The concept and setting of
Final Fantasy XVI was created by producer
Naoki Yoshida, co-director Hiroshi Takai, co-director and lead writer Kazutoyo Maehiro, and art director
Hiroshi Minagawa. In contrast with recent
Final Fantasy titles, which featured
science fiction elements,
Final Fantasy XVI returned to a
high fantasy and medieval setting. Takai wanted a mature
dark fantasy narrative that would tackle difficult themes. Yoshida wanted the game to cater to neither children or adults, but rather reach "players of all generations". He also wanted to separate the game from commonly associated stereotypes such as an
anime-inspired art style and a story focusing on teenagers. Maehiro's world and narrative design drew inspiration from
Greek mythology. The earliest decision was to feature the Eikons, the game's version of recurring
Final Fantasy summoned monsters, in a central role. With this in mind, Maehiro created the map of Valisthea first, basing the locations of Eikons and nations around those elements, and then writing Clive's story to place within these events and areas. Using two Eikons of fire referenced early Greek ideas of the original life being in fire, with the Eikons Phoenix and Ifrit designed as a contrasting pair. Crystals, a recurring feature in the series, were portrayed as an analogy to depleted fossil fuels, while Dominants and Eikons acted as analogies for weapons of mass destruction. A recurring marketing tagline, "The legacy of the crystals has shaped our history for long enough", was meant to symbolize both a break from the science fiction style of recent entries and a questioning of the crystal's role of bestowing power on humans. While the recurring
Final Fantasy mascots
Chocobos and
Moogles were omitted from the initial design, staff protests prompted Maehiro to adjust his world design to allow for their inclusion. The initial narrative drew inspiration from the early seasons of
Game of Thrones. Other inspirations, including classic and contemporary anime, were used to prevent too many similarities to
Game of Thrones. The Eikon battles were inspired by the large-scale battles of
Ultraman and
Neon Genesis Evangelion. Maehiro created the initial script, which was checked and completed by localization lead Michael-Christopher Koji Fox. In addition to the scenario, the game's dialogue was written before game design was finalized. Despite the overall story being dark in tone, the staff chose to also include light-hearted elements. When creating world design and story, the team took criticism from
Final Fantasy XV (2016) into account, including its fragmented delivery of the story. Due to the game's large scope, the team frequently considered cutting one of the two continents, but kept both to avoid disruptive rewrites; however, Takai and Maehiro described the effort of making the two continents work as "hell". Compared to other recent
Final Fantasy titles, there was no plan for "tertiary content" such as
downloadable content (DLC) and books, instead having the entire story told within the game. Due to the game's positive responses, a dedicated team created DLC exploring background elements to the narrative related to the Fallen civilization and the Eikon Leviathan. The story focus was main protagonist Clive Rosfield and the relationships he forms with different people through the warring nations. The story's central theme was the clashing of values held by different people, alongside the choice of whether to accept or resist a given fate. Two other themes outlined by the team were the interdependence and ambiguity of good and evil, inspired by
Christopher Nolan's
The Dark Knight Trilogy, and different forms of love, be it for a nation or a person. While the early plot focused on Clive's quest for revenge, the story later shifted to political rivalries and then focusing on self-identity, reflecting Clive's evolving view of the world. Clive and Joshua's fate, along with the authorship of a history book seen in the post-credits sequence, were left deliberately ambiguous. Speaking on the portrayal of ethnic diversity in the game's world, Yoshida stated that its relative lack of diversity fitted into both its medieval European setting and the in-universe isolation of Valisthea's lands. He admitted potential representation issues, but foresaw problems with both breaking player immersion in the setting, and problematic stereotypes associated with protagonists or antagonists. The team ultimately decided to focus on the characters' personalities and narratives over their appearance. In a follow-up, he noted the game's world was inspired by cultures from across the world, acknowledging that some might disagree with their approach. The world's visual design was inspired by
Game of Thrones, with Minagawa drawing direct inspiration from the landscapes of Northern England, Slovenia, the Middle East, Africa, and Dalmasca from
Final Fantasy XII. The characters and Eikons were designed by Kazuya Takahashi, who is known for his work on
Final Fantasy XIV. Minagawa described blending Takahashi's light illustration style with the dark tone of the game as his biggest challenge when finalizing the art design. Classic
Final Fantasy jobs were used as a design inspiration for enemies and some NPCs. The Eikons were based on established and popular summons from across the
Final Fantasy series, with Ifrit given a prominent role to contrast his earlier portrayal as a summon for beginners. Their established physical characteristics and possible styles of combat informed their design. They were inspired based on older sprite art versions from early
Final Fantasy titles. Two of the Eikons, Ifrit and Phoenix, were featured in the logo illustrated by
Yoshitaka Amano, and was designed based on the game's story and themes. While the initial script was written in Japanese, Fox both localized and rewrote the script to work in English, then the final Japanese script was adjusted to match the English version. In contrast to earlier entries, the cutscenes were
motion captured in English. Due to this, there was no Japanese lip syncing, though the team unsuccessfully tried using an automated system to match the Japanese dub to the characters. The performance director was Hannah Price. Yoshida stayed away from the recording process both due to company policy and out of "respect" for the writers, as he would likely contradict their decisions and cause issues. English voice work was done by European actors, a non-standard approach done to appeal to the North American market. The character accents were chosen to communicate locality for different characters, with a cited example being using a
Geordie accent for people from the north of Valisthea. Voice recording and motion capture work began in 2019, with the roles being kept secret using scattered recording schedules and character code names. ==Main characters==