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Putting the “J” in the RPG, Part 1: Dorakue!


Fair warning: this article includes some plot spoilers of Final Fantasy I through VI.

The videogame industry has always run on hype, but the amount of it that surrounded Final Fantasy VII in 1997 was unparalleled in its time. This new game for the Sony PlayStation console was simply inescapable. The American marketing teams of Sony and Square Corporation, the game’s Japanese developer and publisher, had been given $30 million with which to elevate Final Fantasy VII to the same status as the Super Marios of the world. They plastered Cloud, Aerith, Tifa, Sephiroth, and the game’s other soon-to-be-iconic characters onto urban billboards, onto the sides of buses, and into the pages of glossy magazines like Rolling Stone, Playboy, and Spin. Commercials for the game aired round the clock on MTV, during NFL games and Saturday Night Live, even on giant cinema screens in lieu of more traditional coming-attractions trailers. “They said it couldn’t be done in a major motion picture,” the stentorian announcer intoned. “They were right!” Even if you didn’t care a whit about videogames, you couldn’t avoid knowing that something pretty big was going down in that space.

And if you did care… oh, boy. The staffs of the videogame magazines, hardly known for their sober-mindedness in normal times, worked themselves up to positively orgasmic heights under Square’s not-so-gentle prodding. GameFan told its readers that Final Fantasy VII would be “unquestionably the greatest entertainment product ever created.”

The game is ridiculously beautiful. Analyze five minutes of gameplay in Final Fantasy VII and witness more artistic prowess than most entire games have. The level of detail is absolutely astounding. These graphics are impossible to describe; no words are great enough. Both map and battle graphics are rendered to a level of detail completely unprecedented in the videogame world. Before Final Fantasy VII, I couldn’t have imagined a game looking like this for many years, and that’s no exaggeration. One look at a cut scene or call spell should handily convince you. Final Fantasy VII looks so consistently great that you’ll quickly become numb to the power. Only upon playing another game will you once again realize just how fantastic it is.

But graphics weren’t all that the game had going for it. In fact, they weren’t even the aspect that would come to most indelibly define it for most of its players. No… that thing was, for the very first time in a mainstream console-based videogame with serious aspirations of becoming the toppermost of the poppermost, the story.

I don’t have any room to go into the details, but rest assured that Final Fantasy VII possesses the deepest, most involved story line ever in an RPG. There’s few games that have literally caused my jaw to drop at plot revelations, and I’m most pleased to say that Final Fantasy VII doles out these shocking, unguessable twists with regularity. You are constantly motivated to solve the latest mystery.

So, the hype rolled downhill, from Square at the top to the mass media, then on to the hardcore gamer magazines to ordinary owners of PlayStations. You would have to have been an iconoclastic PlayStation owner indeed not to be shivering with anticipation as the weeks counted down toward the game’s September 7 release. (Owners of other consoles could eat their hearts out; Final Fantasy VII was a PlayStation exclusive.)

Just last year, a member of an Internet gaming forum still fondly recalled how

the lead-up for the US launch of this game was absolutely insane, and, speaking personally, it is the most excited about a game I think I had ever been in my life, and nothing has come close since then. I was only fifteen at the time, and this game totally overtook all my thoughts and imagination. I had never even played a Final Fantasy game before, and I didn’t even like RPGs, yet I would spend hours reading and rereading all the articles from all the gaming magazines I had, inspecting all the screenshots and being absolutely blown away at the visual fidelity I was witnessing. I spent multiple days/hours with my Sony Discman listening to music and drawing the same artwork that was in all the mags. It was literally a genre- and generation-defining game.

Those who preferred to do their gaming on personal computers rather than consoles might be excused for scoffing at all these breathless commentators who seemed to presume that Final Fantasy VII was doing something that had never been done before. If you spent your days playing Quake, Final Fantasy VII‘s battle graphics probably weren’t going to impress you overmuch; if you knew, say, Toonstruck, even the cut scenes might strike you as pretty crude. And then, too, computer-based adventure games and RPGs had been delivering well-developed long-form interactive narratives for many years by 1997, most recently with a decidedly cinematic bent more often than not, with voice actors in place of Final Fantasy VII‘s endless text boxes. Wasn’t Final Fantasy VII just a case of console gamers belatedly catching on to something computer gamers had known all along, and being forced to do so in a technically inferior fashion at that?

Well, yes and no. It’s abundantly true that much of what struck so many as so revelatory about Final Fantasy VII really wasn’t anywhere near as novel as they thought it was. At the same time, though, the aesthetic and design philosophies which it applied to the abstract idea of the RPG truly were dramatically different from the set of approaches favored by Western studios. They were so different, in fact, that the RPG genre in general would be forever bifurcated in gamers’ minds going forward, as the notion of the “JRPG” — the Japanese RPG — entered the gaming lexicon. In time, the label would be applied to games that didn’t actually come from Japan at all, but that evinced the set of styles and approaches so irrevocably cemented in the Western consciousness under the label of “Japanese” by Final Fantasy VII.

We might draw a parallel with what happened in music in the 1960s. The Beatles, the Rolling Stones, and all the other Limey bands who mounted the so-called “British Invasion” of their former Colonies in 1964 had all spent their adolescence steeped in American rock and roll. They took those influences, applied their own British twist to them, then sold them back to American teenagers, who screamed and fainted in the concert halls like Final Fantasy VII fans later would in the pages of the gaming magazines, convinced that the rapture they were feeling was brought on by something genuinely new under the sun — which in the aggregate it was, of course. It took the Japanese to teach Americans how thrilling and accessible — even how emotionally moving — the gaming genre they had invented could truly be.



The roots of the JRPG can be traced back not just to the United States but to a very specific place and time there: to the American Midwest in the early 1970s, where and when Gary Gygax and Dave Arneson, a pair of stolid grognards who would have been utterly nonplussed by the emotional histrionics of a Final Fantasy VII, created a “single-unit wargame” called Dungeons & Dragons. I wrote quite some years ago on this site that their game’s “impact on the culture at large has been, for better or for worse, greater than that of any single novel, film, or piece of music to appear during its lifetime.” I almost want to dismiss those words now as the naïve hyperbole of a younger self. But the thing is, I can’t; I have no choice but to stand by them. Dungeons & Dragons really was that earthshaking, not only in the obvious ways — it’s hard to imagine the post-millennial craze for fantasy in mass media, from the Lord of the Rings films to Game of Thrones, ever taking hold without it — but also in subtler yet ultimately more important ones, in the way it changed the role we play in our entertainments from that of passive spectators to active co-creators, making interactivity the watchword of an entire age of media.

The early popularity of Dungeons & Dragons coincided with the rise of accessible computing, and this proved a potent combination. Fans of the game with access to PLATO, a groundbreaking online community rooted in American universities, moved it as best they could onto computers, yielding the world’s first recognizable CRPGs. Then a couple of PLATO users named Robert Woodhead and Andrew Greenberg made a game of this type for the Apple II personal computer in 1981, calling it Wizardry. Meanwhile Richard Garriott was making Ultima, a different take on the same broad concept of “Dungeons & Dragons on a personal computer.”

By the time Final Fantasy VII stormed the gates of the American market so triumphantly in 1997, the cultures of gaming in the United States and Japan had diverged so markedly that one could almost believe they had never had much of anything to do with one another. Yet in these earliest days of digital gaming — long before the likes of the Nintendo Entertainment System, when Japanese games meant only coin-op arcade hits like Space Invaders, Pac-Man, and Donkey Kong in the minds of most Americans — there was in fact considerable cross-pollination. For Japan was the second place in the world after North America where reasonably usable, pre-assembled, consumer-grade personal computers could be readily purchased; the Japanese Sharp MZ80K and Hitachi MB-6880 trailed the American Trinity of 1977 — the Radio Shack TRS-80, Apple II, and Commodore PET — by less than a year. If these two formative cultures of computing didn’t talk to one another, whom else could they talk to?

Thus pioneering American games publishers like Sierra On-Line and Brøderbund forged links with counterparts in Japan. A Japanese company known as Starcraft became the world’s first gaming localizer, specializing in porting American games to Japanese computers and translating their text into Japanese for the domestic market. As late as the summer of 1985, Roe R. Adams III could write in Computer Gaming World that Sierra’s sprawling twelve-disk-side adventure game Time Zone, long since written off at home as a misbegotten white elephant, “is still high on the charts after three years” in Japan. Brøderbund’s platformer Lode Runner was even bigger, having swum like a salmon upstream in Japan, being ported from home computers to coin-op arcade machines rather than the usual reverse. It had even spawned the world’s first e-sports league, whose matches were shown on Japanese television.

