I bought the issue containing the interview via Book Walker (e-reader app). Apparently this is the very first time Sakaguchi and Kitase were interviewed together. Although they obviously have talked with each other in private and at work before.



They tell of how they were competing in making great events for FFV. Kitase had joined Square in 1990 and worked on Seiken Densetsu for Gameboy and Romancing Saga before working with Sakaguchi on FFV.



Kitase reminisces that he had problems finishing up Seiken Densetsu and was complaining a lot, until Sakaguchi yelled at him, saying he should stop blaming others and just finish up the project. Sakaguchi comments that was a good lecture he gave him there, asking if that wasn't Kitase's origin, when he came into his own. Kitase says it's true he critically reflected on his actions afterwards.



Sakaguchi recalls that Kitase was kinda mean. He had asked Narita, the programmer, to help him make a landslide event that wasn't possible to create with their former dev tools. Sakaguchi was very impressed, saying "how did you do that? Pure genius." When Kitase answers that he had asked Narita, Sakaguchi laughs as he says Kitase was pulling dirty tricks on him.



Kitase adds that they were working in relay, checking how the events they made would fit with each other after the other had left work. Seeing what Sakaguchi had made, Kitase thought "I'm gonna best him on that!" and they were competing with each other that way.



Sakaguchi further comments that Kitase was good at making spectacular events like the landslide one. He knew he couldn't win against that so he took the route of "Give me your tears". He saw crying [making the player cry] as his last trump card.



The interviewer asks how Kitase felt about the vents Sakaguchi made. Kitase replies that he tended towards technical approaches and only had eyes for the spectacle. Sakaguchi on the other hand also wrote the scenario and was thinking about how he would let the characters act, he had an eye for human drama. Not just in V but also in VI Kitase left the drama parts to Sakaguchi.



The interviewer says that although Kitase was the new guy on the team and Sakaguchi was the director, that they would compete in this way shows how Kitase's talent was being acknowledged.



Sakaguchi agrees and adds, that until IV the ways they could make the characters move was limited and in V they finally reached a certain level of "acting" for the characters. In that sense, since they were breaking new ground there wasn't a relationship of director and new guy but rather it felt like they were all on the same page. Kitase didn't just fulfill the tasks he was given but rather when he wanted to realize something he gave it his all, involving others as well to make it work. He was able to create something out of nothing, which Sakaguchi admires.



The interviewer says he thinks Sakaguchi created FF but Kitase inherited it and asks if they see it like that as well.



Sakaguchi replies that when they made FFV together, at some point it became the work of the both of them. So it wasn't just that Kitase inherited his work but he would even say he felt they were connected in blood. Which reminds him that he once suddenly received an email by Kitase asking "what exactly is Final Fantasy?"



Kitase explains that it was during the work on FFXIII. The team size had been considerable so they had monthly meetings where the whole team came together and briefed each other on the state of the game. They also had a sort of entertainment section in which Kitase told Sakaguchi's message to the team...



Sakaguchi laughs saying, what, that was for entertainment's sake? I wrote that in all seriousness.



Kitase apologizes and says it was only half entertainment. He says when he discussed the question of what is FF really with the director Toriyama, Toriyama said that if you take Disney for example, the animators who succeeded him would base their work on what the originator Walt Disney had said. For FF, Sakaguchi's words should serve the same purpose. In FFXIII's team there weren't many staff member who had worked with Sakaguchi and since Toriyama also explicitly asked for it, Kitase meant to ask Sakaguchi to go out and eat so he they could talk about FF.



Sakaguchi adds that he was so drunk at the time that his answers were not all that useful, he just said what came to mind. So on the next day he felt regrets about that and put his thoughts in proper words and sent it via mail.



Kitase remembers that when he once noticed in a conversation that he didn't remember ever talking with Sakaguchi about what is FF, Tetsu (that's how they refer to Nomura usually) said that Sakaguchi had told him, as long as the text appears on a blue text window, it's FF.



Sakaguchi says that is easily misinterpretable. He thinks that Tetsu very well knows what he meant by that but it has a deeper meaning! During the work on FFV, he and Kitase were definitely trying to change FF and they entertained every new idea. Even when they came out empty, the next time they would again put all their energy in coming up with new ideas, changing everything completely. So in that sense, as long as the text is on blue text boxes, you can do whatever you want. That was his advice.



Kitase says that the staff who work on FF related titles sometimes gathers material on the series and analyzes what makes the typical FF flavor. That might be also necessary but he feels they shouldn't be caught up in the past history of the series but should take a more free approach.



The interviewer asks if he can see Sakaguchi's message about what makes FF what it is. Kitase says if it's okay with Sakaguchi. Who in turn, says, please, go ahead. He points out again that he seriously wrote it, so it's okay.



