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==Development== ''Final Fantasy X''{{'}}s development began in 1999, costing approximately [[Japanese yen|Β₯]]4 billion (approximately {{US$|32.3 million|long=no|link=yes}}, or {{US$|{{Inflation|US|32.3|1999|r=1}} million|long=no}} in {{Inflation-year|US}} dollars)<ref>{{cite web |last=Long |first=Andrew |title=Financial Fantasy X |url=http://rpgamer.com/news/Q3-2001/071201c.html |publisher=RPGamer |access-date=November 21, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090206041703/http://www.rpgamer.com/news/Q3-2001/071201c.html |archive-date=February 6, 2009}}</ref> with a crew of over 100 people, most of whom worked on previous games in the series. Executive producer [[Hironobu Sakaguchi]] has stated that although he had concerns about the transition from 2D to 3D backgrounds, the voice acting, and the transition to real-time story-telling, the success of the ''Final Fantasy'' series can be attributed to constantly challenging the development team to try new things.<ref name="producer">{{cite video game|title=Final Fantasy X International |developer=Square |publisher=Square EA |date=December 20, 2001 |platform=PlayStation 2|level=Beyond Final Fantasy: Producer}}</ref> Producer [[Yoshinori Kitase]] was also the chief director of ''Final Fantasy X'', while the direction of events, maps and battles was split up between [[Motomu Toriyama]], Takayoshi Nakazato and [[Toshiro Tsuchida]], respectively.<ref name="dengekips">{{cite web | archive-url=https://web.archive.org/web/20010413205127/http://www.coremagazine.com/news/3808.php3 | title=Interview: Final Fantasy X | publisher=Core Magazine | archive-date=April 13, 2001 | date=March 6, 2001 | url=http://www.coremagazine.com/news/3808.php3}}</ref><ref name="enterbrain">{{cite web|url=http://www.mmcafe.com/news/news01-9-01.htm |title=Interview with Final Fantasy X Developers |publisher=The Madman's Cafe |access-date=April 14, 2013 |date=January 19, 2001 |url-status=live |archive-url=https://web.archive.org/web/20130927000049/http://www.mmcafe.com/news/news01-9-01.htm |archive-date=September 27, 2013}}</ref><ref name="ultimaniaomega" /><ref>{{cite video game | title=Final Fantasy X | platform=PlayStation 2 | developer=Square | publisher=Square | date=December 17, 2001 | scene=staff credits}}</ref> The development of the script for the game took three to four months, with the same amount of time dedicated to the voice recording afterwards.<ref name="cvg"/> [[Tetsuya Nomura]] and [[Kazushige Nojima]] collaborated with [[Daisuke Watanabe]], Toriyama and Kitase on writing the scenario for ''Final Fantasy X''.<ref name="ultimaniaomega">{{cite book | title=Final Fantasy X Ultimania Omega | publisher=Square Enix | pages=191β193, 476 | author=Studio BentStuff | language=ja}}</ref><ref name="cvg" /> Nojima was particularly concerned with establishing a connection in the relationship between player and main character. Thus, he penned the story such that the player's progress through the world and growing knowledge about it is reflected in Tidus' own understanding and narration.<ref name="event">{{cite video game|title=Final Fantasy X International |developer=Square |publisher=Square EA |date=December 20, 2001 |platform=PlayStation 2|level=Beyond Final Fantasy: Event}}</ref> According to the [[List of Square Enix companion books|Square Enix companion book]] ''Final Fantasy Ultimania Archive Volume III'', ''17 SEVEN TEEN'' was a temporary title early in ''Final Fantasy X''{{'}}s production.<ref>{{cite book |author=<!--Staff writer(s); no by-line.