At that time, the first Wizardry game and the second and third Ultima had only recently been translated and released in Japan. And yet if Adams was to be believed,[1]Adams was not an entirely disinterested observer. He was already working with Robert Woodhead on Wizardry IV, and had in fact accompanied him to Japan in this capacity. both games already

have huge followings. The computer magazines cover Lord British [Richard Garriott’s nom de plume] like our National Inquirer would cover a television star. When Robert Woodhead of Wizardry fame was recently in Japan, he was practically mobbed by autograph seekers. Just introducing himself in a computer store would start a near-stampede as people would run outside to shout that he was inside.

Robert Woodhead with Japanese Wizardry fans.

The Wizardry and Ultima pump had been primed in Japan by a game called The Black Onyx, created the year before in their image for the Japanese market by an American named Henk Rogers.[2]A man with an international perspective if ever there was one, Rogers would later go on to fame and fortune as the man who brought Tetris out of the Soviet Union. But his game was quickly eclipsed by the real deals that came directly out of the United States.

Wizardry in particular became a smashing success in Japan, even as a rather lackadaisical attitude toward formal and audiovisual innovation on the part of its masterminds was already condemning it to also-ran status against Ultima and its ilk in the United States. It undoubtedly helped that Wizardry was published in Japan by ASCII Corporation, that country’s nearest equivalent to Microsoft, with heaps of marketing clout and distributional muscle to bring to bear on any challenge. So, while the Wizardry series that American gamers knew petered out in somewhat anticlimactic fashion in the early 1990s after seven games,[3]It would be briefly revived for one final game, the appropriately named Wizardry 8, in 2001. it spawned close to a dozen Japanese-exclusive titles later in that decade alone, plus many more after the millennium, such that the franchise remains to this day far better known by everyday gamers in Japan than it is in the United States. Robert Woodhead himself spent two years in Japan in the early 1990s working on what would have been a Wizardry MMORPG, if it hadn’t proved to be just too big a mouthful for the hardware and telecommunications infrastructure at his disposal.

Box art helps to demonstrate Wizardry‘s uncanny legacy in Japan. Here we see the original 1981 American release of the first game.

And here we have a Japan-only Wizardry from a decade later, self-consciously echoing a foreboding, austere aesthetic that had become more iconic in Japan than it had ever been in its home country. (American Wizardry boxes from the period look nothing like this, being illustrated in a more conventional, colorful epic-fantasy style.)

Much of the story of such cultural exchanges inevitably becomes a tale of translation. In its original incarnation, the first Wizardry game had had the merest wisp of a plot. In this as in all other respects it was a classic hack-and-slash dungeon crawler: work your way down through ten dungeon levels and kill the evil wizard, finito. What background context there was tended to be tongue-in-cheek, more Piers Anthony than J.R.R. Tolkien; the most desirable sword in the game was called the “Blade of Cuisinart,” for Pete’s sake. Wizardry‘s Japanese translators, however, took it all in with wide-eyed earnestness, missing the winking and nodding entirely. They saw a rather grim, austere milieu a million miles away from the game that Americans knew — a place where a Cuisinart wasn’t a stainless-steel food processor but a portentous ancient warrior clan.

When the Japanese started to make their own Wizardry games, they continued in this direction, to almost hilarious effect if one knew the source material behind their efforts; it rather smacks of the post-apocalyptic monks in A Canticle for Liebowitz making a theology for themselves out of the ephemeral advertising copy of their pre-apocalyptic forebears. A franchise that had in its first several American releases aspired to be about nothing more than killing monsters for loot — and many of them aggressively silly monsters at that — gave birth to audio CDs full of po-faced stories and lore, anime films and manga books, a sprawling line of toys and miniature figures, even a complete tabletop RPG system. But, lest we Westerners begin to feel too smug about all this, know that the same process would eventually come to work in reverse in the JRPG field, with nuanced Japanese writing being flattened out and flat-out misunderstood by clueless American translators.

The history of Wizardry in Japan is fascinating by dint of its sheer unlikeliness, but the game’s importance on the global stage actually stems more from the Japanese games it influenced than from the ones that bore the Wizardry name right there on the box. For Wizardry, along with the early Ultima games, happened to catch the attention of Koichi Nakamura and Yuji Horii, a software-development duo who had already made several games together for a Japanese publisher called Enix. “Horii-san was really into Ultima, and I was really into Wizardry,” remembers Nakamura. This made sense. Nakamura was the programmer of the pair, naturally attracted to Wizardry‘s emphasis on tactics and systems. Horii, on the other hand, was the storytelling type, who wrote for manga magazines in addition to games, and was thus drawn to Ultima‘s quirkier, more sprawling world and its spirit of open-ended exploration. The pair decided to make their own RPG for the Japanese market, combining what they each saw as the best parts of Wizardry and Ultima.

Yuji Horii in the 1980s. Little known outside his home country, he is a celebrity inside its borders. In his book on Japanese videogame culture, Chris Kohler calls him a Steven Spielberg-like figure there, in terms both of name recognition and the style of entertainment he represents.

This was interesting, but not revolutionary in itself; you’ll remember that Henk Rogers had already done essentially the same thing in Japan with The Black Onyx before Wizardry and Ultima ever officially arrived there. Nevertheless, the choices Nakamura and Horii made as they set about their task give them a better claim to the title of revolutionaries on this front than Rogers enjoys. They decided that making a game that combined the best of Wizardry and Ultima really did mean just that: it did not mean, that is to say, throwing together every feature of each which they could pack in and calling it a day, as many a Western developer might have. They decided to make a game that was simpler than either of its inspirations, much less the two of them together.

Their reasons for doing so were artistic, commercial, and technical. In the realm of the first, Horii in particular just didn’t like overly complicated games; he was the kind of player who would prefer never to have to glance at a manual, whose ideal game intuitively communicated to you everything you needed to know in order to play it. In the realm of the second, the pair was sure that the average Japanese person, like the average person in most countries, felt the same as Horii; even in the United States, Ultima and Wizardry were niche products, and Nakamura and Horii had mass-market ambitions. And in the realm of the third, they were sharply limited in how much they could put into their RPG anyway, because they intended it for the Nintendo Famicom console, where their entire game — code, data, graphics, and sound — would have to fit onto a 64 K cartridge in lieu of floppy disks and would have to be steerable using an eight-button controller in lieu of a keyboard. Luckily, Nakamura and Horii already had experience with just this sort of simplification. Their most recent output had been inspired by the adventure games of American companies like Sierra and Infocom, but had replaced those games’ text parsers with controller-friendly multiple-choice menus.

In deciding to put American RPGs through the same wringer, they established one of the core attributes of the JRPG sub-genre: generally speaking, these games were and would remain simpler than their Western counterparts, which sometimes seemed to positively revel in their complexity as a badge of honor. Another attribute emerged fully-formed from the writerly heart of Yuji Horii. He crafted an unusually rich, largely linear plot for the game. Rather than being a disadvantage, he thought linearity would make this new style of console game “more accessible to consumers”: “We really focused on ensuring people would be able to experience the fun of the story.”

He called upon his friends at the manga magazines to help him illustrate his tale with large, colorful figures in that distinctly Japanese style that has become so immediately recognizable all over the world. At this stage, it was perhaps more prevalent on the box than in the game itself, the Famicom’s graphical fidelity being what it was. Nonetheless, another precedent that has held true in JRPGs right down to the present day was set by the overall visual aesthetic of this, the canonical first example of the breed. Ditto its audio aesthetic, which took the form of a memorable, melodic, eminently hummable chip-tune soundtrack. “From the very beginning, we wanted to create a warm, inviting world,” says Horii.

Dragon Quest. Ultima veterans will almost expect to meet Lord British on his throne somewhere. With its overhead view and its large over-world full of towns to be visited, Dragon Quest owed even more to Ultima than it did to Wizardry — unsurprisingly so, given that the former was the American RPG which its chief creative architect Yuji Horii preferred.

Dragon Quest was released on May 27, 1986. Console gamers — not only those in Japan, but anywhere on the globe — had never seen anything like it. Playing this game to the end was a long-form endeavor that could stretch out over weeks or months; you wrote down an alphanumeric code it provided to you on exit, then entered this code when you returned to the game in order to jump back to wherever you had left off.

