{"id":12848,"date":"2024-09-12T11:36:15","date_gmt":"2024-09-12T11:36:15","guid":{"rendered":"https:\/\/montesdeocagardening.com\/?p=12848"},"modified":"2024-12-06T11:32:02","modified_gmt":"2024-12-06T11:32:02","slug":"the-last-fantasy-of-hironobo-sakaguti-history-of","status":"publish","type":"post","link":"https:\/\/montesdeocagardening.com\/the-last-fantasy-of-hironobo-sakaguti-history-of\/","title":{"rendered":"The last fantasy of Hironobo Sakaguti. History of the creator Final Fantasy"},"content":{"rendered":"
No real developer will tell you that making games is just. So Hironobu Sakaguti, one of the most famous gamemeracies in the world, did not count. And from his hard share, he was so tired so that he even thought to quit everything and find himself a \u201cnormal\u201d, well -paid job that was in a greater held held held in Japan of those years. He decided to leave loudly, "slamming the door", and for this he created his last, as he thought, project – Final Fantasy<\/strong>. Only now the game turned out to be so successful that it became, in fact, only the beginning of his real career.<\/p>\n Sakaguti was born in 1962 and from childhood loved to tell stories. True, he did not decide to become a developer right away – he spent most of the youth of Sakaguti, dreaming of becoming a musician. Hironobu wrote simple compositions and even performed songs of his own essay, but, alas, did not achieve more: the strict father was categorically against his hobby.<\/p>\n Hironobo Sakaguti.<\/p>\n After some time, like another well-known Japanese developer Hideo Kojima, Hironobu was carried away by cinema and literature: "Star Wars"<\/strong> , creativity of Hayao Miyazaki, "Terminator"<\/strong> James Cameron and Scientific and Fantastic novels. And while studying at the university, the time has come for slot machines and computer games like Wizardry<\/strong>, had a huge influence on the young Hironob. And giving a dream: to make projects that, according to emotional and artistic influence on the viewer, are ahead of cinema.<\/p>\n Fortunately, study at the Faculty of Technology of the University of Iokogama was fruit: Sakaguti learned to program and began to write his first simple games. And when a computer appeared on the market Nes<\/strong> , Hironobu saw in the game industry a chance to break out of poverty. Unlike many skeptics of that time, he sincerely believed that the future behind computer technology.<\/p>\n Therefore, having abandoned the university, he became a studio employee at twenty -one years old Square<\/strong> – Then still a small unit of a large company Denyuusha<\/strong> (Independent Square will become a little later, in 1986). There he received a high -profile position of "Director for Planning and Development", although he was at first engaged in one programming.<\/p>\n And again he.<\/p>\n But it cannot be said that this completely suited the young developer. According to Sakaguti himself, that time was amazing for him: he learned many things, tried to create and was full of optimism.<\/p>\n But there were enough difficulties.<\/p>\n Firstly, the difficult financial situation of Hironobu affected. Then Square<\/strong> I fitted in a small rented apartment, but it was a luxury for Sakaguti: unlike his own home, there were air conditioning and even a normal bath. So the Japanese developer often literally dwells and spent the night at work.<\/p>\n Secondly, I almost did not receive the pleasure of the work of Hironoba at first: it was necessary to do only those projects that had commercial potential. Therefore, at first the visual novel came out of the hands of Sakaguti The Death Trap<\/strong> – The first game for which he wrote the script. She did not use the players or the critics with success, but she helped Hironol realize his strengths: he decided to tell stories.<\/p>\n The Death Trap<\/p>\n Following a vertical scroll-player appeared King\u2019s Knight<\/strong> , twisted around the salvation of the princess. This project is notable for the fact that it was with it that the long cooperation of Sakaguti and composer Nobuo Wematsu began. Then there was a racing game Rad Racer<\/strong> (in Japan it was called Highway Star<\/strong> ) where it was necessary to avoid obstacles. AND The 3-D Battles of Worldrunner<\/strong> – a hybrid of a shooter and a platformer, which largely copied the popular in those days Space Harrier<\/strong>. At some point, the Japanese had a chance to work even on one of the first dates-of the date- NAKAYAMA MIHOO No Tokimeki High School<\/strong>.<\/p>\n And although the work of the Sakaguti team was sold relatively well and were technologically advanced, it did not save Square<\/strong> from bankruptcy. And most importantly, not one of these games was able to give Hironob satisfaction: all of them were just copies of other successful projects.<\/p>\n In the end, he decided that his next creation would be the last, and asked for permission to fulfill his old dream – to develop RPG. And although he began to copy again (this time he inspired him Dragon Quest<\/strong>), he did it wisely.<\/p>\n Funny fact: initially the first part of Final Fantasy was called Fighting Fantasy, but then Hironobo decided to change the name and emphasize that the project will be its last.<\/p>\n In his \u201cfinal fantasy\u201d, as the Sakaguti project called, he and the team came up with much more interesting than competitors, peace and history, more seriously approached the schedule. And Nobuo Wematsu wrote the music excellent by the standards of those times. It so happened that on December 18, 1987, Hironobu Sakaguti, his team and Square<\/strong> released a real hit and the first chapter of one of the longest series in history – Final Fantasy<\/strong>.<\/p>\n It was then that the plot appeared, twisted around the extinguished magic crystals (then, however, they were \u201cballs\u201d), and a whole batch of heroes who were to be controlled, and the basis of gameplay. In particular, a combat system with several characters and enemies on the screen (Sakaguti says that the team was inspired by American football). And it was the first part that played an important role in the popularization of JRPG. For those years, it was a kind of breakthrough: players could travel around the world, fight, develop their characters, setting them almost everything in a row, and also participate in a truly interesting story about the salvation of the world.<\/p>\n So Sakaguti had to postpone his resignation and release another six parts of Final Fantasy over the next ten years.<\/p>\n Another cheerful detail: the cult for fans of the finals of the Prelude Melody was written in five minutes.<\/p>\n Nowadays, the company would certainly be accused of \u201cparasitization on the brand\u201d or an attempt to create a \u201csoulless conveyor\u201d, but these definitions almost did not belong to the then Final Fantasy: all parts were well accepted and relatively successful.<\/p>\n At the same time, almost every new game made at least small, but a step forward, and some completely changed the genre. For example, sequel<\/strong>, Reigned in 1988, pleased with a more worked out plot and role system, and also introduced the concept of sled chokobo soda chickens important for fans. Fourth<\/strong> Part moved to SNES, significantly pulled the picture, deepened the plot and characters' stories, while significantly increasing their number, and most importantly – transferred the combat system to a new level.<\/p>\nStart<\/h2>\n
Creative conveyor<\/h2>\n