guaranteed players that it was "progressing in its development under the hands of excellent staffs".[8] Ito created the License Board of Final Fantasy XII with the intention to give the player much freedom in developing characters to their liking without becoming too complicated.[9] At the Square Enix Party 2007 pre-conference meeting in May 2007, he was introduced on stage as the producer and director of the newly announced Final Fantasy XII International Zodiac Job System.[10] He stated later that he considered the game design and battle system of Final Fantasy XII a "definitive contribution to the gaming lexicon" and that it had "the potential to shine in future games".[11] In about 2012, Ito was tasked by producer Shinichi Tatsuke with the creation of a battle system for a new game. However, the plan changed and he was told a week later that there was a different project to consider. Tatsuke now requested a concept for a social game which he felt was an interesting opportunity to have Ito work on, given his experience with simple Nintendo Entertainment System game systems. This concept became Guardian Cross.[12] In September 2012, Ito said that he would work on another Final Fantasy game if the company's president wished for it.[3] The corporate executive of Square Enix's 1st Production Department, Shinji Hashimoto, mentioned in July 2013 that Ito was "planning and doing some proposals for a new project" and "putting some ideas together".[13]
Game design and impact
As the game designer of a Final Fantasy game, Ito tries to balance the story and event scenes with the gameplay.[14] When he begins his work on a title, he does not consider the story at hand but rather adapts his game system to it as closely as possible over the time. He thinks that it is his job to smoothly implement a game so the people in charge of the stories do not have to worry about this aspect.[3] He also believes that the most important factor of the Final Fantasy series is the player's feeling of accomplishment after beating the game and seeing "The End" on the screen.[15] Professional sports were the primary inspiration behind Ito's battle systems.[3] The monsters in Final Fantasy IV and the Gambit system in Final Fantasy XII resemble aspects of the NFL in that their actions are based on the most likely outcome of a specific situation.[3][15] The Active Time Battle system was similarly inspired by Formula One, as Ito had the idea to give characters different speed values after seeing a race in which the cars passed each other. These values would then become the basis for the battle system and dictate when it will be a character's turn.[2][3][16]
At the CESA 2006 Japan Game Awards held on 22 September 2006, Ito accepted the "Grand Award" and "Award for Excellence" for Final Fantasy XII. He thanked the development team, longtime fans and new players alike and said that the team was grateful for the awards as they could not possibly think about the game's reception during its creation.[17] His comment at the ceremony was: "I did my best to bring new and innovative elements to this work. I'm very happy that something like this, which was one of the more challenging games to create in the Final Fantasy series, has received this award. To return the favor to the users who've played this game and who regard it so highly, I'm determined to continue creating by always reminding myself of the need to rise to new challenges."[18] Tetsuya Nomura has said he considers Ito one of his four "seniors" with regards to game direction and a likely influence on his battle planning.[19] In a Famitsu interview about the early days of his career, Nomura additionally stated that Ito was the one who taught him the basics of making his own game, something which he believes still has an influence on him until this day.[20]
Works
Release | Title | System | Credit(s) |
---|---|---|---|
1987 | Aliens: Alien 2 | PC | Developer[3] |
1987 | Final Fantasy | Nintendo Entertainment System | Debugger[2] |
1988 | Final Fantasy II | Nintendo Entertainment System | Debugger[2] |
1989 | Square's Tom Sawyer | Nintendo Entertainment System | Planning |
1989 | Final Fantasy Legend | Game Boy | Scenario staff, cartography |
1990 | Final Fantasy III | Nintendo Entertainment System | Sound effects[2] |
1990 | Rad Racer II | Nintendo Entertainment System | Game design |
1991 | Final Fantasy IV | Super Nintendo Entertainment System | Battle design |
1992 | Final Fantasy V | Super Nintendo Entertainment System | Battle plan |
1994 | Final Fantasy VI | Super Nintendo Entertainment System | Director, battle system designer[6] |
1995 | Chrono Trigger | Super Nintendo Entertainment System | Event plan |
1996 | Super Mario RPG | Super Nintendo Entertainment System | Special thanks |
1997 | Final Fantasy Tactics | PlayStation | Game design, battle system main planner |
1999 | Final Fantasy VIII | PlayStation | Battle system designer, Chocobo World game designer[21] |
2000 | Final Fantasy IX | PlayStation | Director, battle system designer[2] |
2006 | Final Fantasy XII | PlayStation 2 | Director, game design, battle director[9] |
2006 | Final Fantasy V Advance | Game Boy Advance | Supervisor |
2006 | Final Fantasy VI Advance | Game Boy Advance | Supervisor |
2007 | Final Fantasy Tactics: The War of the Lions | PlayStation Portable | Game design, battle system main planner |
2007 | Final Fantasy XII International Zodiac Job System | PlayStation 2 | Producer, director, game design[10] |
2007 | Final Fantasy IV DS | Nintendo DS | Battle supervisor |
2009 | Crawlian | Browser game | Producer[22] |
2011 | Dissidia 012 Final Fantasy | PlayStation Portable | Special thanks |
2012 | Guardian Cross | iOS, Android | Original concept[23] |
2014 | Deadman's Cross | iOS, Android, PlayStation Vita | Battle design[24] |
References
- ^ Studio BentStuff. Final Fantasy XII International Zodiac Job System Ultimania (in Japanese). Square Enix. pp. 322–327.