That said, the fact that the entire game state could be packed into a handful of numbers and letters does serve to illustrate just how simple Dragon Quest really was at bottom. By the standards of only a few years later, much less today, it was pretty boring. Fighting random monsters wasn’t so much a distraction from the rest of the game as the only thing available to do; the grinding was the game. In 2012, critic Nick Simberg wondered at “how willing we were to sit down on the couch and fight the same ten enemies over and over for hours, just building up gold and experience points”; he compared Dragon Quest to “a child’s first crayon drawing, stuck with a magnet to the fridge.”

And yet, as the saying goes, you have to start somewhere. Japanese gamers were amazed and entranced, buying 1 million copies of Dragon Quest in its first six months, over 2 million copies in all. And so a new sub-genre was born, inspired by American games but indelibly Japanese in a way The Black Onyx had not been. Many or most of the people who played and enjoyed Dragon Quest had never even heard of its original wellspring Dungeons & Dragons.

We all know what happens when a game becomes a hit on the scale of Dragon Quest. There were sequels — two within two years of the first game, then three more in the eight years after them, as the demands of higher production values slowed down Enix’s pace a bit. Wizardry was big in Japan, but it was nothing compared to Dragon Quest, which sold 2.4 million copies in its second incarnation, followed by an extraordinary 3.8 million copies in its third. Middle managers and schoolmasters alike learned to dread the release of a new entry in the franchise, as about half the population of Japan under a certain age would invariably call in sick that day. When Enix started bringing out the latest games on non-business days, a widespread urban legend said this had been done in accordance with a decree from the Japanese Diet, which demanded that “henceforth Dragon Quest games are to be released on Sunday or national holidays only”; the urban legend wasn’t true, but the fact that so many people in Japan could so easily believe it says something in itself. Just as the early American game Adventure lent its name to an entire genre that followed it, the Japanese portmanteau word for “Dragon Quest” — Dorakue — became synonymous with the RPG in general there, such that when you told someone you were “playing dorakue” you might really be playing one of the series’s countless imitators.

Giving any remotely complete overview of these dorakue games would require dozens of articles, along with someone to write them who knows far more about them than I do. But one name is inescapable in the field. I refer, of course, to Final Fantasy.


Hironobu Sakaguchi in 1991.

Legend has it that Hironobu Sakaguchi, the father of Final Fantasy, chose that name because he thought that the first entry in the eventual franchise would be the last videogame he ever made. A former professional musician with numerous and diverse interests, Sakaguchi had been working for the Japanese software developer and publisher Square for a few years already by 1987, designing and programming Famicom action games that he himself found rather banal and that weren’t even selling all that well. He felt ready to do something else with his life, was poised to go back to university to try to figure out what that thing ought to be. But before he did so, he wanted to try something completely different at Square.

Another, less dramatic but probably more accurate version of the origin story has it that Sakaguchi simply liked the way the words “final’ and “fantasy” sounded together. At any rate, he convinced his managers to give him half a dozen assistants and six months to make a dorakue game.[4]In another unexpected link between East and West, one of his most important assistants became Nasir Gebelli, an Iranian who had fled his country’s revolution for the United States in 1979 and become a game-programming rock star on the Apple II. After the heyday of the lone-wolf bedroom auteur began to fade there, Doug Carlston, the head of Brøderbund, brokered a job for him with his friends in Japan. There he maximized the Famicom’s potential in the same way he had that of the Apple II, despite not speaking a word of Japanese when he arrived. (“We’d go to a restaurant and no matter what he’d order — spaghetti or eggs — they’d always bring out steak,” Sakaguchi laughs.) Gebelli would program the first three Final Fantasy games almost all by himself.

 

Final Fantasy I.

The very first Final Fantasy may not have looked all that different from Dragon Quest at first glance — it was still a Famicom game, after all, with all the audiovisual limitations that implies — but it had a story line that was more thematically thorny and logistically twisted than anything Yuji Horii might have come up with. As it began, you found yourself in the midst of a quest to save a princess from an evil knight, which certainly sounded typical enough to anyone who had ever played a dorakue game before. In this case, however, you completed that task within an hour, only to learn that it was just a prologue to the real plot. In his book-length history and study of the aesthetics of Japanese videogames, Chris Kohler detects an implicit message here: “Final Fantasy is about much more than saving the princess. Compared to the adventure that is about to take place, saving a princess is merely child’s play.” In fact, only after the prologue was complete did the opening credits finally roll, thus displaying another consistent quality of Final Fantasy: its love of unabashedly cinematic drama.

Still, for all that it was more narratively ambitious than what had come before, the first Final Fantasy can, like the first Dragon Quest, seem a stunted creation today. Technical limitations meant that you still spent 95 percent of your time just grinding for experience. “Final Fantasy may have helped build the genre, but it didn’t necessarily know exactly how to make it fun,” acknowledges Aidan Moher in his book about JRPGs. And yet when it came to dorakue games in the late 1980s, it seemed that Sakaguchi’s countrymen were happy to reward even the potential for eventual fun. They made Final Fantasy the solid commercial success that had heretofore hovered so frustratingly out of reach of its creator; it sold 400,000 copies. Assured that he would never have to work on a mindless action game again, Sakaguchi agreed to stay on at Square to build upon its template.

Final Fantasy II, which was released exactly one year after the first game in December of 1988 and promptly doubled its sales, added more essential pieces to what would become the franchise’s template. Although labelled and marketed as a sequel, its setting, characters, and plot had no relation to what had come before. Going forward, it would remain a consistent point of pride with Sakaguchi to come up with each new Final Fantasy from whole cloth, even when fans begged him for a reunion with their favorite places and people. In a world afflicted with the sequelitis that ours is, he can only be commended for sticking to his guns.

In another sense, though, Final Fantasy II was notable for abandoning a blank slate rather than embracing it. For the first time, its players were given a pre-made party full of pre-made personalities to guide rather than being allowed to roll their own. Although they could rename the characters if they were absolutely determined to do so — this ability would be retained as a sort of vestigial feature as late as Final Fantasy VII — they were otherwise set in stone, the better to serve the needs of the set-piece story Sakaguchi wanted to tell. This approach, which many players of Western RPGs did and still do regard as a betrayal of one of the core promises of the genre, would become commonplace in JRPGs. Few contrasts illustrate so perfectly the growing divide between these two visions of the RPG: the one open-ended and player-driven, sometimes to a fault; the other tightly scripted and story-driven, again sometimes to a fault. In a Western RPG, you write a story for yourself; in a JRPG, you live a story that someone else has already written for you.

Consider, for example, the two lineage’s handling of mortality. If one of your characters dies in battle in a Western RPG, it might be difficult and expensive, or in some cases impossible, to restore her to life; in this case, you either revert to an earlier saved state or you just accept her death as another part of the story you’re writing and move on to the next chapter with an appropriately heavy heart. In a JRPG, on the other hand, death in battle is never final; it’s almost always easy to bring a character who gets beat down to zero hit points back to life. What are truly fatal, however, are pre-scripted deaths, the ones the writers have deemed necessary for storytelling purposes. Final Fantasy II already contained the first of these; years later, Final Fantasy VII would be host to the most famous of them all, a death so shocking that you just have to call it that scene and everyone who has ever played the game will immediately know what you’re talking about. To steal a phrase from Graham Nelson, the narrative always trumps the crossword in JRPGs; they happily override their gameplay mechanics whenever the story they wish to tell demands it, creating an artistic and systemic discontinuity that’s enough to make Aristotle roll over in his grave. Yet a huge global audience of players are not bothered at all by it — not if the story is good enough.

But we’ve gotten somewhat ahead of ourselves; the evolution of the 1980s JRPG toward the modern-day template came in fits and starts rather than a linear progression. Final Fantasy III, which was released in 1990, actually returned to a player-generated party, and yet the market failed to punish it for its conservatism. Far from it: it sold 1.4 million copies.

Final Fantasy IV, on the other hand, chose to double down on the innovations Final Fantasy II had deployed, and sold in about the same numbers as Final Fantasy III. Released in July of 1991, it provided you with not just a single pre-made party but an array of characters who moved in and out of your control as the needs of the plot dictated, thereby setting yet another longstanding precedent for the series going forward. Ditto the nature of the plot, which leaned into shades of gray as never before. Chris Kohler:

The story deals with mature themes and complex characters. In Final Fantasy II, the squeaky-clean main characters were attacked by purely evil dark knights; here, our main character is a dark knight struggling with his position, paid to kill innocents, trying to reconcile loyalty to his kingdom with his sense of right and wrong. He is involved in a sexual relationship. His final mission for the king turns out to be a mass murder: the “phantom monsters” are really just a town of peaceful humans whose magic the corrupt king has deemed dangerous. (Note the heavy political overtones.)

