(left) and
Hiroshi Minagawa at the
Final Fantasy XII London HMV Launch Party in 2007 Development for
Final Fantasy XII began in December 2000 and was headed by
Final Fantasy Tactics director
Yasumi Matsuno and
Final Fantasy IX director
Hiroyuki Ito. Matsuno provided the original concept and plot but was forced to bow out a year before release due to health concerns. The team was restructured as a consequence: the new directorial duo consisted of Ito and
Hiroshi Minagawa, while
Akitoshi Kawazu of
SaGa series fame became the executive producer. Series creator
Hironobu Sakaguchi was disappointed by Matsuno's departure and declined to play the game beyond its introduction. The desire to move away from
random encounters was present since the beginning of development. This desire fueled the development of the Active Dimension Battle system so players could seamlessly move from battle to exploration. The gambit system was conceived early on as a way to facilitate this change. Ito drew inspiration for gambits from
plays in
American football where each team member has a specific job to do based on the conditions and desired outcome. As for the license system, he explained that needing "licenses" to perform certain actions was a natural extension of the rigid structured society of Archadia, as epitomized by its Judges. Design inspiration came from a mix of medieval
Mediterranean countries as demonstrated by the architectural styles found throughout Ivalice along with many of the races populating the region. The art team, led by art directors Hideo Minaba and Isamu Kamikokuryō, visited
Turkey, which influenced the Mediterranean-style setting. The developers also used styles and deco from other sources including areas in
India and
New York City. Of note is the use of
Sanskrit in the city of Bhujerba. Phrases such as "svagatam" (welcome) and titles like "parijanah" (guide) are lifted directly from Sanskrit. Minaba mentions that the team tried to bring out
Arabic culture in the design. War is a prominent theme and the developers stated that the cutscene battles are influenced by
Ancient Rome. The developers initially planned to return to the "big-headed" character designs of previous
Final Fantasy games, but settled on similar proportions as characters in
Vagrant Story, the team's previous game, as development progressed. Basch was the first character designed and the developers considered him the "hero" of the story at the time. Vaan and Penelo were added last and became the heroes in the final version of the plot. Vaan's early designs were described as effeminate, but with the casting of
Kouhei Takeda as his voice and motion capture actor, Vaan became less feminine and more "active, upbeat, bright and positive". Comments were made about the similarity between character designer
Akihiko Yoshida's creations and those of
Tetsuya Nomura, another Square Enix character designer. Yoshida felt this comparison was sparked by the choice of color used by both artists, which was based on maintaining consistent color between the characters and the environments. During the English localization process,
Alexander O. Smith, who had previously worked on
Vagrant Story and
Final Fantasy X, acted as producer and translator. While still preserving the meaning behind the Japanese script, Smith made the decision to use different
dialects of English to reproduce the
regional differences in pronunciation found in the Japanese version. He also tried to distance the game from the "flat reads" found in other dubbed work by casting voice actors who had experience in theatre work. A
playable demo was shipped with the North American release of
Dragon Quest VIII in November 2005. To commemorate the release of
Final Fantasy XII, playable demos of the English version were available at DigitalLife's Gaming Pavilion in
New York City on October 11, 2006, a day dubbed "
Final Fantasy XII Gamer's Day". Additionally, Square Enix gave fans the chance to
cosplay as characters from
XII. Each person was asked to show Square Enix three photos of his or her costume for a chance to win a trip to New York and participate in the
Final Fantasy XII Gamer's Day event.
Final Fantasy XII once held the
Guinness World Record for longest development period in a
video game production, with a total of five years, spanning from 2001 until its release in 2006. At a
Final Fantasy XII "postmortem" at
MIT in March 2009, Hiroshi Minagawa mentioned that several years of production were devoted to the creation of custom tools used for the development. It was also listed as 8th on the Guinness top 50 games of all time in 2009.
Music Hitoshi Sakimoto composed and arranged most of the soundtrack, with
Hayato Matsuo and
Masaharu Iwata creating seven and two tracks respectively.
Nobuo Uematsu, following his departure from Square Enix in 2004, only contributed the ending song, "
Kiss Me Good-Bye". Sakimoto experienced difficulty following in Uematsu's footsteps, but he decided to create a unique soundtrack in his own way. "Kiss Me Good-Bye" was performed in both English and Japanese by
Angela Aki. Aki's style of playing the keyboard while singing reminded Uematsu of his childhood idol,
Elton John, which was one of the reasons he chose her. The English version of the song was featured in both the Japanese and North American versions. In addition to the theme song, violinist
Taro Hakase co-composed, arranged, and performed the ending credits theme,
Symphonic Poem "Hope", along with Yuji Toriyama. Two promotional soundtracks were released before the original soundtrack,
Symphonic Poem "Hope" and
The Best of the Final Fantasy XII Soundtrack, on March 1 and 15, 2006, respectively. The former contains all the music used in the trailer performed by Taro Hakase, including
Symphonic Poem "Hope". The original soundtrack itself was released two months later in Japan on May 31. It consists of 4 CDs with 100 tracks, and includes promotional tracks not in the final game. The CD single for "Kiss Me Good-Bye" was released on the March 15, 2006. A limited edition was also released, featuring a DVD containing the music video for "Kiss Me Good-Bye". ==Merchandise==