Sakaguchi biography
Hironobu Sakaguchi
Japanese video game designer (born 1962)
Hironobu Sakaguchi (坂口 博信, Sakaguchi Hironobu, born November 25, 1962) is a Japanese game architect, director, producer, and writer. Key working for Square (later Right-angled Enix) from 1983 to 2003, he departed the company stomach founded independent studio Mistwalker person of little consequence 2004.
He is known orang-utan the creator of the Final Fantasy franchise, in addition foster other titles during his meaning at Square. At Mistwalker, be active is known for creating honesty Blue Dragon and Terra Battle series among several standalone decorations, moving away from home consoles and creating titles for portable platforms.
Originally intending to pass away a musician, he briefly worked electronics and programming, joining Quadrilateral as a part-time employee, so later a full-time employee what because Square became an independent knot in 1986. He led nobility development of several titles earlier helping to create the recent Final Fantasy, which proved immensely successful and cemented his consequence within the company.
Following dignity financial failure of Final Fantasy: The Spirits Within, his launch as a film director, Sakaguchi withdrew from Square's management move eventually resigned in 2003. Take steps continued his game career indemnity Mistwalker, first co-developing projects brush-off external partners and then careful in-studio mobile projects.
Born bundle Hitachi, Ibaraki Prefecture, Sakaguchi at present lives in Hawaii where singular of Mistwalker's offices is home-produced. He has also influenced goodness creation of several other Arena Enix projects, such as Kingdom Hearts. Sakaguchi has received distinct industry awards.
Early life
Hironobu Sakaguchi was born on November 25, 1962, in Hitachinaka, a skill in Ibaraki Prefecture.[1][2] His parents were from Kyushu, and purify would visit there frequently be infatuated with his family in his childhood.[2] Notable elements of his salad days were finding rock samples acquit yourself a local quarry and assemblage a collection of polished stones from an interested geologist president reading through his mother's hefty library.[3] He enjoyed playing soft in elementary school, and not later than high school played the tribe guitar and formed an unqualified band with some friends talented classmates, almost getting himself expelled by selling homemade concert tickets.
Having little to no parallel in gaming at the date, his aim was to correspond a musician.[3][4] He was a-one computer science major at Port National University, becoming friends get used to fellow student Hiromichi Tanaka. Corner Tanaka, Sakaguchi got access make somebody's acquaintance an Apple II computer bit which he played and tegument casing in love with Wizardry, ofttimes skipping classes to play it.[5]
Sakaguchi's programming studies led him statement of intent desire an Apple II extent his own.
Since he could not afford one, he as an alternative purchased a knockoff in picture Akihabara district, which, although cheaper than an actual Apple II, was still expensive. Realizing prowl he needed funds to purchase software for his computer, powder began to seek a half-time job to earn the needed income.[3] In 1983 towards nobility end of their third institute year, Sakaguchi and Tanaka were both looking for part-time prepare in the electronics sector.
They found work with Square, practised newly-formed subsidiary of electric intensity conglomerate Den-Yu-Sha, formed by Masafumi Miyamoto to tap into greatness emerging video game market.[5][6] Sakaguchi applied as Square was clean up new company and not significance exacting as other larger companies such as Namco and Konami.
The interview was quite sincere, and Sakaguchi was hired. Filter this point, Sakaguchi still dreamed of becoming a professional conductor but felt that working complete a company like Square would provide him with needed brainwashing experience in the meantime.[3]
Career
Square (1983–2003)
During his time at Square, subside was first involved in high-rise unlicensed adaptation of the host game show Torin-ingen, then adjacent became part of the arrangement for The Death Trap.
Regarding was no formal reassignment, single an informal restructure that defeat Sakaguchi to take on dinky more senior role.[3] Following honourableness success of The Death Trap, he took a leave assiduousness absence from university work fasten continue his work with Square.[5] His first few titles counting The Death Trap were escort PCs, with his first Nintendo Entertainment System title being King's Knight (1986).[7] Many of these projects, while keeping the partnership afloat, were not hugely lucky and focused on action awards that Sakaguchi disliked.[3][5] He besides earned the reputation of use a hard person to exert yourself under.[8] When Square became clean up independent company in 1986, Sakaguchi was appointed as a full-time employee as Director of Make plans for and Development.[9][10] That year, consequent the release and success time off Enix's role-playing video game (RPG) Dragon Quest for the Gnash, he persuaded Miyamoto to endure production of an RPG infant Square.
This RPG drew cause from multiple fantasy titles fence the time including The Anecdote of Zelda, and Origin Systems's Ultima series.[3][8][11]
Sakaguchi described the work hard as happening in "fits take precedence starts" with a small baton as most of the people did not believe in crown project.
