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词条 Hiroyuki Ito
释义

  1. Biography

  2. Game design and impact

  3. Works

  4. References

  5. External links

{{For|the president of Crypton Future Media|Crypton Future Media}}{{pp|small=yes}}{{Use dmy dates|date=July 2018}}{{Infobox person
| image =
| caption =
| name = Hiroyuki Ito
| birth_name= 伊藤 裕之
| birth_date =
| birth_place =
| nationality= Japanese
| occupation = Video game producer, director, designer
}}{{nihongo|Hiroyuki Ito|伊藤 裕之|Itō Hiroyuki}}, is a Japanese game producer, director and designer who works for Square Enix. He is known as the director of Final Fantasy VI (1994), Final Fantasy IX (2000) and Final Fantasy XII (2006) and as the creator of the Active Time Battle (ATB) system in the Final Fantasy series.

Biography

After graduating from Tokyo Zokei University, Ito joined Square in 1987.[1] He initially worked on Final Fantasy and Final Fantasy II as a debugger but first became genuinely involved with game development while creating sound effects for Final Fantasy III.[2] His next major role was as the designer of the Active Time Battle system for Final Fantasy IV.[2][4] Square filed a Japanese patent application related to the ATB system on 16 July 1991 and a corresponding US application on 16 March 1992. One Japanese patent (JP2794230) and two US patents (US5390937 and US5649862) were granted based on these applications.[3] For Final Fantasy V, Ito designed the fully customizable Job system.[4][4] He also created the 'Chicken Knife or Brave Blade' choosing event.[4] Final Fantasy VI marked the first time that Ito became a director on a game. For this title, he was in charge of all battle aspects.[5] He was also responsible for the battle systems in Final Fantasy VIII and Final Fantasy Tactics before he once more took on the role of director with Final Fantasy IX.[2] Ito had the idea to make its protagonist Zidane Tribal flirtatious towards women.[6]

In mid-2005, Square Enix announced that Yasumi Matsuno had left the company due to an illness but would be acting as a supervisor on Final Fantasy XII. Ito was appointed as the director of the game. Matsuno apologized for the long development time of the project but guaranteed players that it was "progressing in its development under the hands of excellent staffs".[7] Ito created the License Board of Final Fantasy XII with the intention to give the player much freedom in developing characters to their liking without becoming too complicated.[8] At the Square Enix Party 2007 pre-conference meeting in May 2007, he was introduced on stage as the producer and director of the newly announced Final Fantasy XII International Zodiac Job System.[9] He stated later that he considered the game design and battle system of Final Fantasy XII a "definitive contribution to the gaming lexicon" and that it had "the potential to shine in future games".[10] In about 2012, Ito was tasked by producer Shinichi Tatsuke with the creation of a battle system for a new game. However, the plan changed and he was told a week later that there was a different project to consider. Tatsuke now requested a concept for a social game which he felt was an interesting opportunity to have Ito work on, given his experience with simple Nintendo Entertainment System game systems. This concept became Guardian Cross.[11] In September 2012, Ito said that he would work on another Final Fantasy game if the company's president wished for it.[12] The corporate executive of Square Enix's 1st Production Department, Shinji Hashimoto, mentioned in July 2013 that Ito was "planning and doing some proposals for a new project" and "putting some ideas together".[13]

Game design and impact

As the game designer of a Final Fantasy game, Ito tries to balance the story and event scenes with the gameplay.[14] When he begins his work on a title, he does not consider the story at hand but rather adapts his game system to it as closely as possible over the time. He thinks that it is his job to smoothly implement a game so the people in charge of the stories do not have to worry about this aspect.[12] He also believes that the most important factor of the Final Fantasy series is the player's feeling of accomplishment after beating the game and seeing "The End" on the screen.[15] Professional sports were the primary inspiration behind Ito's battle systems.[12] The monsters in Final Fantasy IV and the Gambit system in Final Fantasy XII resemble aspects of the NFL in that their actions are based on the most likely outcome of a specific situation.[12][15] The Active Time Battle system was similarly inspired by Formula One, as Ito had the idea to give characters different speed values after seeing a race in which the cars passed each other. These values would then become the basis for the battle system and dictate when it will be a character's turn.[2][12][16]

At the CESA 2006 Japan Game Awards held on 22 September 2006, Ito accepted the "Grand Award" and "Award for Excellence" for Final Fantasy XII. He thanked the development team, longtime fans and new players alike and said that the team was grateful for the awards as they could not possibly think about the game's reception during its creation.[17] His comment at the ceremony was: "I did my best to bring new and innovative elements to this work. I'm very happy that something like this, which was one of the more challenging games to create in the Final Fantasy series, has received this award. To return the favor to the users who've played this game and who regard it so highly, I'm determined to continue creating by always reminding myself of the need to rise to new challenges."[18] Tetsuya Nomura considers Ito one of his four "seniors" at the company and a likely influence on his battle planning.[19] He also stated that he was taught the basics of game design by Ito.[20]