Among Western RPGs, only the more recent Ultima games had dared to deviate so markedly from the absolute-good-versus-absolute-evil tales of everyday heroic fantasy. (In fact, the plot of Final Fantasy IV bears a lot of similarities to that of Ultima V…)

Ever since Final Fantasy IV, the series has been filled with an inordinate number of moody young James Deans and long-suffering Natalie Woods who love them.

Final Fantasy IV was also notable for introducing an “active-time battle system,” a hybrid between the turn-based systems the series had previously employed and real-time combat, designed to provide some of the excitement of the latter without completely sacrificing the tactical affordances of the former. (In a nutshell, if you spend too long deciding what to do when it’s your turn, the enemies will jump in and take another turn of their own while you dilly-dally.) It too would remain a staple of the franchise for many installments to come.

Final Fantasy V, which was released in December of 1992, was like Final Fantasy III something of a placeholder or even a retrenchment, dialing back on several of the fourth game’s innovations. It sold almost 2.5 million copies.

Both the fourth and fifth games had been made for the Super Famicom, Nintendo’s 16-bit successor to its first console, and sported correspondingly improved production values. But most JRPG fans agree that it was with the sixth game — the last for the Super Famicom — that all the pieces finally came together into a truly friction-less whole. Indeed, a substantial and vocal minority will tell you that Final Fantasy VI rather than its immediate successor is the best Final Fantasy ever, balanced perfectly between where the series had been and where it was going.

Final Fantasy VI abandoned conventional epic-fantasy settings for a steampunk milieu out of Jules Verne. As we’ll see in a later article, Final Fantasy VII‘s setting would deviate even more from the norm. This creative restlessness is one of the series’s best traits, standing it in good stead in comparison to the glut of nearly indistinguishably Tolkienesque Western RPGs of the 1980s and 1990s.

From its ominous opening-credits sequence on, Final Fantasy VI strained for a gravitas that no previous JRPG had approached, and arguably succeeded in achieving it at least intermittently. It played out on a scale that had never been seen before; by the end of the game, more than a dozen separate characters had moved in and out of your party. Chris Kohler identifies the game’s main theme as “love in all its forms — romantic love, parental love, sibling love, and platonic love. Sakaguchi asks the player, what is love and where can we find it?”

Before that scene in Final Fantasy VII, Hironobu Sakaguchi served up a shocker of equal magnitude in Final Fantasy VI. Halfway through the game, the bad guys win despite your best efforts and the world effectively ends, leaving your party wandering through a post-apocalyptic World of Ruin like the characters in a Harlan Ellison story. The effect this had on some players’ emotions could verge on traumatizing — heady stuff for a videogame on a console still best known worldwide as the cuddly home of Super Mario. For many of its young players, Final Fantasy VI was their first close encounter on their own recognizance — i.e., outside of compulsory school assignments — with the sort of literature that attempts to move beyond tropes to truly, thoughtfully engage with the human condition.

It’s easy for an old, reasonably well-read guy like me to mock Final Fantasy VI‘s highfalutin aspirations, given that they’re stuffed into a game that still resolves at the granular level into bobble-headed figures fighting cartoon monsters. And it’s equally easy to scoff at the heavy-handed emotional manipulation that has always been part and parcel of the JRPG; subtle the sub-genre most definitely is not. Nonetheless, meaningful literature is where you find it, and the empathy it engenders can only be welcomed in a world in desperate need of it. Whatever else you can say about Final Fantasy and most of its JRPG cousins, the messages these games convey are generally noble ones, about friendship, loyalty, and the necessity of trying to do the right thing in hard situations, even when it isn’t so easy to even figure out what the right thing is. While these messages are accompanied by plenty of violence in the abstract, it is indeed abstracted — highly stylized and, what with the bifurcation between game and story that is so prevalent in the sub-genre, often oddly divorced from the games’ core themes.

Released in April of 1994, Final Fantasy VI sold 2.6 million copies in Japan. By this point the domestic popularity of the Final Fantasy franchise as a whole was rivaled only by that of Super Mario and Dragon Quest; two of the three biggest gaming franchises in Japan, that is to say, were dorakue games. In the Western world, however, the picture was quite different.

In the United States, the first-generation Nintendo Famicom was known as the Nintendo Entertainment System, the juggernaut of a console that rescued videogames in the eyes of the wider culture from the status of a brief-lived fad to that of a long-lived entertainment staple, on par with movies in terms of economics if not cachet. Yet JRPGs weren’t a part of that initial success story. The first example of the breed didn’t even reach American shores until 1989. It was, appropriately enough, the original Dragon Quest, the game that had started it all in Japan; it was renamed Dragon Warrior for the American market, due to a conflict with an old American tabletop RPG by the name of Dragonquest whose trademarks had been acquired by the notoriously litigious TSR of Dungeons & Dragons fame. Enix did make some efforts to modernize the game, such as replacing the password-based saving system with a battery that let you save your state to the cartridge itself. (This same method had been adopted by Final Fantasy and most other post-Dragon Quest JRPGs on the Japanese market as well.) But American console gamers had no real frame of reference for Dragon Warrior, and even the marketing geniuses of Nintendo, which published the game itself in North America, struggled to provide them one. With cartridges piling up in Stateside warehouses, they were reduced to giving away hundreds of thousands of copies of Dragon Warrior to the subscribers of Nintendo Power magazine. For some of these, the game came as a revelation seven years before Final Fantasy VII; for most, it was an inscrutable curiosity that was quickly tossed aside.

Final Fantasy I, on the other hand, received a more encouraging reception in the United States when it reached there in 1990: it sold 700,000 copies, 300,000 more than it had managed in Japan. Nevertheless, with the 8-bit Nintendo console reaching the end of its lifespan, Square didn’t bother to export the next two games in the series. It did export Final Fantasy IV for the Super Famicom — or rather the Super Nintendo Entertainment System, as it was known in the West. The results were disappointing in light of the previous game’s reception, so much so that Square didn’t export Final Fantasy V.[5]Square did release a few spinoff games under the Final Fantasy label in the United States and Europe as another way of testing the Western market: Final Fantasy Legend and Final Fantasy Adventure for the Nintendo Game Boy handheld console, and Final Fantasy: Mystic Quest for the Super Nintendo. Although none of them were huge sellers, the Game Boy titles in particular have their fans even today. This habit of skipping over parts of the series led to a confusing state of affairs whereby the American Final Fantasy II was the Japanese Final Fantasy IV and the American Final Fantasy III was the Japanese Final Fantasy VI. The latter game shifted barely one-fourth as many copies in the three-times larger American marketplace as it had in Japan — not disastrous numbers, but still less than the first Final Fantasy had managed.

The heart of the problem was translation, in both the literal sense of the words on the screen and a broader cultural sense. Believing with some justification that the early American consoles from Atari and others had been undone by a glut of substandard product, Nintendo had long made a science out of the polishing of gameplay, demanding that every prospective release survive an unrelenting testing gauntlet before it was granted the “Nintendo Seal of Quality” and approved for sale. But the company had no experience or expertise in polishing text to a similar degree. In most cases, this didn’t matter; most Nintendo games contained very little text anyway. But RPGs were the exception. The increasingly intricate story lines which JRPGs were embracing by the early 1990s demanded good translations by native speakers. What many of them actually got was something very different, leaving even those American gamers who wanted to fall in love baffled by the Japanese-English-dictionary-derived word salads they saw before them. And then, too, many of the games’ cultural concerns and references were distinctly Japanese, such that even a perfect translation might have left Americans confused. It was, one might say, the Blade of Cuisinart problem in reverse.

To be sure, there were Americans who found all of the barriers to entry into these deeply foreign worlds to be more bracing than intimidating, who took on the challenge of meeting the games on their own terms, often emerging with a lifelong passion for all things Japanese. At this stage, though, they were the distinct minority. In Japan and the United States alike, the conventional wisdom through the mid-1990s was that JRPGs didn’t and couldn’t sell well overseas; this was regarded as a fact of life as fundamental as the vagaries of climate. (Thanks to this belief, none of the mainline Final Fantasy games to date had been released in Europe at all.) It would take Final Fantasy VII and a dramatic, controversial switch of platforms on the part of Square to change that. But once those things happened… look out. The JRPG would conquer the world yet.