- ^ a b c d e f g h Studio BentStuff. Final Fantasy IX Ultimania (in Japanese). Square Enix. pp. 578–582.
- ^ a b c d e f g h Parish, Jeremy (22 October 2012). "Final Fantasy's Hiroyuki Ito and the Science of Battle". 1UP.com. Retrieved 25 November 2012.
- ^ "List of patent family members for US Patent No. 5390937". espacenet. Retrieved 17 November 2011.
- ^ a b Coxon, Sachi (22 March 2000). "Interview with Square: Part 1". RPGamer.
- ^ a b "The Making Of... Final Fantasy VI". Edge (251). Future Publishing: 124–127. March 2013.
- ^ Coxon, Sachi (24 March 2000). "Interview with Square: Part 3". RPGamer.
- ^ Niizumi, Hirohiko (1 August 2005). "FFXII producer steps down". News. GameSpot. Retrieved 25 June 2011.
- ^ a b Boyes, Emma (26 October 2006). "Q&A: Final Fantasy XII producer Akitoshi Kawazu". GameSpot. Retrieved 5 January 2012.
- ^ a b Mielke, James (10 May 2007). "Square Enix 2007 Conference Report". 1UP.com. Retrieved 4 January 2012.
- ^ Mielke, James (9 October 2007). "Square Enix Talks about the Ivalice Alliance". 1UP.com. Retrieved 9 January 2012.
- ^ 【徹底ガイド】人と魔獣があやなす"深化"を遂げたカードバトル『ガーディアン・クルス』 (in Japanese). Famitsu. 29 March 2012. Retrieved 26 February 2013.
- ^ Donaldson, Alex (24 July 2013). "Talking Talent, Western Development & Sequels with Final Fantasy Producer Shinji Hashimoto". RPG Site. Retrieved 10 August 2013.
- ^ Dave Zdyrko (20 September 2000). "The Final Fantasy IX Team Spills All". IGN. Retrieved 26 December 2010.
- ^ a b "Video interview with FINAL FANTASY XII Directors". FINAL FANTASY XII Collector's Edition Bonus DVD. Square Enix. 31 October 2006.
- ^ Jeremy Parish. "A Conversation With the Creator of Final Fantasy IV". 1UP.com. Retrieved 13 April 2013.
- ^ "『 日本ゲーム大賞 2006 』 Award Ceremony" (in Japanese). Computer Entertainment Supplier's Association (CESA). Retrieved 4 January 2012.
- ^ "Japan Game Awards 2006: Final Fantasy XII". Computer Entertainment Supplier's Association (CESA). Retrieved 13 April 2013.
- ^ "Vol. 11: Kingdom Hearts 3D [Dream Drop Distance] 3: Square's Intentions". Iwata Asks. Nintendo. Retrieved 6 January 2014.
- ^ Sato (13 March 2014). "How Final Fantasy V Was A Turning Point In Tetsuya Nomura's Career". Siliconera. Retrieved 23 May 2015.
- ^ Square Co., Ltd. (9 September 1999). Final Fantasy VIII. Square Electronic Arts L.L.C. Scene: staff credits.
- ^ 「スクエニ メンバーズ」会員60万人突破&パズルゲーム配信開始 (in Japanese). 4gamer. 30 April 2009. Retrieved 26 February 2013.
- ^ "About this Game". Square Enix. Retrieved 13 April 2012.
- ^ "Information". Square Enix. 2014. Retrieved 17 February 2014.