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===Creation=== ''Final Fantasy VI'' entered development after the release of its predecessor ''[[Final Fantasy V|V]]'' in December 1992.<ref name="edge">{{cite magazine |date=March 2013 |title=The Making Of... Final Fantasy VI |magazine=[[Edge (magazine)|Edge]] |issue=251 |pages=124–127 |publisher=[[Future plc|Future Publishing]]}}</ref> The development of the game took just one year to complete.<ref>{{cite web|last=Ishaan |title=Final Fantasy VI Took Just One Year To Make Says Director Yoshinori Kitase |url=http://www.siliconera.com/2013/08/06/final-fantasy-vi-took-just-one-year-to-make-says-director-yoshinori-kitase/ |work=siliconera.com |access-date=2014-04-28 |date=2013-08-06 |url-status=live |archive-url=https://web.archive.org/web/20140419023620/http://www.siliconera.com/2013/08/06/final-fantasy-vi-took-just-one-year-to-make-says-director-yoshinori-kitase/ |archive-date=2014-04-19}}</ref> Series creator and director [[Hironobu Sakaguchi]] could not be as intimately involved as in previous installments due to his other projects and his promotion to Executive Vice President of the company in 1991.<ref name="edge" /><ref name="1upkitase">{{cite web|author=Parish, Jeremy |date=2010-02-24 |title=Final Fantasy: Kitase's Inside Story |url=http://www.1up.com/features/final-fantasy-kitase-story |work=[[1UP.com]] |publisher=[[UGO Networks]] |access-date=2010-09-11 |url-status=dead |archive-url=https://web.archive.org/web/20160526013632/http://www.1up.com/features/final-fantasy-kitase-story |archive-date=May 26, 2016}}</ref><ref>{{cite web |publisher=Square USA |title=Hironobu Sakaguchi/Chairman and CEO |url=http://www.squareusa.com/sakaguchi.html |archive-url=https://web.archive.org/web/20000511162608/http://www.squareusa.com/sakaguchi.html |archive-date=2000-05-11}}</ref> For that reason, he became the producer and split director responsibilities for ''VI'' up between [[Yoshinori Kitase]] and [[Hiroyuki Ito]]: Kitase was in charge of event production and the scenario, while Ito handled all battle aspects.<ref name="edge" /><ref name="credits" /> Sakaguchi supervised Kitase's cutscene direction and ensured that the project would coalesce as a whole. The idea behind the story of ''VI'' was that every character is the protagonist. All members of the development team contributed ideas for characters and their "episodes" for the overall plot in what Kitase described as a "hybrid process".<ref name="edge" /> Consequently, Terra and Locke were conceived by Sakaguchi; Celes and Gau by Kitase; Shadow and Setzer by graphic director [[Tetsuya Nomura]]; and Edgar and Sabin by field graphic designer [[Soraya Saga|Kaori Tanaka]].<ref name="edge" /><ref name="credits" /> It was Kitase's task to unite the story premise provided by Sakaguchi with all the individual ideas for character episodes to create a cohesive narrative.<ref name="edge" /><ref>{{cite magazine|magazine=[[Famitsu|Shūkan Famitsū]] |publisher=[[ASCII (company)|ASCII Corporation]] |title=Interview with Hironobu Sakaguchi |url=http://playstationjapan.tripod.com/Sakaguchi.html |date=1998-06-05 |url-status=dead |archive-url=https://web.archive.org/web/20110717103402/http://playstationjapan.tripod.com/Sakaguchi.html |archive-date=July 17, 2011}}</ref> The scenario of ''Final Fantasy VI'' was written by a group of four or five people, among them Kitase who provided key elements of the story, such as the opera scene and Celes' suicide attempt, as well as all of Kefka's appearances.<ref name="1upkitase" /><ref>{{cite news|title=Dissidia: Final Fantasy Interview |url=http://www.eurogamer.de/articles/dissidia-final-fantasy-interview?page=3 |newspaper=Eurogamer.de |date=2009-05-07 |access-date=2013-04-13 |url-status=live |archive-url=https://web.archive.org/web/20150207192004/http://www.eurogamer.de/articles/dissidia-final-fantasy-interview?page=3 |archive-date=2015-02-07}}</ref><ref>{{cite web|title=The Making of Dissidia Final Fantasy—Final Words from the Producer |author=Kitase, Yoshinori |url=http://www.1up.com/do/blogEntry?bId=9002538&publicUserId=6049935 |publisher=1UP |date=2009-08-27 |access-date=2013-04-13 |url-status=dead |archive-url=https://web.archive.org/web/20121012045256/http://www.1up.com/do/blogEntry?bId=9002538&publicUserId=6049935 |archive-date=October 12, 2012}}</ref> The team decided to split the game into two halves, commonly termed the World of Balance and World of Ruin, because they were tired of the common game scenario of the hero narrowly saving the world. When writing the [[post-apocalypse]] second half of the story, the developers decided to let the player choose their favorite characters to emphasize that every character is the protagonist.