Where to Get It: Remastered and newly translated versions of the Japanese Final Fantasy I, II, III, IV, V, and VI are available on Steam. The Dragon Quest series has been converted to iOS and Android apps, just a search away on the Apple and Google stores.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: the books Pure Invention: How Japan Made the Modern World by Matt Alt, Power-Up: How Japanese Video Games Gave the World an Extra Life by Chris Kohler, Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West by Aidan Moher, and Atari to Zelda: Japan’s Videogames in Global Contexts by Mia Consalvo. GameFan of September 1997; Retro Gamer 69, 108, and 170; Computer Gaming World of September 1985 and December 1992.

Online sources include Polygon‘s authoritative Final Fantasy 7: An Oral History”; “The Long Life of the Original Wizardry by guest poster Alex on The CRPG Addict blog; Wizardry: Japanese Franchise Outlook” by Sam Derboo at Hardcore Gaming 101, plus an interview Robert Woodhead, conducted by Jared Petty at the same site; Wizardry‘s Wild Ride from West to East” at VentureBeat; “The Secret History of AnimEigo” at that company’s homepage; Robert Woodhead’s slides from a presentation at the 2022 KansasFest Apple II convention; a post on tabletop Wizardry at the Japanese Tabletop RPG blog; and Dragon Warrior: Aging Disgracefully” by Nick Simberg at (the now-defunct) DamnLag.

Footnotes

Footnotes
1 Adams was not an entirely disinterested observer. He was already working with Robert Woodhead on Wizardry IV, and had in fact accompanied him to Japan in this capacity.
2 A man with an international perspective if ever there was one, Rogers would later go on to fame and fortune as the man who brought Tetris out of the Soviet Union.
3 It would be briefly revived for one final game, the appropriately named Wizardry 8, in 2001.
4 In another unexpected link between East and West, one of his most important assistants became Nasir Gebelli, an Iranian who had fled his country’s revolution for the United States in 1979 and become a game-programming rock star on the Apple II. After the heyday of the lone-wolf bedroom auteur began to fade there, Doug Carlston, the head of Brøderbund, brokered a job for him with his friends in Japan. There he maximized the Famicom’s potential in the same way he had that of the Apple II, despite not speaking a word of Japanese when he arrived. (“We’d go to a restaurant and no matter what he’d order — spaghetti or eggs — they’d always bring out steak,” Sakaguchi laughs.) Gebelli would program the first three Final Fantasy games almost all by himself.
5 Square did release a few spinoff games under the Final Fantasy label in the United States and Europe as another way of testing the Western market: Final Fantasy Legend and Final Fantasy Adventure for the Nintendo Game Boy handheld console, and Final Fantasy: Mystic Quest for the Super Nintendo. Although none of them were huge sellers, the Game Boy titles in particular have their fans even today.
 
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Posted by on November 17, 2023 in Digital Antiquaria, Interactive Fiction

 

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Putting the “J” in the RPG, Part 2: PlayStation for the Win

From the Seven Hills of Rome to the Seven Sages of China’s Bamboo Grove, from the Seven Wonders of the Ancient World to the Seven Heavens of Islam, from the Seven Final Sayings of Jesus to Snow White and the Seven Dwarfs, the number seven has always struck us as a special one. Hironobu Sakaguchi and his crew at Square, the people behind the Final Fantasy series, were no exception. In the mid-1990s, when the time came to think about what the seventh entry in the series ought to be, they instinctively felt that this one had to be bigger and better than any that had come before. It had to double down on all of the series’s traditional strengths and tropes to become the ultimate Final Fantasy. Sakaguchi and company would achieve these goals; the seventh Final Fantasy game has remained to this day the best-selling, most iconic of them all. But the road to that seventh heaven was not an entirely smooth one.

The mid-1990s were a transformative period, both for Square as a studio and for the industry of which it was a part. For the former, it was “a perfect storm, when Square still acted like a small company but had the resources of a big one,” as Matt Leone of Polygon writes.  Meanwhile the videogames industry at large was feeling the ground shift under its feet, as the technologies that went into making and playing console-based games were undergoing their most dramatic shift since the Atari VCS had first turned the idea of a machine for playing games on the family television into a popular reality. CD-ROM drives were already available for Sega’s consoles, with a storage capacity two orders of magnitude greater than that of the most capacious cartridges. And 3D graphics hardware was on the horizon as well, promising to replace pixel graphics with embodied, immersive experiences in sprawling virtual worlds. Final Fantasy VII charged headlong into these changes like a starving man at a feast, sending great greasy globs of excitement — and also controversy — flying everywhere.

The controversy came in the form of one of the most shocking platform switches in the history of videogames. To fully appreciate the impact of Square’s announcement on January 12, 1996, that Final Fantasy VII would run on the new Sony PlayStation rather than Nintendo’s next-generation console, we need to look a little closer at the state of the console landscape in the years immediately preceding it.


Through the first half of the 1990s, Nintendo was still the king of console gaming, but it was no longer the unchallenged supreme despot it had been during the 1980s. Nintendo had always been conservative in terms of hardware, placing its faith, like Apple Computer in an adjacent marketplace, in a holistic customer experience rather than raw performance statistics. As part and parcel of this approach, every game that Nintendo agreed to allow into its walled garden was tuned and polished to a fine sheen, having any jagged edges that might cause anyone any sort of offense whatsoever painstakingly sanded away. An upstart known as Sega had learned to live in the gaps this business philosophy opened up, deploying edgier games on more cutting-edge hardware. As early as December of 1991, Sega began offering its Japanese customers a CD-drive add-on for its current console, the Mega Drive (known as the Sega Genesis in North America, which received the CD add-on the following October). Although the three-year-old Mega Drive’s intrinsic limitations made this early experiment in multimedia gaming for the living room a somewhat underwhelming affair — there was only so much you could do with 61 colors at a resolution of 320 X 240 — it perfectly illustrated the differences in the two companies’ approaches. While Sega threw whatever it had to hand at the wall just to see what stuck, Nintendo held back like a Dana Carvey impression of George Herbert Walker Bush: “Wouldn’t be prudent at this juncture…”

Sony was all too well-acquainted with Nintendo’s innate caution. As the co-creator of the CD storage format, it had signed an agreement with Nintendo back in 1988 to make a CD drive for the upcoming Super Famicom console (which was to be known as the Super Nintendo Entertainment System in the West) as soon as the technology had matured enough for it to be cost-effective. By the time the Super Famicom was released in 1990, Sony was hard at work on the project. But on May 29, 1991, just three days before a joint Nintendo/Sony “Play Station” was to have been demonstrated to the world at the Summer Consumer Electronics Show in Chicago, Nintendo suddenly backed out of the deal, announcing that it would instead be working on CD-ROM technology with the Dutch electronics giant Philips — ironically, Sony’s partner in the creation of the original CD standard.

This prototype of the Sony “Play Station” surfaced in 2015.

Nintendo’s reason for pulling out seems to have come down to the terms of the planned business relationship. Nintendo, whose instinct for micro-management and tough deal-making was legendary, had uncharacteristically promised Sony a veritable free hand, allowing it to publish whatever CD-based software it wanted without asking Nintendo’s permission or paying it any royalty whatsoever. In fact, given that a contract to that effect had already been signed long before the Consumer Electronics Show, Sony was, legally speaking, still free to continue with the Play Station on its own, piggybacking on the success of Nintendo’s console. And initially it seemed inclined to do just that. “Sony will throw open its doors to software makers to produce software using music and movie assets,” it announced at the show, promising games based on its wide range of media properties, from the music catalog of Michael Jackson to the upcoming blockbuster movie Hook. Even worse from Nintendo’s perspective, “in order to promote the Super Disc format, Sony intends to broadly license it to the software industry.” Nintendo’s walled garden, in other words, looked about to be trampled by a horde of unwashed, unvetted, unmonetized intruders charging through the gate Sony was ready and willing to open to them. The prospect must have sent the control freaks inside Nintendo’s executive wing into conniptions.

It was a strange situation any way you looked at it. The Super Famicom might soon become the host of not one but two competing CD-ROM solutions, an authorized one from Philips and an unauthorized one from Sony, each using different file formats for a different library of games and other software. (Want to play Super Mario on CD? Buy the Philips drive! Want Michael Jackson? Buy the Play Station!)