Then they comment on each other's new projects. Kitase shows Mevius FF on an iPhone and Nexus 5. The interviewer is wowed by the graphics. Kitase explains that in the latest iOS8 they use a graphics API called Metal. He says that although you select the places you want to go on the map and you are automatically transported there, the exploration of the fields, the strategic battles and the leveling systems conform to the orthodox FF games. The scenario is by Nojima so the story will be on par with a numbered game, featuring refined plot twists.



The interviewer asks when it will be out. Kitase replies they aim for spring 2015.



Sakaguchi interrupts, saying this bit with tutorial could use some more work.



Kitase nods, remembering that Sakaguchi once told him that the tutorials are also part of the game and they need to be fun.



Sakaguchi elaborates. A tutorial isn't a manual, it needs to be fun. The lines are too narrow, make them 2 point wider so they're easier to read. How does the customization work?



Kitase shows the ability settings and says it has a job system...



Sakaguchi is very interested. So you can greatly change the parameters via job change? The art style is new?



Kitase says Itahana is doing the character designs.



Sakaguchi firmly associates Itahana with the Chocobo series. But he's very good, he adds. Then he speaks on the world map. This is like a globe view, but can the player zoom in?



Kitase says you can't, currently.



Sakaguchi says (jokingly), you need to add that! The graphics are so nice, the player will want to zoom in on them.



Kitase: When my staff reads this they will think, if Sakaguchi says so, we must do it. (wry smile)



Sakaguchi wants to ask for something else they should add. The world map needs a moon (laughs).



Kitase: But then the player will want to go there.



Sakaguchi: That's the point! They don't need to be able to go there right away. But they will think, maybe I can go there sometime along the line.



The interviewer agrees, saying people will expect that going to the moon will be added with a version up.



Sakaguchi takes the interviwers reaction as confirmation. Stuff like that is important!



Kitase comments that Sakaguchi is now being his typical self.



Then they speak about Terra Battle. Conception of the world and a feeling of expectation are major points of Sakaguchi's games, says the inteviewer, with Terra Battle being no exception.



Sakaguchi agrees that the construction of the world is very important. From there the story gradually develops. But the characters are also important and they're getting praise for Fujisaka's designs.



Kitase has played Terra Battle and he feels nostalgic about the damage floors. The game starts out simple yet cool, has really great sense. Then the game hits the player with those damage floors. FF used to have these too in earlier installments. His staff members also play the game. Sakaguchi is happy they like his game and asks if they also have spent money on it. Kitase says he thinks they probably do. Sakaguchi then says it's not important. What is important is if the game is interesting. He wants to compete with gameplay.



The interviewer suggests they should do a collaboration of Terra Battle and Mevius. Sakaguchi says that should be possible. Let's do it! Kitase says there should be elements from a game with a different setting they can bring into Mevius without it feeling out of place, they just need think about what would be suitable.



The interviewer says, this is like a planning conference. (laughs)



Sakaguchi: Kind of. (laughs) How big is the team?



Kitase says that for a smart phone game the staff is bigger than any other title of that sort and it is mostly developed in house. The staff consists of people who work on the numbered games.



Sakaguchi asks, this is the first time they develop such a title in house, right?



Kitase says for this scope it is. Parts of the illustrations and graphics are outsourced though.



The interviewer asks, why Kitase decided to make a full blown FF for smart devices now.



Kitase says that even though you can make games like on dedicated game consoles also on smart phones, there aren't any. That was the reason why they wanted to make one. And also because players nowadays spend most of their gaming time on smart devices.



Sakaguchi says, that is the era we entered now. Smart phones are starting to give players satisfying game experiences.



The interviewer asks if Sakaguchi thinks Mevius will be able to satisfy the user. He replies he needs to see the finished game before he can pass judgment. He just thinks it could be more quirky. If the graphics are this well done the user needs more ways to interact with the game.



Kitase says he will report this to the staff. Then he says since Mevius will have the warriors of light as a theme, it includes respect for the very first game. It's not a remake and has a new story and setting but he wants to show the game to Sakaguchi before release.



Sakaguchi wishes the character designs would be closer to Amano's style. It needs markers like that which will make the player feel, this is FF.



Kitase says they can't change the faces but they have prepared the armor of the warriors of light. He will think about what else they can do.



Sakaguchi: You came this far with the game, that is why I have so many things to say. Can I fiddle with it some more?



Kitase: Definitely! Today was a good opportunity. Let's hear more of your comments and talk about the collaboration in the future. I hope we can work together.



In Closing: From Sakaguchi's email to Kitase. "The answer to the question of what is FF: Roads where no one ever left their foot steps, overcome by people who just live their lives with all their heart, and what is born when they finally arrive at the same goal." That is what it should be. Always aim to accomplish new things, that is what I want the series to be in the future as well.