Hironobu Sakaguchi

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Hironobu Sakaguchi (坂口 博信, Sakaguchi Hironobu; born November 25, 1962) is a Japanese game designer, director, producer, and writer. He worked for Square (later Square Enix) from 1983 to 2003. In 2004, he left the company and started an independent studio called Mistwalker.

Hironobu Sakaguchi (坂口 博信, Sakaguchi Hironobu; born November 25, 1962) is a Japanese game designer, director, producer, and writer. He worked for Square (later Square Enix) from 1983 to 2003. In 2004, he left the company and started an independent studio called Mistwalker. He is best known for creating the Final Fantasy franchise and other games during his time at Square. At Mistwalker, he developed the Blue Dragon and Terra Battle series, as well as other games designed for mobile platforms instead of home consoles.

He originally wanted to become a musician. He briefly studied electronics and programming, then joined Square as a part-time worker. Later, when Square became an independent company in 1986, he became a full-time employee. He helped develop several games before leading the creation of the original Final Fantasy, which was very successful and made him well-known at the company. After the financial failure of his first film, Final Fantasy: The Spirits Within, Sakaguchi stepped away from Square's management and resigned in 2003. He continued his work in the gaming industry through Mistwalker, first collaborating with outside partners and later creating smaller mobile games within his studio.

Sakaguchi was born in Hitachi, Ibaraki Prefecture, and now lives in Hawaii, where one of Mistwalker's offices is located. He has also influenced the development of other Square Enix projects, such as Kingdom Hearts. He has received several awards for his work in the gaming industry.

Early life

Hironobu Sakaguchi was born on November 25, 1962, in Hitachinaka, a city in Ibaraki Prefecture. His parents were from Kyushu, and he visited there often with his family during his childhood. Important parts of his youth included finding rock samples in a local quarry, collecting polished stones from a geologist, and reading books from his mother’s large library. He enjoyed playing piano in elementary school and later played the folk guitar in high school. He formed an amateur band with friends and classmates, and he almost got expelled for selling tickets to his own concerts. At the time, he had little interest in video games and wanted to become a musician. He studied computer science at Yokohama National University, where he became friends with Hiromichi Tanaka. Through Tanaka, Sakaguchi discovered an Apple II computer and played a game called Wizardry, which he loved so much that he often skipped classes to play it.

Sakaguchi wanted to buy his own Apple II computer but could not afford the real one. Instead, he purchased a cheaper copy in the Akihabara district. To afford software for his computer, he needed money and began looking for a part-time job. In 1983, near the end of their third year in university, Sakaguchi and Tanaka both searched for work in the electronics industry. They found jobs at Square, a new company created by Masafumi Miyamoto as part of Den-Yu-Sha, a large electric power company. Sakaguchi applied to Square because it was a new company and had less strict requirements than larger companies like Namco and Konami. His interview was informal, and he was hired. At this time, Sakaguchi still dreamed of becoming a professional musician but believed working at Square would help him gain programming experience in the short term.

Career

During his time at Square, he first worked on an unauthorized version of the TV game show Torin-ingen. Later, he joined the team that created The Death Trap. There was no official change in his role, only an informal shift that allowed Sakaguchi to take on more senior responsibilities. After The Death Trap's success, he left university to focus on his work with Square. His early projects, including The Death Trap, were for PCs, while his first Nintendo Entertainment System game was King's Knight (1986). Many of these projects helped keep the company running but were not very successful and focused on action games, which Sakaguchi did not enjoy. He was also known for being strict with his team.

When Square became an independent company in 1986, Sakaguchi was hired as a full-time employee and named Director of Planning and Development. That year, after the success of Enix's RPG Dragon Quest for the NES, he convinced Miyamoto to let Square make an RPG. This game took inspiration from other fantasy titles like The Legend of Zelda and Origin Systems' Ultima series.

Sakaguchi described the game's development as slow and difficult, with a small team. Most of the company did not believe in the project, but it gained momentum later with help from Tanaka's team. The game was first called Fighting Fantasy, but he changed the name to Final Fantasy to avoid legal issues and to reflect his feelings at the time. If the game had failed, he would have left Square and finished his university studies. Final Fantasy sold 400,000 copies in Japan and started the Final Fantasy series as Square's most important project. Sakaguchi directed the next four games from 1988 to 1992. In 1991, he was promoted to Executive Vice President, which reduced his creative role. Final Fantasy V (1992) was his last game as director for the series. He later led the creation of Chrono Trigger (1995), working with Yuji Horii, the creator of Dragon Quest, and Akira Toriyama, the artist for Dragon Ball and Dragon Quest.

Sakaguchi was the producer for Final Fantasy VII (1997), Square's first PlayStation game, which was a huge success. The PlayStation's requirements made him less involved in creative decisions, allowing Yoshinori Kitase, who had worked with him on Final Fantasy V, to take more control. For Final Fantasy VIII (1999), he became the executive producer. He also worked on projects like Final Fantasy Tactics (1997) and Parasite Eve (1998). He tried to outsource a Tactics sequel, but the project was canceled. For Final Fantasy IX (2000), a nostalgic game made mostly by a team in Honolulu, Hawaii, where Sakaguchi lived, he took a more creative role, including writing the story.