In the end, though, neither of the two came to be. Philips decided it wasn’t worth distracting consumers from its own stand-alone CD-based “multimedia box” for the home, the CD-i.[1]Philips wasn’t, however, above exploiting the letter of its contract with Nintendo to make a Mario game and three substandard Legend of Zelda games available for the CD-i. Sony likewise began to wonder in the aftermath of its defiant trade-show announcement whether it was really in its long-term interest to become an unwanted squatter on Nintendo’s real estate.

Still, the episode had given some at Sony a serious case of videogame jealousy. It was clear by now that this new industry wasn’t a fad. Why shouldn’t Sony be a part of it, just as it was an integral part of the music, movie, and television industries? On June 24, 1992, the company held an unusually long and heated senior-management debate. After much back and forth, CEO Norio Ohga pronounced his conclusion: Sony would turn the Play Station into the PlayStation, a standalone CD-based videogame console of its own, both a weapon with which to bludgeon Nintendo for its breach of trust and — and ultimately more importantly — an entrée to the fastest-growing entertainment sector in the world.

The project was handed to one Ken Kutaragi, who had also been in charge of the aborted Super Famicom CD add-on. He knew precisely what he wanted Sony’s first games console to be: a fusion of CD-ROM with another cutting-edge technology, hardware-enabled 3D graphics. “From the mid-1980s, I dreamed of the day when 3D computer graphics could be enjoyed at home,” he says. “What kind of graphics could we create if we combined a real-time, 3D computer-graphics engine with CD-ROM? Surely this would develop into a new form of entertainment.”

It took him and his engineers a little over two years to complete the PlayStation, which in addition to a CD drive and a 3D-graphics system sported a 32-bit MIPS microprocessor running at 34 MHz, 3 MB of memory (of which 1 MB was dedicated to graphics alone), audiophile-quality sound hardware, and a slot for 128 K memory cards that could be used for saving game state between sessions, ensuring that long-form games like JRPGs would no longer need to rely on tedious manual-entry codes or balky, unreliable cartridge-mounted battery packs for the purpose.

 

In contrast to the consoles of Nintendo, which seemed almost self-consciously crafted to look like toys, and those of Sega, which had a boy-racer quality about them, the Sony PlayStation looked stylish and adult — but not too adult. (The stylishness came through despite the occasionally mooted comparisons to a toilet.)

The first Sony PlayStations went on sale in Tokyo’s famed Akihabara electronics district on December 3, 1994. Thousands camped out in line in front of the shops the night before. “It’s so utterly different from traditional game machines that I didn’t even think about the price,” said one starry-eyed young man to a reporter on the scene. Most of the shops were sold out before noon. Norio Ohga was mobbed by family and friends in the days that followed, all begging him to secure them a PlayStation for their children before Christmas. It was only when that happened, he would later say, that he fully realized what a game changer (pun intended) his company had on its hands. Just like that, the fight between Nintendo and Sega — the latter had a new 32-bit CD-based console of its own, the Saturn, while the former was taking it slowly and cautiously, as usual — became a three-way battle royal.

The PlayStation was an impressive piece of kit for the price, but it was, as always, the games themselves that really sold it. Ken Kutaragi had made the rounds of Japanese and foreign studios, and found to his gratification that many of them were tired of being under the heavy thumb of Nintendo. Sony’s garden was to be walled just like Nintendo’s — you had to pay it a fee to sell games for its console as well — but it made a point of treating those who made games for its system as valued partners rather than pestering supplicants: the financial terms were better, the hardware was better, the development tools were better, the technical support was better, the overall vibe was better. Nintendo had its own home-grown line of games for its consoles to which it always gave priority in every sense of the word, a conflict of interest from which Sony was blessedly free.[2]Sony did purchase the venerable British game developer and publisher Psygnosis well before its console’s launch to help prime the pump with some quality games, but it largely left it to manage its own affairs on the other side of the world. Game cartridges were complicated and expensive to produce, and the factories that made them for Nintendo’s consoles were all controlled by that company. Nintendo was notoriously slow to approve new production runs of any but its own games, leaving many studios convinced that their smashing success had been throttled down to a mere qualified one by a shortage of actual games in stores at the critical instant. CDs, on the other hand, were quick and cheap to churn out from any of dozens of pressing plants all over the world. Citing advantages like these, Kutaragi found it was possible to tempt even as longstanding a Nintendo partner as Namco — the creator of the hallowed arcade classics Galaxian and Pac-Man — into committing itself “100 percent to the PlayStation.” The first fruit of this defection was Ridge Racer, a port of a stand-up arcade game that became the new console’s breakout early hit.

Square was also among the software houses that Ken Kutaragi approached, but he made no initial inroads there. For all the annoyances of dealing with Nintendo, it still owned the biggest player base in the world, one that had treated Final Fantasy very well indeed, to the tune of more than 9 million games sold to date in Japan alone. This was not a partner that one abandoned lightly — especially not with the Nintendo 64, said partner’s own next-generation console, due at last in 1996. It promised to be every bit as audiovisually capable as the Sony PlayStation or Sega Saturn, even as it was based around a 64-bit processor in place of the 32-bit units of the competition.

Indeed, in many ways the relationship between Nintendo and Square seemed closer than ever in the wake of the PlayStation’s launch. When Yoshihiro Maruyama joined Square in September of 1995 to run its North American operations, he was told that “Square will always be with Nintendo. As long as you work for us, it’s basically the same as working for Nintendo.” Which in a sense he literally was, given that Nintendo by now owned a substantial chunk of Square’s stock. In November of 1995, Nintendo’s president Hiroshi Yamauchi cited the Final Fantasy series as one of his consoles’ unsurpassed crown jewels — eat your heart out, Sony! — at Shoshinkai, Nintendo’s annual press shindig and trade show. As its farewell to the Super Famicom, Square had agreed to make Super Mario RPG: Legend of the Seven Stars, dropping Nintendo’s Italian plumber into a style of game completely different from his usual fare. Released in March of 1996, it was a predictably huge hit in Japan, while also, encouragingly, leveraging the little guy’s Stateside popularity to become the most successful JRPG since Final Fantasy I in those harsh foreign climes.

But Super Mario RPG wound up marking the end of an era in more ways than Nintendo had imagined: it was not just Square’s last Super Famicom RPG but its last major RPG for a Nintendo console, full stop. For just as it was in its last stages of development, there came the earthshaking announcement of January 12, 1996, that Final Fantasy was switching platforms to the PlayStation. Et tu, Square? “I was kind of shocked,” Yoshihiro Maruyama admits. As was everyone else.

The Nintendo 64, which looked like a toy — and an anachronistic one at that — next to the PlayStation.

Square’s decision was prompted by what seemed to have become an almost reactionary intransigence on the part of Nintendo when it came to the subject of CD-ROM. After the two abortive attempts to bring CDs to the Super Famicom, everyone had assumed as a matter of course that they would be the storage medium of the Nintendo 64. It was thus nothing short of baffling when the first prototypes of the console were unveiled in November of 1995 with no CD drive built-in and not even any option on the horizon for adding one. Nintendo’s latest and greatest was instead to live or die with old-school cartridges which had a capacity of just 64 MB, one-tenth that of a CD.

Why did Nintendo make such a counterintuitive choice? The one compelling technical argument for sticking with cartridges was the loading time of CDs, a mechanical storage medium rather than a solid-state one. Nintendo’s ethos of user-friendly accessibility had always insisted that a game come up instantly when you turned the console on and play without interruption thereafter. Nintendo believed, with considerable justification, that this quality had been the not-so-secret weapon in its first-generation console’s victorious battle against floppy-disk-based 8-bit American microcomputers that otherwise boasted similar audiovisual and processing capabilities, such as the Commodore 64. The PlayStation CD drive, which could transfer 300 K per second into memory, was many, many times faster than the Commodore 64’s infamously slow disk drive, but it wasn’t instant. A cartridge, on the other hand, for all practical purposes was.

Fair enough, as far as it went. Yet there were other, darker insinuations swirling around the games industry which had their own ring of truth. Nintendo, it was said, was loath to give up its stranglehold on the means of production of cartridges and embrace commodity CD-stamping facilities. Most of all, many sensed, the decision to stay with cartridges was bound up with Nintendo’s congenital need to be different, and to assert its idiosyncratic hegemony by making everyone else dance to its tune while it was at it. The question now was whether it had taken this arrogance too far, was about to dance itself into irrelevance while the makers of third-party games moved on to other, equally viable alternative platforms.