--> |title=FINAL FANTASY ULTIMANIA ARCHIVE VOLUME III |publisher=Dark Horse Comics |page=97 |date=June 2019 |isbn=9781506708010}}</ref> ''17 SEVEN TEEN''{{'}}s story differed from the final version: the protagonist, who looked similar to Tidus,<ref>{{cite web|url=https://www.heypoorplayer.com/2021/02/08/ffx-concept-art/ |title=These 23 Final Fantasy X Concept Art Images Will Change the Way You Think About the Game |publisher=HeyPoorPlayer |date=February 8, 2021 |access-date=February 9, 2021 |url-status=live |archive-url=https://archive.today/20210210063951/https://www.heypoorplayer.com/2021/02/08/ffx-concept-art/ |archive-date=February 10, 2021}}</ref> traveled the world seeking a cure for a pandemic that killed people when they reached the age of seventeen. This inevitable death motif was later carried over to Yuna's fate as a summoner. ===Influences=== [[File:Okinawa Emerald Beach.JPG|thumb|The development team was interested in giving the game a tropical flair, basing the game's setting, Spira, on locations like Okinawa in southern Japan.]] Character designer [[Tetsuya Nomura]] has identified the [[South Pacific]], [[Thailand]] and Japan as major influences on the cultural and geographic design of Spira, particularly concerning the geographic location of the southern Besaid and Kilika islands. He has also said that Spira deviates from the worlds of past ''Final Fantasy'' games in the level of detail incorporated, something he has expressed to have made a conscious effort to maintain during the design process.<ref name="character">{{cite video game|title=Final Fantasy X International |developer=Square |publisher=Square EA |date=December 20, 2001 |platform=PlayStation 2|level=Beyond Final Fantasy: Character}}</ref> Kitase felt that if the setting went back to a medieval European fantasy, it would not seem to help the development team advance. While he was thinking of different world environments, Nojima suggested a fantasy world that incorporated Asian elements.<ref name="producer"/> Sub-character chief designer Fumi Nakashima's focus was to ensure that characters from different regions and cultures bore distinctive characteristics in their clothing styles, so that they could be quickly and easily identified as members of their respective sub-groups. For example, she has said that the masks and goggles of the Al Bhed give the group a "strange and eccentric" appearance, while the attire of the Ronso lend to them being able to easily engage in battle.<ref name="producer" /> Tidus was originally envisioned to be a plumber as to connect to the underwater elements used in the game, according to Nojima, but they later made him into a blitzball athlete, helping to distinguish his character from prior ''Final Fantasy'' protagonists; Tidus' final outfit still incorporated elements of the original plumber outfit they had designed for him.<ref name="ign plumber">{{cite web | url = https://www.ign.com/articles/final-fantasy-x-10-tidus-started-out-as-a-plumber | title = Final Fantasy X's Tidus Started Out as a Plumber | first = Adam | last = Bankhurst | date = August 2, 2021 | access-date = August 2, 2021 | work = [[IGN]] | archive-date = August 2, 2021 | archive-url = https://web.archive.org/web/20210802144548/https://www.ign.com/articles/final-fantasy-x-10-tidus-started-out-as-a-plumber | url-status = live }}</ref> Tidus' relationship with his father Jecht was based on "stories throughout the ages, such as the ancient Greek legends". This would eventually reveal the key of Sin's weakness and eventual defeat.<ref>{{cite web|url=http://www.gamestm.co.uk/features/final-fantasy-10-kitase-reveals-the-secrets-of-its-success/ |title=Final Fantasy 10: Kitase reveals the secrets of its success |publisher=Gamestm |date=February 27, 2014 |access-date=March 3, 2014 |url-status=live |archive-url=https://web.archive.org/web/20170131034322/https://www.gamestm.co.uk/features/final-fantasy-10-kitase-reveals-the-secrets-of-its-success/ |archive-date=January 31, 2017}}</ref> Auron was intended to be silent throughout the game but became a voiced character as they developed out the Guardian storyline between Tidus and Yuna.<ref name="ign plumber"/> Although ''Final Fantasy X'' was originally centered on the relationship between Tidus and Yuna, the addition of Jecht's character and his feud with his son was added later in the making of the game to provide more focus on how the father and son produce a bigger impact in Spira's history rather than the romantic couple. Kitase found the story between Tidus and Jecht to be more moving than the story between Tidus and Yuna.