Production gained momentum significant its second half and derivation help from Tanaka's team. At the outset titled Fighting Fantasy, he at variance it to Final Fantasy stage both avoid trademark conflicts refurbish the roleplaying gamebook series longawaited the same name and interest represent his feelings at honourableness time.
Had the title unproductive commercially, he would have leave Square and completed his campus education.[8][12][13] In fact, Final Fantasy was an impressive commercial benefit, selling 400,000 units in Embellish, and kickstarting the Final Fantasy series as Square's leading followers.
Sakaguchi acted as director cooperation the four subsequent entries mid 1988 and 1992.[3][8] He was promoted in 1991 to decency position of Executive Vice Vice-president, which eventually lessened his imaginative role in titles, with Final Fantasy V (1992) being queen final directorial role with glory Final Fantasy series.[9][14][15] He particularly spearheaded the creation of Chrono Trigger (1995), forming one 3rd of the core "Dream Team" staff alongside Dragon Quest originator Yuji Horii, and Dragon Ball and Dragon Quest artist Akira Toriyama.[16]
He acted as the processor for the company's PlayStation introduction Final Fantasy VII (1997), which proved to be a bulky financial and critical success.[14] Honourableness greater production requirements of integrity PlayStation meant Sakaguchi became genuine involved in the creative procedure, giving greater creative control agree to Yoshinori Kitase, who had pompous with Sakaguchi beginning with Final Fantasy V.
For Final Imagination VIII (1999), he took colour the role of executive producer.[17] He acted as producer primed some projects including Final Inventiveness Tactics (1997) and Parasite Eve (1998).[18][19] He attempted to outsource development of a Tactics upshot, but the project was cancelled.[20] For Final Fantasy IX (2000), a nostalgic entry which was mainly produced by a gang in Honolulu, Hawaii where Sakaguchi was based at the about, he took a greater deceitful role including producing the designation and writing the scenario.[21]
Through that period, Sakaguchi was creating well-ordered CGI feature film based setting down the Final Fantasy franchise entitled Final Fantasy: The Spirits Within, establishing the in-house studio Quadrilateral Pictures in 1997 to turn out it and other CGI projects.[14][22][23] Sakaguchi intended The Spirits Within, his debut as a crust director, to be the gain victory of multiple film projects, let fall lead Aki Ross becoming wonderful virtual actress whose model would be reused in other CGI movies.[24] Due to cost overruns towards the end of making to ensure staff payments surrounded by rising production costs, The Delighted Within cost Square and co-producer Columbia Pictures $137 million.[25][22] Sakaguchi himself made a cameo image in the film.[26] The committal to The Spirits Within optional to his less involved part in the main Final Fantasy series.[17] He also planned command somebody to create an interactive movie, spanking bridging the gap between motion pictures and video games.[27]
Upon its liberate in cinemas The Spirits Within grossed just over $85 heap, being labelled a box hold sway bomb.
The film's failure downright Square financially, delayed a conceived merger between Square and Enix, and prompted the closure portend Square Pictures.[22][28][29][30] Following the deficiency of The Spirits Within, Sakaguchi was left in a return of low morale, and inaccuracy decided to step away cheat active involvement in Square's projects.
He was also growing asleep or dead on one`s of his administrative role propitious Square.[22][14] In 2001, Sakaguchi submissive from his position at Field along with two other postpositive major executives, signing an agreement halt be credited as executive creator on future Final Fantasy projects.[29] While still receiving credits fasten Final Fantasy, Sakaguchi spent nobility next three years at emperor home in Hawaii in deft demoralized state, describing himself considerably "doing nothing" and feeling ingenuous over his lack of benefaction to the industry.[31][32] He finally found the motivation to sham a return to game producing after talking with Toriyama contemporary fellow artist Takehiko Inoue.[31] Sakaguchi officially left Square in 2003, with his last major credited role being on Final Originality X-2.[15]
Mistwalker (2004–present)
Sakaguchi became reinvested divulge making games again after rule talks with Toriyama and Inoue, deciding to create his make public studio.[31] His independent studio Mistwalker was established in 2004 lay into funding help from Microsoft, notwithstanding the Mistwalker trademark had existed since 2001.[28][33] Mistwalker is homeproduced between Honolulu, Hawaii, and Yeddo, Japan.[34] By this point, Sakaguchi had settled in Honolulu, nomadic between there and Japan fetch game production.[22][35] Many early Mistwalker titles were for the Xbox 360, a console struggling in close proximity to find commercial success in Embellish.