During this time, Sakaguchi created a CGI movie called Final Fantasy: The Spirits Within, starting Square Pictures in 1997 to make it and other CGI projects. He wanted this film to be the first of many, using a virtual actress whose design could be reused in other movies. The film cost $137 million to make, and Sakaguchi appeared in it. However, the movie failed at the box office, making $85 million, which hurt Square financially and delayed a planned merger with Enix. Square Pictures was closed after the film's failure. Sakaguchi felt discouraged and stepped back from active work at Square. He also grew tired of his administrative role. In 2001, he left Square with two other executives, agreeing to be credited as an executive producer on future Final Fantasy games. For the next three years, he lived in Hawaii, feeling guilty about not contributing to the industry. He returned to game development after talking with Akira Toriyama and Takehiko Inoue. He left Square in 2003, with his last major role being on Final Fantasy X-2.

After leaving Square, Sakaguchi started his own studio, Mistwalker, in 2004 with help from Microsoft. Mistwalker is based in Honolulu, Hawaii, and Tokyo, Japan. Early games were made for the Xbox 360, a console that struggled in Japan. He avoided the PlayStation 3 due to technical challenges and past disagreements with Sony's president.

In 2005, four games were announced: Blue Dragon (2006), which he worked on with Toriyama and led to sequels; ASH: Archaic Sealed Heat (2007), a tactical RPG with staff from Final Fantasy XII; Lost Odyssey (2007), featuring artwork by Inoue and story elements by Kiyoshi Shigematsu; and Cry On, a canceled game intended to evoke emotion. Sakaguchi returned to a directorial role for The Last Story (2011), using feedback from his earlier games to improve his approach.

After The Last Story, Sakaguchi wanted Mistwalker to focus on smaller mobile projects. His first mobile game, Party Wave, a surfing simulator, was not successful. This led him to rethink the mobile market and create Terra Battle, a card-based RPG inspired by Western TV. Terra Battle was a success, and Sakaguchi planned to release eight games over six years. However, all three Terra Battle entries were canceled by 2019. During this time, he revisited Final Fantasy VI (1994) and rediscovered his love for creating rich stories and worlds. This inspired him to develop Fantasian (2021), a two-part RPG modeled after Final Fantasy VI, which he produced and wrote for Apple Arcade. He created Fantasian as his final major project, considering his age.

Design philosophy and themes

Sakaguchi admired the original Dragon Quest game because of its size and how it allowed players to save their progress on devices other than computers. This admiration inspired him to create Final Fantasy. His favorite type of game is tactical role-playing, but he could not lead the development of one until he worked on a game called ASH: Archaic Sealed Heat in 2007. His favorite non-RPG game is Ogre Battle: The March of the Black Queen. He was surprised by how well the story was told in this game, even though its graphics were not as good as those in Final Fantasy. In 1994, Sakaguchi said he preferred to make games that broke away from old ideas instead of following a plan that already existed. He also wanted games to have a bigger impact than movies because of their interactive features.

While working on the Final Fantasy series, Sakaguchi avoided making sequels because he believed games should be complete on their own. He had mixed feelings about remakes, thinking they helped new players try older games but preferred developers to focus on new projects. Early in his career, he had to be careful about the number of characters on screen because of limited hardware power. As technology improved, he could create the game worlds he imagined. In 2004, he said some of his best ideas came to him while taking showers. Later, he said his love for surfing influenced a game mechanic in The Last Story, inspired by waiting for a good wave.

Sakaguchi compared making a new game to watching a child be born. In the early Final Fantasy games, he focused less on the story because he struggled with writing scenarios. After a fire destroyed his family home and his mother, Aki, died, he began to think more about life and death. This change in perspective led him to focus more on storytelling in later games, including Final Fantasy VII and The Spirits Within. He named the main character in The Spirits Within, Aki Ross, after his mother. This focus on life and death themes continued in his later work at Mistwalker.

At Square, Sakaguchi supported the careers of many important staff members, including Akitoshi Kawazu, Tetsuya Nomura, Tetsuya Takahashi, and Yasumi Matsuno. Nomura said Sakaguchi’s idea helped shape the complex story of the Kingdom Hearts series, which was originally planned to be simple to match the style of Walt Disney. Sakaguchi also suggested the idea for Final Fantasy XI, which was developed by Koichi Ishii.

After leaving Square and the company merged with Enix, Square Enix reportedly told its staff not to contact Sakaguchi. Some employees who worked closely with him were treated poorly. Sakaguchi disliked the creative direction of Final Fantasy under new management, especially the game Final Fantasy XIII. Later, both sides became less strict about their differences, but Sakaguchi did not say they were fully reconciled. Kitase and Nomura said Sakaguchi’s creative vision was unique and never fully replaced after he left.

In May 2000, Sakaguchi received the Hall of Fame Award from the Academy of Interactive Arts & Sciences. At the 2015 Game Developers Choice Awards, he was given the Lifetime Achievement Award. Meggan Scavio, the event’s general manager, praised his work on Final Fantasy for helping create mature and meaningful stories about death, regret, and character growth. In 2017, Sakaguchi received the Special Award at the CEDEC Awards for his long contributions to the gaming industry and his popularity in Japan and other countries.

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