<ref>{{cite web|url=https://www.siliconera.com/yoshinori-kitase-cried-while-playing-final-fantasy-x-for-the-first-time/|title=Yoshinori Kitase Cried While Playing Final Fantasy X for the First Time|website=Siliconera|date=August 2, 2021|access-date=October 12, 2021|archive-date=August 2, 2021|archive-url=https://web.archive.org/web/20210802123410/https://www.siliconera.com/yoshinori-kitase-cried-while-playing-final-fantasy-x-for-the-first-time/|url-status=live}}</ref> ===Design=== [[File:Motion Capture with Chad Phantom.png|left|thumb|''Final Fantasy X'' used motion capture similar to this image for character animations.]] ''Final Fantasy X'' features innovations in the rendering of characters' facial expressions, achieved through [[motion capture]] and [[skeletal animation]] technology.<ref name="event"/><ref name="character"/> This technology allowed animators to create realistic lip movements, which were then programmed to match the speech of the game's voice actors. The cutscene of Tidus and Yuna kissing was developed by [[Visual Works]], a subsidiary of Square Enix. Many of the animators were not experienced with romance scenes - Visual Works director Kazuyuki Ikumori said that the animators sought feedback from younger staff at Square Enix, as well as female members of staff. The scene was remade multiple times after receiving responses that earlier drafts were "unnatural" and "not believable".<ref>{{cite web|date=March 16, 2015|title=Behind The Scenes Of Final Fantasy X's Kiss Scene|url=http://www.siliconera.com/2015/03/16/behind-scenes-final-fantasy-xs-kiss-scene/|url-status=live|archive-url=https://web.archive.org/web/20160815221930/http://www.siliconera.com/2015/03/16/behind-scenes-final-fantasy-xs-kiss-scene/|archive-date=August 15, 2016|access-date=August 10, 2016|publisher=Siliconera}}</ref> Nojima has revealed that the inclusion of voice acting enabled him to express emotion more powerfully than before, and he was therefore able to keep the storyline simple. He also said that the presence of voice actors led him to make various changes to the script, in order to match the voice actors' personalities with the characters they were portraying.<ref>{{cite web|author=GameSpot Staff |date=November 30, 2001 |title=Final Fantasy X |url=http://www.gamespot.com/ps2/rpg/finalfantasy10/news.html?sid=2829055&mode=all&page=2&q= |work=GameSpot |publisher=CBS Interactive |access-date=November 23, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090213132447/http://www.gamespot.com/ps2/rpg/finalfantasy10/news.html?sid=2829055&mode=all&page=2&q= |archive-date=February 13, 2009}}</ref> The inclusion of voice, however, led to difficulties. With the game's cutscenes already programmed around the Japanese voice work, the English [[language localisation|localization]] team faced the difficulty of establishing English-oriented dialogue and the obstacle of incorporating this modified wording with the rhythm and timing of the characters' lip movements. Localization specialist [[Alexander O. Smith]] noted that they had to keep the localized sound file within the duration of the original Japanese, as longer files would cause the game to crash.<ref name="localization hell">{{cite web|url=http://www.usgamer.net/articles/true-tales-from-localization-hell |title=True Tales from Localization Hell |first=Bob |last=Mackey |date=August 1, 2016 |access-date=August 1, 2016 |work=[[US Gamer]] |url-status=live |archive-url=https://web.archive.org/web/20160801162821/http://www.usgamer.net/articles/true-tales-from-localization-hell |archive-date=August 1, 2016}}</ref> He described the process of fitting natural-sounding English speech into the game as "something akin to writing four or five movies' worth of dialogue entirely in [[haiku]] form [and] of course the actors had to act, and act well, within those restraints".<ref name="battleandvoice">{{cite book|author=Birlew, Dan|title=Final Fantasy X Official Strategy Guide|publisher=[[BradyGames]]|year=2001|isbn=0-7440-0140-4|page=268}}</ref> The game was initially going to feature online elements, offered through Square's [[PlayOnline]] service. The features were dropped during production, and online gaming would not become part of the series until ''[[Final Fantasy XI]]''.