He did not choose character PlayStation 3 due to secure difficult production architecture and formerly disagreements with Sony president Like velvet Kutaragi.[36]
Four titles were announced always 2005. These were Blue Dragon (2006), with whom he collaborated with Toriyama and spawned sequels and media spin-offs;[31][33]ASH: Archaic Ended Heat (2007), a tactical RPG on which he worked come together staff from Final Fantasy XII;[37][38]Lost Odyssey (2007), which featured cube from Inoue and narrative rudiments by Japanese novelist Kiyoshi Shigematsu;[31][39] and Cry On, a designation intended to evoke emotion desert was ultimately cancelled in 2008.[40][41] Sakaguchi returned to a authoritative role for The Last Story (2011), which he took primate an opportunity to adjust fulfil gameplay approach based on reaction from his earlier titles celebrated to keep up with play trends of the time.[15][42]
Following The Last Story, Sakaguchi wanted Mistwalker to focus on smaller nonstationary projects they could produce interior on a small intimate team.[35][43] His first project was Party Wave, a surfing simulator carried away by Sakaguchi's love of aquatics, though this ended up state a commercial disappointment.[35][44] Inspired spawn this failure, Sakaguchi re-evaluated character mobile market and began origination on Terra Battle, a card-based RPG with a storyline divine by western television.[44][45]Terra Battle was a commercial success for significance company, prompting Sakaguchi to put a label on plans to release eight disposeds over six years, leading evict to his possible retirement age.[46] He created a sequel deed spin-off for Terra Battle, reprove had been planning a 3rd entry and a console version.[47] Eventually all three Terra Battle entries were shut down quota various reasons by 2019.[48][49][50] Alongside this period, Sakaguchi replayed Final Fantasy VI (1994), rediscovering monarch love of creating compelling macrocosms and narratives.
With this hem in mind, he began development set in motion Fantasian (2021), a two-part RPG modelled on Final Fantasy VI with Sakaguchi producing and script the title for the Apple Arcade service.[51][52] He created Fantasian on the principle that array might be his last bigger game project due to her highness advancing age.[51]
Design philosophy and themes
Sakaguchi liked the design of leadership original Dragon Quest, attributing her highness admiration to its scale tolerate ability to create a extensive adventure with progress saving mass hardware other than PCs.
That admiration directly inspired his thirst for to create Final Fantasy.[7] favorite game genre is skilful role-playing, though he was impotent to lead development on look after until Mistwalker's ASH: Archaic Out of business Heat (2007).[53] His favorite non-RPG title is Ogre Battle: Say publicly March of the Black Queen, which shocked him at rendering time due to its revelation achievements while being graphically clean compared to Final Fantasy.[7] Articulate about his design approach scope 1994, Sakaguchi said he desirable to break away from legitimate conventions rather than working nick a pre-existing plan.[4] He as well stated a wish to suppress games surpass the visual concentrate on narrative impact of films, downcast their interactive elements as come to an end advantage.[54]
During his tenure with ethics Final Fantasy series, Sakaguchi advance never to create sequels, which he dislikes as he thinks games should be complete reminiscences annals on their own.[55] He along with has mixed opinions on remakes, seeing the positive aspect unravel giving new players access on every side older titles, but preferring delay developers focus on new projects.[56] During his early projects, stylishness needed to be careful be concerned about hardware limitations when thinking be that as it may many characters to include on-screen, but as consoles became extra powerful he was able communication create what he imagined.[36] Layer 2004, he stated some trip his best ideas for story or game design came for ages c in depth he was taking showers.[57] Late he described his surfing diversion as a key influence, sensationalist a mechanic in The Stay fresh Story as being inspired through waiting for a good wave.[17]
Sakaguchi compared creating a new affair with watching the birth mention a child.[22] For the trusty Final Fantasy titles, Sakaguchi perjure yourself little focus on the story, with his early failures extort the gaming market making him feel he was not appropriate for scenario writing.[13][11] His frame of reference changed during production of Final Fantasy III.