Exhibit Number One of same was the PlayStation, which seemed tailor-made for the kind of big, epic game that every Final Fantasy to date had strained to be. It was far easier to churn out huge quantities of 3D graphics than it was hand-drawn pixel art, while the staggering storage capacity of CD-ROM gave Square someplace to keep it all — with, it should not be forgotten, the possibility of finding even more space by the simple expedient of shipping a game on multiple CDs, another affordance that cartridges did not allow. And then there were those handy little memory cards for saving state. Those benefits were surely worth trading a little bit of loading time for.

But there was something else about the PlayStation as well that made it an ideal match for Hironobu Sakaguchi’s vision of gaming. Especially after the console arrived in North America and Europe in September of 1995, it fomented a sweeping change in the way the gaming hobby was perceived. “The legacy of the original Playstation is that it took gaming from a pastime that was for young people or maybe slightly geeky people,” says longtime Sony executive Jim Ryan, “and it turned it into a highly credible form of mass entertainment, really comparable with the music business and the movie business.” Veteran game designer Cliff Bleszinski concurs: “The PlayStation shifted the console from having an almost toy-like quality into consumer electronics that are just as desired by twelve-year-olds as they are by 35-year-olds.”

Rather than duking it out with Nintendo and Sega for the eight-to-seventeen age demographic, Sony shifted its marketing attention to young adults, positioning PlayStation gaming as something to be done before or after a night out at the clubs — or while actually at the clubs, for that matter: Sony paid to install the console in trendy nightspots all over the world, so that their patrons could enjoy a round or two of WipEout between trips to the dance floor. In effect, Sony told the people who had grown up with Nintendo and Sega that it was okay to keep on gaming, as long as they did it on a PlayStation from now on. Sony’s marketers understood that, if they could conquer this demographic, that success would automatically spill down into the high-school set that had previously been Sega’s bread and butter, since kids of that age are always aspiring to do whatever the university set is up to. Their logic was impeccable; the Sony PlayStation would destroy the Sega Saturn in due course.

For decades now, the hipster stoner gamer, slumped on the couch with controller in one hand and a bong in the other, has been a pop-culture staple. Sony created that stereotype in the space of a year or two in the 1990s. Whatever else you can say about it, it plays better with the masses than the older one of a pencil-necked nerd sitting bolt upright on his neatly made bed. David James, star goalkeeper for the Premier League football team Liverpool F.C., admitted that he had gotten “carried away” playing PlayStation the night before by way of explaining the three goals that he conceded in a match against Newcastle. It was hard to imagine substituting “Nintendo” or “Saturn” for “PlayStation” in that statement. In May of 1998, Sony would be able to announce triumphantly that, according to its latest survey, the average age of a PlayStation gamer was a positively grizzled 22. It had hit the demographic it was aiming for spot-on, with a spillover that reached both younger and older folks. David Ranyard, a member of Generation PlayStation who has had a varied and successful career in games since the millennium:

At the time of its launch, I was a student, and I’d always been into videogames, from the early days of arcades. I would hang around playing Space Invaders and Galaxian, and until the PlayStation came out, that kind of thing made me a geek. But this console changed all that. Suddenly videogames were cool — not just acceptable, but actually club-culture cool. With a soundtrack from the coolest techno and dance DJs, videogames became a part of [that] subculture. And it led to more mainstream acceptance of consoles in general.

The new PlayStation gamer stereotype dovetailed beautifully with the moody, angsty heroes that had been featuring prominently in Final Fantasy for quite some installments by now. Small wonder that Sakaguchi was more and more smitten with Sony.

Still, it was one hell of a bridge to burn; everyone at Square knew that there would be no going back if they signed on with Sony. Well aware of how high the stakes were for all parties, Sony declared its willingness to accept an extremely low per-unit royalty and to foot the bill for a lot of the next Final Fantasy game’s marketing, promising to work like the dickens to break it in the West. In the end, Sakaguchi allowed himself to be convinced. He had long run Final Fantasy as his own fiefdom at Square, and this didn’t change now: upper management rubber-stamped his decision to make Final Fantasy VII for the Sony PlayStation.

The announcement struck Japan’s games industry with all the force of one of Sakaguchi’s trademark Final Fantasy plot twists. For all the waves Sony had been making recently, nobody had seen this one coming. For its part, Nintendo had watched quite a number of studios defect to Sony already, but this one clearly hurt more than any of the others. It sold off all of its shares in Square and refused to take its calls for the next five years.

The raised stakes only gave Sakaguchi that much more motivation to make Final Fantasy VII amazing — so amazing that even the most stalwart Nintendo loyalists among the gaming population would be tempted to jump ship to the PlayStation in order to experience it. There had already been an unusually long delay after Final Fantasy VI, during which Square had made Super Mario RPG and another, earlier high-profile JRPG called Chrono Trigger, the fruit of a partnership between Hironobu Sakaguchi and Yuji Horii of Dragon Quest fame. (This was roughly equivalent in the context of 1990s Western pop culture to Oasis and Blur making an album together.) Now the rush was on to get Final Fantasy VII out the door within a year, while the franchise and its new platform the PlayStation were still smoking hot.

In defiance of the wisdom found in The Mythical Man-Month, Sakaguchi decided to both make the game quickly and make it amazing by throwing lots and lots of personnel at the problem: 150 people in all, three times as many as had worked on Final Fantasy VI. Cost was no object, especially wherever yen could be traded for time. Square spent the equivalent of $40 million on Final Fantasy VII in the course of just one year, blowing up all preconceptions of how much it could cost to make a computer or console game. (The most expensive earlier game that I’m aware of is the 1996 American “interactive movie” Wing Commander IV, which its developer Origin Systems claimed to have cost $12 million.) By one Square executive’s estimate, almost half of Final Fantasy VII‘s budget went for the hundreds of high-end Silicon Graphics workstations that were purchased, tools for the unprecedented number of 3D artists and animators who attacked the game from all directions at once. Their output came to fill not just one PlayStation CD but three of them — almost two gigabytes of raw data in all, or 30 Nintendo 64 cartridges.

Somehow or other, it all came together. Square finished Final Fantasy VII on schedule, shipping it in Japan on January 31, 1997. It went on to sell over 3 million copies there, bettering Final Fantasy VI‘s numbers by about half a million and selling a goodly number of PlayStations in the process. But, as that fairly modest increase indicates, the Japanese domestic market was becoming saturated; there were only so many games you could sell in a country of 125 million people, most of them too old or too young or lacking the means or the willingness to acquire a PlayStation. There was only one condition in which it had ever made sense to spend $40 million on Final Fantasy VII: if it could finally break the Western market wide open. Encouraged by the relative success of Final Fantasy VI and Super Mario RPG in the United States, excited by the aura of hipster cool that clung to the PlayStation, Square — and also Sony, which lived up to its promise to go all-in on the game — were determined to make that happen, once again at almost any cost. After renumbering the earlier games in the series in the United States to conform with its habit of only releasing every other Final Fantasy title there, Square elected to call this game Final Fantasy VII all over the world. For the number seven was an auspicious one, and this was nothing if not an auspicious game.

Final Fantasy VII shipped on a suitably auspicious date in the United States: September 7, 1997. It sold its millionth unit that December.

In November of 1997, it came to Europe, which had never seen any of the previous six mainline Final Fantasy game before and therefore processed the title as even more of a non sequitur. No matter. Wherever the game went, the title and the marketing worked — worked not only for the game itself, but for the PlayStation. Coming hot on the heels of the hip mega-hit Tomb Raider, it sealed the deal for the console, relegating the Sega Saturn to oblivion and the Nintendo 64 to the status of a disappointing also-ran. Paul Davies was the editor-in-chief of Britain’s Computer and Video Games magazine at the time. He was a committed Sega loyalist, he says, but

I came to my senses when Square announced Final Fantasy VII as a PlayStation exclusive. We received sheets of concept artwork and screenshots at our editorial office, sketches and stills from the incredible cut scenes. I was smitten. I tried and failed to rally. This was a runaway train. [The] PlayStation took up residence in all walks of life, moved from bedrooms to front rooms. It gained — by hook or by crook — the kind of social standing that I’d always wanted for games. Sony stomped on my soul and broke my heart, but my God, that console was a phenomenon.