<ref>{{cite magazine| magazine = PlayStation: The Official Magazine| publisher = Future Publishing| title = Monitor: Final Fantasy X Goes Offline| author = PSM Staff| issue = 42| date = February 2001| page = 18}}</ref><ref>{{cite web |last=Avistetto |first=Jimmy |title=Final Fantasy X Not Online-Capable |url=http://rpgamer.com/news/Q4-2000/112000b.html |publisher=RPGamer |access-date=November 23, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20090206042126/http://www.rpgamer.com/news/Q4-2000/112000b.html |archive-date=February 6, 2009}}</ref> Map director Nakazato wanted to implement a world map concept with a more realistic approach than that of the traditional ''Final Fantasy'' game, in line with the realism of the game's 3D backgrounds, as opposed to pre-rendered backgrounds.<ref>{{cite video game|title=Final Fantasy X International |developer=Square |publisher=Square EA |date=December 20, 2001 |platform=PlayStation 2|level=Beyond Final Fantasy: Field}}</ref> Battle art director Shintaro Takai has explained that it was his intention that battles in ''Final Fantasy X'' come across as a natural part of the story and not an independent element.<ref name="battle">{{cite video game|title=Final Fantasy X International |developer=Square |publisher=Square EA |date=December 20, 2001 |platform=PlayStation 2|level=Beyond Final Fantasy: Battle}}</ref> Features would have included wandering enemies visible on the field map, seamless transitions into battles, and the option for players to move around the landscape during enemy encounters.<ref name="battleandvoice" /> However, hardware limitations resulted in these ideas not being used. Instead, a compromise was made, whereby some transitions from the field map to the battle map were made relatively seamless with the implementation of a motion blur effect that would happen at the end of an [[event scene]].<ref name="event" /> The desire for seamless transitions also led to the implementation of the new summoning system seen in the game.<ref name="battle" /> As a player of the games in the ''Final Fantasy'' series, battle director Tsuchida wanted to recreate elements he found interesting or entertaining, which eventually led to the removal of the ''Active Time Battle'' system, and instead, incorporated the strategy-focused ''Conditional Turn-Based Battle'' system.<ref name="battle" /> Kitase has explained that the purpose behind the Sphere Grid is to give players an interactive means of increasing their characters' attributes, such that they will be able to observe the development of those attributes firsthand.<ref>{{cite book | author=Birlew, Dan | year=2001 | title=Final Fantasy X Official Strategy Guide | page=266 | publisher=BradyGames | isbn=0-7440-0140-4}}</ref> At the time of the game's development, Nojiima had been reading about [[cryptography]], and thus created the means to decode the Al Bhed language within the game, albeit simpler than initially planned.<ref name="ign plumber"/> ===Music=== {{main|Music of Final Fantasy X}} ''Final Fantasy X'' marks the first time regular series composer Nobuo Uematsu has had any assistance in composing the score for a game in the main series. His fellow composers for ''X'' were Masashi Hamauzu and Junya Nakano.<ref name="IGN"/> They were chosen for the soundtrack based on their ability to create music that was different from Uematsu's style while still being able to work together.<ref>{{cite web|title=Interview by RocketBaby.net |last=Huang |first=Michael |publisher=nobuouematsu.com |url=http://www.nobuouematsu.com/rbaby.html |access-date=November 23, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20131020034002/http://www.nobuouematsu.com/rbaby.html |archive-date=October 20, 2013}}</ref> PlayOnline.com first revealed that the game's theme song was completed in November 2000. As Square still had not revealed who would sing the song, [[GameSpot]] personally asked Uematsu, who jokingly answered that it was going to be [[Rod Stewart]].