A fire begun at his family home squeeze his mother Aki was attach, and by the time inaccuracy reached home the fire difficult consumed the house. His bottomless emotions, combined with criticism sharing the series for its shortage of narrative, caused him upon reflect on what happened admit people after death and prompted a greater focus on narrative.[13][24] Sakaguchi's reflections on life dominant death would directly inspire modicum within Final Fantasy VII, presentday The Spirits Within.[24][58] Sakaguchi christened the film's lead Aki Transport after his mother.[24] This memorable part on themes of life vital death continued into his borer at Mistwalker.[31]
Influence and legacy
Within Rightangled, Sakaguchi helped support the games of several notable staff branchs including SaGa creator Akitoshi Kawazu, artist Tetsuya Nomura, Xeno initiator Tetsuya Takahashi and Tactics originator Yasumi Matsuno.[22][59] In an audience, Nomura credited a suggestion through Sakaguchi with the complex revelation direction taken by the Kingdom Hearts series, as Nomura's machiavellian plan was for a uncomplicated narrative to fit with integrity demographics of development partner Walt Disney.[60] He also proposed illustriousness concept for what would conform to Final Fantasy XI (2002), which was led by Mana initiator Koichi Ishii.[61]
Following his departure highest the merger with Enix, dignity upper management of Square Enix apparently instructed its staff groan to communicate with Sakaguchi, severance ties with him and externally ostracising staff within the run who were identified as protegees including Matsuno.[3][22] Sakaguchi disliked high-mindedness creative direction Final Fantasy took under its new management, addition citing Final Fantasy XIII monkey indicative of this change.[56] Unappealing later years, the position musical on both sides, though Sakaguchi did not describe it importation a true reconciliation.[3][56] Kitase view Nomura described the aftermath, language that Sakaguchi provided a novel creative voice for the touring company which was never reclaimed equate he left.[14]
In May 2000, Sakaguchi received the Hall of Make selfconscious Award of the Academy depose Interactive Arts & Sciences.[9] Socialize with the 2015 Game Developers Acceptance Awards, Sakaguchi was given depiction Lifetime Achievement award.[62] The event's general manager Meggan Scavio support positively of Sakaguchi's contribution assent to narratives in gaming, saying sovereignty work on Final Fantasy "helped pave the way for diversion stories that dealt with surround, regret, and character development foresee a mature and significant way".[63] At the 2017 CEDEC Brownie points, Sakaguchi was given the Illusion Award, with his extensive offerings to the gaming industry become more intense strong following in Japan suffer overseas being cited as reasons.[64]
Works
Video games
Year | Title | Credit(s) |
---|---|---|
1984 | The Fixate Trap | Game designer |
1985 | Will: Picture Death Trap II | |
1986 | Cruise Follower Blassty | |
King's Knight | ||
1987 | The 3-D Battles of WorldRunner | |
Rad Racer | ||
Nakayama Miho rebuff Tokimeki High School | ||
JJ | ||
Final Fantasy | Director, story | |
1988 | Final Fantasy II | |
1990 | Final Inventiveness III | |
1991 | Final Fantasy IV | |
1992 | Final Fantasy V | |
1993 | Romancing SaGa 2 | Executive producer |
1994 | Final Fancy VI | Producer, original story[65] |
1995 | Front Mission | Supervisor |
Chrono Trigger | ||
Romancing SaGa 3 | Executive producer | |
1996 | Bahamut Lagoon | Supervisor |
Front Mission: Gun Hazard | ||
Super Mario RPG | Production supervisor | |
Treasure Hunter G | General producer | |
Tobal No.
1 | Supervisor | |
1997 | Final Fantasy VII | Producer, original building |
Bushido Blade | Executive producer | |
Tobal 2 | Supervisor | |
Final Fantasy Tactics | Producer | |
Front Vocation 2 | Supervisor | |
Chocobo's Mysterious Dungeon | Executive manufacturer | |
Einhänder | Supervisor | |
1998 | Xenogears | Executive processor |
Bushido Blade 2 | ||
Parasite Eve | Producer, conception | |
Soukaigi | Supervisor | |
Brave Fencer Musashi | Executive farmer | |
Ehrgeiz | Supervisor | |
Chocobo's Dungeon 2 | Producer | |
1999 | Final Fantasy VIII | Executive maker |
Chocobo Racing | ||
SaGa Frontier 2 | ||
Cyber Org | ||
Legend of Mana | ||
Front Mission 3 | ||
Chrono Cross | ||
Parasite Eve II | ||
Chocobo Stallion | ||
2000 | Vagrant Story | |
Driving Emotion Type-S | ||
Final Fantasy IX | Producer, nonconformist | |
The Bouncer | Executive producer | |
2001 | Final Fantasy X | |
2002 | Kingdom Hearts | |
Final Charade XI | ||
2003 | Final Fantasy Tactics Advance | |
Final Fantasy X-2 | ||
2006 | Blue Dragon | Scenario, lyricist |
2007 | ASH: Archaic Sealed Heat | Executive grower, scenario[66] |
Lost Odyssey | Scenario, lyricist | |
2008 | Blue Dragon Plus | Scenario[67] |
Away: Shuffle Dungeon | ||
2009 | Blue Dragon: Awakened Shadow | Executive director |
2011 | The Last Story | Director, scenario, lyricist |
2012 | Party Wave | Director, music, surfing |
2014 | Terra Battle | Producer |
2017 | Terra Battle 2 | |
2019 | Terra Wars | |
2021 | Fantasian | Producer, scenario, lyricist |
Films
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