Final Fantasy VII wound up selling well over 10 million units in all, as many as all six previous entries in the series combined, divided this time almost equally between Japan, North America, and Europe. Along the way, it exploded millions of people’s notions of what games could do and be — people who weren’t among the technological elite who invested thousands of dollars into high-end rigs to play the latest computer games, who just wanted to sit down in front of their televisions after a busy day with a plug-it-in-and-go console and be entertained.

Of course, not everyone who bought the game was equally enamored. Retailers reported record numbers of returns to go along with the record sales, as some people found all the walking around and reading to be not at all what they were looking for in a videogame.

In a way, I share their pain. Despite all its exceptional qualities, Final Fantasy VII fell victim rather comprehensively to the standard Achilles heel of the JRPG in the West: the problem of translation. Its English version was completed in just a couple of months at Square’s American branch, reportedly by a single employee working without supervision, then sent out into the world without a second glance. I’m afraid there’s no way to say this kindly: it’s almost unbelievably terrible, full of sentences that literally make no sense punctuated by annoying ellipses that are supposed to represent… I don’t know what. Pauses… for… dramatic… effect, perhaps? To say it’s on the level of a fan translation would be to insult the many fans of Japanese videogames in the West, who more often than not do an extraordinary job when they tackle such a project. That a game so self-consciously pitched as the moment when console-based videogames would come into their own as a storytelling medium and as a form of mass-market entertainment to rival movies could have been allowed out the door with writing like this boggles the mind. It speaks to what a crossroads moment this truly was for games, when the old ways were still in the process of going over to the new. Although the novelty of the rest of the game was enough to keep the poor translation from damaging its commercial prospects overmuch, the backlash did serve as a much-needed wake-up call for Square. Going forward, they would take the details of “localization,” as such matters are called in industry speak, much more seriously.

Oh, my…

Writerly sort that I am, I’ll be unable to keep myself from harping further on the putrid translation in the third and final article in this series, when I’ll dive into the game itself. Right now, though, I’d like to return to the subject of what Final Fantasy VII meant for gaming writ large. In case I haven’t made it clear already, let me state it outright now: its arrival and reception in the West in particular marked one of the watershed moments in the entire history of gaming.

It cemented, first of all, the PlayStation’s status as the overwhelming victor in the late-1990s edition of the eternal Console Wars, as it did the Playstation’s claim to being the third socially revolutionary games console in history, after the Atari VCS and the original Nintendo Famicom. In the process of changing forevermore the way the world viewed videogames and the people who played them, the PlayStation eventually sold more than 100 million units, making it the best-selling games console of the twentieth century, dwarfing the numbers of the Sega Saturn (9 million units) and even the Nintendo 64 (33 million units), the latter of which was relegated to the status of the “kiddie console” on the playgrounds of the world. The underperformance of the Saturn followed by that of its successor the Dreamcast (again, just 9 million units sold) led Sega to abandon the console-hardware business entirely. Even more importantly, the PlayStation shattered the aura of remorseless, monopolistic inevitability that had clung to Nintendo since the mid-1980s; Nintendo would be for long stretches of the decades to come an also-ran in the very industry it had almost single-handedly resurrected. If the PlayStation was conceived partially as revenge for Nintendo’s jilting of Sony back in 1991, it was certainly a dish served cold — in fact, one that Nintendo is to some extent still eating to this day.

Then, too, it almost goes without saying that the JRPG, a sub-genre that had hitherto been a niche occupation of American gamers and virtually unknown to European ones, had its profile raised incalculably by Final Fantasy VII. The JRPG became almost overnight one of the hottest of all styles of game, as millions who had never imagined that a game could offer a compelling long-form narrative experience like this started looking for more of the same to play just as soon as its closing credits had rolled. Suddenly Western gamers were awaiting the latest JRPG releases with just as much impatience as Japanese gamers — releases not only in the Final Fantasy series but in many, many others as well. Their names, which tended to sound strange and awkward to English ears, were nevertheless unspeakably alluring to those who had caught the JRPG fever: Xenogears, Parasite Eve, Suikoden, Lunar, Star Ocean, Thousand Arms, Chrono Cross, Valkyrie Profile, Legend of Mana, Saiyuki. The whole landscape of console gaming changed; nowhere in the West in 1996, these games were everywhere in 1998 and 1999. It required a dedicated PlayStation gamer indeed just to keep up with the glut. At the risk of belaboring a point, I must note here that there were relatively few such games on the Nintendo 64, due to the limited storage capacity of its cartridges. Gamers go where the games they want to play are, and, for gamers in their preteens or older at least, those games were on the PlayStation.

From the computer-centric perspective that is this site’s usual stock in trade, perhaps the most important outcome of Final Fantasy VII was the dawning convergence it heralded between what had prior to this point been two separate worlds of gaming. Shortly before its Western release on the PlayStation, Square’s American subsidiary had asked the parent company for permission to port Final Fantasy VII to Windows-based desktop computers, perchance under the logic that, if American console gamers did still turn out to be nonplussed by the idea of a hundred-hour videogame despite marketing’s best efforts, American computer gamers would surely not be.

Square Japan agreed, but that was only the beginning of the challenge of getting Final Fantasy VII onto computer-software shelves. Square’s American arm called dozens of established computer publishers, including the heavy hitters like Electronic Arts. Rather incredibly, they couldn’t drum up any interest whatsoever in a game that was by now selling millions of copies on the most popular console in the world. At long last, they got a bite from the British developer and publisher Eidos, whose Tomb Raider had been 1996’s PlayStation game of the year whilst also — and unusually for the time — selling in big numbers on computers.

That example of cross-platform convergence notwithstanding, everyone involved remained a bit tentative about the Final Fantasy VII Windows port, regarding it more as a cautious experiment than the blockbuster-in-the-offing that the PlayStation version had always been treated as. Judged purely as a piece of Windows software, the end result left something to be desired, being faithful to the console game to a fault, to the extent of couching its saved states in separate fifteen-slot “files” that stood in for PlayStation memory cards.

The Windows version of Final Fantasy VII came out a year after the PlayStation version. “If you’re open to new experiences and perspectives in role-playing and can put up with idiosyncrasies from console-game design, then take a chance and experience some of the best storytelling ever found in an RPG,” concluded Computer Gaming World in its review, stamping the game “recommended, with caution.” Despite that less than rousing endorsement, it did reasonably well, selling somewhere between 500,000 and 1 million units by most reports.

They were baby steps to be sure, but Tomb Raider and Final Fantasy VII between them marked the start of a significant shift, albeit one that would take another half-decade or so to come to become obvious to everyone. The storage capacity of console CDs, the power of the latest console hardware, and the consoles’ newfound ability to easily save state from session to session had begun to elide if not yet erase the traditional barriers between “computer games” and “videogames.” Today the distinction is all but eliminated, as cross-platform development tools and the addition of networking capabilities to the consoles make it possible for everyone to play the same sorts of games at least, if not always precisely the same titles. This has been, it seems to me, greatly to the benefit of gaming in general: games on computers have became more friendly and approachable, even as games on consoles have become deeper and more ambitious.

So, that’s another of the trends we’ll need to keep an eye out for as we continue our journey down through the years. Next, though, it will be time to ask a more immediately relevant question: what is it like to actually play Final Fantasy VII, the game that changed so much for so many?



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Sources: the books Pure Invention: How Japan Made the Modern World by Matt Alt, Power-Up: How Japanese Video Games Gave the World an Extra Life by Chris Kohler, Fight, Magic, Items: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West by Aidan Moher, Atari to Zelda: Japan’s Videogames in Global Contexts by Mia Consalvo, Revolutionaries at Sony: The Making of the Sony PlayStation by Reiji Asakura, and Game Over: How Nintendo Conquered the World by David Sheff. Retro Gamer 69, 96, 108, 137, 170, and 188; Computer Gaming World of September 1997, October 1997, May 1998, and November 1998.

Online sources include Polygon‘s authoritative Final Fantasy 7: An Oral History”, “The History of Final Fantasy VII at Nintendojo, “The Weird History of the Super NES CD-ROM, Nintendo’s Most Notorious Vaporware” by Chris Kohler at Kotaku, and “The History of PlayStation was Almost Very Different” by Blake Hester at Polygon.

Footnotes

Footnotes
1 Philips wasn’t, however, above exploiting the letter of its contract with Nintendo to make a Mario game and three substandard Legend of Zelda games available for the CD-i.
2 Sony did purchase the venerable British game developer and publisher Psygnosis well before its console’s launch to help prime the pump with some quality games, but it largely left it to manage its own affairs on the other side of the world.
 
 

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