<ref>{{cite web| title=FFX Theme Song Complete| author=Yukiyoshi Ike Sato| date=November 29, 2000| work=GameSpot| publisher=CBS Interactive| url=http://www.gamespot.com/ps2/rpg/finalfantasy10/news.html?sid=2659176&mode=news| access-date=July 1, 2010| archive-url=https://web.archive.org/web/20121107045643/http://www.gamespot.com/news/ffx-theme-song-complete-2659176| archive-date=November 7, 2012| url-status=live}}</ref> The game features three songs with vocalized elements, including the [[J-pop]] ballad "[[Music of Final Fantasy X#Suteki da ne|Suteki da ne]]", which translates to "Isn't it Wonderful?". The lyrics were written by Kazushige Nojima, and the music was written by Uematsu. The song is performed by Japanese folk singer [[Rikki (Japanese singer)|Rikki]], whom the music team contacted while searching for a singer whose music reflected an [[Okinawa Prefecture|Okinawan]] atmosphere.<ref name="music">{{cite video game|title=Final Fantasy X International |developer=Square |publisher=Square EA |date=December 20, 2001 |platform=PlayStation 2|level=Beyond Final Fantasy: Music}}</ref> "Suteki da ne" is also sung in Japanese in the English version of ''Final Fantasy X''. Like "[[Eyes on Me (Faye Wong song)|Eyes on Me]]" from ''[[Final Fantasy VIII|VIII]]'' and "[[Melodies of Life]]" from ''[[Final Fantasy IX|IX]]'', an orchestrated version of "Suteki da ne" is used as part of the ending theme. The other songs with lyrics are the heavy metal opening theme, "[[Music of Final Fantasy X#Otherworld|Otherworld]]", sung in English by Bill Muir; and "Hymn of the Fayth", a recurring piece sung using Japanese syllabary.<ref name="RPGFOST"/> The original soundtrack spanned 91 tracks on four discs. It was first released in Japan on August 1, 2001, by DigiCube, and was re-released on May 10, 2004, by Square Enix.<ref name="RPGFOST">{{cite web|author1=Gaan, Patrick |author2=Schweitzer, Ben |title=Final Fantasy X OST |url=http://www.rpgfan.com/soundtracks/ff10ost/index.html |publisher=RPGFan |access-date=March 4, 2008 |url-status=live |archive-url=https://web.archive.org/web/20080411094058/http://rpgfan.com/soundtracks/ff10ost/index.html |archive-date=April 11, 2008}}</ref> In 2002, Tokyopop released a version of ''Final Fantasy X Original Soundtrack'' in North America entitled ''Final Fantasy X Official Soundtrack'', which contained 17 tracks from the original album on a single disc.<ref name="RPGFOFS">{{cite web|author=Rzeminski, Lucy |title=Final Fantasy X Official Soundtrack |url=http://www.rpgfan.com/soundtracks/ff10-usa/index.html |publisher=RPGFan |access-date=March 4, 2008 |url-status=live |archive-url=https://web.archive.org/web/20080411094053/http://rpgfan.com/soundtracks/ff10-usa/index.html |archive-date=April 11, 2008}}</ref> Other related CDs include ''feel/Go dream: Yuna & Tidus'' which, released in Japan by DigiCube on October 11, 2001, featured tracks based on Tidus' and Yuna's characters.<ref name="RPGFFGD">{{cite web|title=feel/Go dream ~ Yuna & Tidus |url=http://www.rpgfan.com/soundtracks/ff10tribute/index.html |publisher=RPGFan |access-date=March 4, 2008 |url-status=live |archive-url=https://web.archive.org/web/20080409233605/http://www.rpgfan.com/soundtracks/ff10tribute/index.html |archive-date=April 9, 2008}}</ref> ''Piano Collections Final Fantasy X'', another collection of music from the game,<ref name="RPGFPC">{{cite web|author1=Maas, Liz |author2=Thomas, Damian |title=Piano Collections Final Fantasy X |url=http://www.rpgfan.com/soundtracks/ff10pc/index.html |publisher=RPGFan |access-date=March 4, 2008 |url-status=live |archive-url=https://web.archive.org/web/20080416045329/http://www.rpgfan.com/soundtracks/ff10pc/index.html |archive-date=April 16, 2008}}</ref> and ''Final Fantasy X Vocal Collection'', a compilations of exclusive character dialogues and songs were both released in Japan in 2002.