<ref name="WorldofRuin">{{cite magazine |last=Juba |first=Joe |title=The Best Of An Era: Looking Back On Final Fantasy VI After 25 Years |url=https://www.gameinformer.com/2019/04/02/the-best-of-an-era-looking-back-on-final-fantasy-vi-after-25-years |access-date=2024-02-15 |magazine=[[Game Informer]] |archive-date=2019-09-26 |archive-url=https://web.archive.org/web/20190926020320/https://www.gameinformer.com/2019/04/02/the-best-of-an-era-looking-back-on-final-fantasy-vi-after-25-years |url-status=live }}</ref> Regular series character designer [[Yoshitaka Amano]]'s concept art became the basis for the models in the [[full motion video]]s produced for the game's PlayStation re-release.<ref name="RPGFFFAreview">{{cite web|url=http://www.rpgfan.com/reviews/finalfantasyanthology/Final_Fantasy_Anthology.html |title=RPGFan Reviews – Final Fantasy Anthology |last=Musashi |publisher=RPGFan |access-date=2009-10-22 |url-status=live |archive-url=https://web.archive.org/web/20090801105916/http://www.rpgfan.com/reviews/finalfantasyanthology/Final_Fantasy_Anthology.html |archive-date=2009-08-01}}</ref> [[Tetsuya Takahashi]], one of the graphic directors, drew the imperial Magitek Armors seen in the opening scene. By doing so, he disregarded Sakaguchi's intention to reuse the regular designs from elsewhere in the game.<ref name="credits">{{cite video game |title=Final Fantasy VI |platform=[[Super Famicom]] |developer=[[Square (video game company)|Square Co., Ltd.]] |publisher=Square Co., Ltd. |language=ja |date=1994-04-02 |scene=staff credits}}</ref><ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-In-Conversation-with-Takahashi-Sakaguchi/In-Conversation-with-Takahashi-Sakaguchi/1-Reunion-After-Eight-Years/1-Reunion-After-Eight-Years-211179.html |title=Iwata Asks: In Conversation with Takahashi & Sakaguchi |date=2011-11-11 |publisher=[[Nintendo]] |access-date=2013-04-13 |archive-date=June 26, 2013 |archive-url=https://archive.today/20130626110611/http://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-In-Conversation-with-Takahashi-Sakaguchi/In-Conversation-with-Takahashi-Sakaguchi/1-Reunion-After-Eight-Years/1-Reunion-After-Eight-Years-211179.html |url-status=live }}</ref> The [[sprite (computer graphics)|sprite art]] for the characters' in-game appearance was drawn by [[Kazuko Shibuya]].<ref>{{cite web|url=http://www.4gamer.net/games/064/G006480/20130227073/index_4.html |title=「最近目指しているのは,洗練された美しいドット絵,ですね」――FF誕生以前から,アルバム「FINAL FANTASY TRIBUTE ~THANKS~」までを,スクウェア・エニックスのデザイナー・渋谷員子氏に振り返ってもらった |publisher=4Gamer |author=Ogura, Masaya |date=2013-03-16 |access-date=2013-04-13 |url-status=live |archive-url=https://web.archive.org/web/20130508134853/http://www.4gamer.net/games/064/G006480/20130227073/index_4.html |archive-date=2013-05-08}}</ref> While in the earlier installments, the sprites were less detailed on the map than in battle, ''Final Fantasy VI''{{'s}} had an equally high resolution regardless of the screen. This enabled the use of animations depicting a variety of movements and facial expressions.<ref name="Retro">{{cite web | title=Final Fantasy Retrospective Part IV | url=http://www.gametrailers.com/videos/view/gt-retrospectives/102774-Final-Fantasy-Retrospective-Part-IV | publisher=Gametrailers.com | access-date=2008-04-20 | archive-url=https://web.archive.org/web/20160425160109/http://www.gametrailers.com/videos/view/gt-retrospectives/102774-Final-Fantasy-Retrospective-Part-IV | archive-date=2016-04-25}}</ref> Though it was not the first game to utilize the Super NES' [[Mode 7]] graphics, ''Final Fantasy VI'' made more extensive use of them than its predecessors. For instance, unlike both ''[[Final Fantasy IV|IV]]'' and ''[[Final Fantasy V|V]]'', the world map is rendered in Mode 7, which lends a somewhat [[3D computer graphics|three-dimensional]] perspective to an otherwise [[2D computer graphics|two-dimensional game]].<ref name="mode7">{{cite web |author=Otterland |title=Final Fantasy VI—Retroview |url=http://www.rpgamer.com/games/ff/ff6/reviews/ff6rdrev14.html |publisher=RPGamer |access-date=2006-07-22 |url-status=dead |archive-url=https://web.archive.org/web/20070930023758/http://www.rpgamer.com/games/ff/ff6/reviews/ff6rdrev14.html |archive-date=2007-09-30}}</ref>
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