<ref name="RPGFVOC">{{cite web|author=Rzeminski, Lucy |title=Final Fantasy X Vocal Collection |url=http://www.rpgfan.com/soundtracks/ff10vc/index.html |publisher=RPGFan |access-date=March 4, 2008 |url-status=live |archive-url=https://web.archive.org/web/20080416052227/http://www.rpgfan.com/soundtracks/ff10vc/index.html |archive-date=April 16, 2008}}</ref> [[The Black Mages]], a band led by Nobuo Uematsu that arranges music from ''Final Fantasy'' video games into a [[rock music]] style, have arranged three pieces from ''Final Fantasy X''. These are "Fight With Seymour" from their [[The Black Mages (album)|self-titled album]], published in 2003,<ref name="u-7">(February 19, 2003). ''The Black Mages''. DigiCube. SSCX-10080</ref> and "Otherworld" and "The Skies Above", both of which can be found on the album ''[[The Black Mages II: The Skies Above|The Skies Above]]'', published in 2004.<ref name="u-8">(December 22, 2004). ''The Black Mages II: The Skies Above''. Universal Music. UPCH-1377</ref> Uematsu continues to perform certain pieces in his ''Dear Friends: Music from Final Fantasy'' concert series.<ref name="u-9">{{cite web|author=Schnieder, Peer |title=Dear Friends: Music from Final Fantasy |website=IGN |date=May 11, 2005 |url=http://music.ign.com/articles/513/513292p1.html |access-date=March 1, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20070322135336/http://music.ign.com/articles/513/513292p1.html |archive-date=March 22, 2007}}</ref> The music of ''Final Fantasy X'' has also appeared in various official concerts and live albums, such as ''[[20020220 Music from Final Fantasy]]'', a live recording of an orchestra performing music from the series including several pieces from the game.<ref name="u-10">{{cite web|url=http://www.rpgfan.com/soundtracks/20020220/index.html |title=20020220 β Music from FINAL FANTASY |publisher=RPGFan |access-date=April 1, 2007 |url-status=live |archive-url=https://web.archive.org/web/20130120065018/http://rpgfan.com/soundtracks/20020220/index.html |archive-date=January 20, 2013}}</ref> An odd note is that the unreleased/promo CD-R (Instrumental) version of Madonna's "What It Feels Like For A Girl" done by Tracy Young was used in the blitzball sequences. Additionally, "Swing de Chocobo" was performed by the [[Royal Stockholm Philharmonic Orchestra]] for the ''Distant Worlds β Music from Final Fantasy'' concert tour,<ref name="u-11">{{cite web|url=http://www.squareenixmusic.com/albums/f/ffdistantworlds.shtml |title=Distant Worlds β Music from Final Fantasy β Album Information |publisher=Square Enix Music Online |access-date=February 22, 2008 |url-status=live |archive-url=https://web.archive.org/web/20120409215604/http://www.squareenixmusic.com/albums/f/ffdistantworlds.shtml |archive-date=April 9, 2012}}</ref> while "Zanarkand" was performed by the [[New Japan Philharmonic Orchestra]] in the ''[[Tour de Japon|Tour de Japon: Music from Final Fantasy]]'' concert series.<ref name="u-12">{{cite web |url=http://www.squareenixmusic.com/albums/dvds/tourdejapon.shtml |title=Album Information β Tour de Japon: Music from Final Fantasy DVD |publisher=Square Enix Music Online |access-date=February 22, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20130120065505/http://www.squareenixmusic.com/albums/dvds/tourdejapon.shtml |archive-date=January 20, 2013}}</ref> Independent but officially licensed releases of ''Final Fantasy X'' music have been composed by such groups as Project Majestic Mix, which focuses on arranging video game music.<ref name="u-13">{{cite web|author=Rzeminski, Lucy |title=Project Majestic Mix: A Tribute to Nobuo Uematsu β Gold Edition |publisher=RPGFan |date=July 2, 2002 |url=http://www.rpgfan.com/soundtracks/pmm-gold/index.html |access-date=August 13, 2008 |url-status=live |archive-url=https://web.archive.org/web/20120619202844/http://www.rpgfan.com/soundtracks/pmm-gold/index.html |archive-date=June 19, 2012}}</ref> Selections also appear on Japanese remix albums, called [[dojin music]], and on English remixing websites.<ref name="u-14">{{cite web|title=Game: Final Fantasy X (PlayStation 2) |url=http://www.ocremix.org/game/final-fantasy-x-ps2/ |publisher=OverClocked ReMix |access-date=March 4, 2008 |url-status=live |archive-url=https://web.archive.org/web/20080302150254/http://www.ocremix.org/game/final-fantasy-x-ps2/ |archive-date=March 2, 2008}}</ref>
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