{{Clear}}

Works

Year Title Platform(s) Credit(s)
1987 Aliens: Alien 2 MSX Developer[12]
Final Fantasy Nintendo Entertainment SystemDebugger[2]
1988 Final Fantasy II
1989 Square's Tom Sawyer Planning
Final Fantasy Legend Game Boy Scenario staff, cartography
1990 Final Fantasy III Nintendo Entertainment System Sound effects[2]
Rad Racer II Game design
1991 Final Fantasy IV Super Nintendo Entertainment System Battle design
1992 Final Fantasy V Battle plan
1994 Final Fantasy VI Director, battle system designer[5]
1995 Chrono Trigger Event plan
1996 Super Mario RPG Special thanks
1997 Final Fantasy Tactics PlayStation Game design, battle system main planner
1999 Final Fantasy VIII Battle system designer[21]
2000 Final Fantasy IX Director, battle system designer[2]
2006 Final Fantasy XII PlayStation 2 Director, game design, battle director[8][15][22]
Final Fantasy V Advance Game Boy AdvanceSupervisor
Final Fantasy VI Advance
2007 Final Fantasy XII International Zodiac Job System PlayStation 2 Producer, director, game design[9]
Final Fantasy IV DS Nintendo DS Battle supervisor
2009 Crawlian Browser game Producer[23]
My Life as a Darklord Wii Special thanks
Gyromancer Xbox 360, Windows
2011 Dissidia 012 Final Fantasy PlayStation Portable
2012 Guardian Cross iOS, Android Original concept[24]
2014 Deadman's Cross iOS, Android, PlayStation Vita Battle design[25]
Soul Suspect PlayStation 4, Xbox One, PlayStation 3, Xbox 360, Windows Special thanks
2015 Dissidia Final Fantasy Arcade
2016 Guardian Codex iOS, Android
2017 Final Fantasy XII: The Zodiac Age PlayStation 4 Supervisor[26]

References

1. ^{{cite book|title=Final Fantasy XII International Zodiac Job System Ultimania|publisher=Square Enix|pages=322–327|author=Studio BentStuff|language=Japanese}}
2. ^{{cite book|title=Final Fantasy IX Ultimania|publisher=Square Enix|pages=578–582|author=Studio BentStuff|language=Japanese}}
3. ^{{cite web |url=http://worldwide.espacenet.com/inpadoc?DB=EPODOC&locale=en_EP&FT=D&CC=US&NR=5390937A |title=List of patent family members for US Patent No. 5390937 |publisher=espacenet |accessdate =17 November 2011}}
4. ^{{cite web|last=Coxon|first=Sachi|title=Interview with Square: Part 1|url=http://www.rpgamer.com/news/Q1-2000/032200d.html|publisher=RPGamer|date=22 March 2000}}
5. ^{{cite journal |date=March 2013 |title=The Making Of... Final Fantasy VI |journal=Edge |issue=251 |pages=124–127 |publisher=Future Publishing}}
6. ^{{cite web|last=Coxon|first=Sachi|title=Interview with Square: Part 3|url=http://www.rpgamer.com/news/Q1-2000/032400b.html|publisher=RPGamer|date=24 March 2000}}
7. ^{{cite web|last=Niizumi|first=Hirohiko|title=FFXII producer steps down|url=http://uk.gamespot.com/news/6130121/ffxii-producer-steps-down|work=News|publisher=GameSpot|accessdate=25 June 2011|date=1 August 2005|deadurl=yes|archiveurl=https://archive.is/20120729073117/http://uk.gamespot.com/news/6130121/ffxii-producer-steps-down|archivedate=29 July 2012}}
8. ^{{cite web|last=Boyes|first=Emma|title=Q&A: Final Fantasy XII producer Akitoshi Kawazu|url=http://uk.gamespot.com/news/qanda-final-fantasy-xii-producer-akitoshi-kawazu-6160463|publisher=GameSpot|accessdate=5 January 2012|date=26 October 2006|archiveurl=https://web.archive.org/web/20121025171539/http://www.gamespot.com/news/qanda-final-fantasy-xii-producer-akitoshi-kawazu-6160463|archivedate=25 October 2012}}
9. ^{{cite web|last=Mielke|first=James|title=Square Enix 2007 Conference Report|url=http://www.1up.com/news/square-enix-2007-conference-report|publisher=1UP.com|accessdate=4 January 2012|date=10 May 2007|deadurl=yes|archiveurl=https://web.archive.org/web/20121106104621/http://www.1up.com/news/square-enix-2007-conference-report|archivedate=6 November 2012}}
10. ^{{cite web|last=Mielke|first=James|title=Square Enix Talks about the Ivalice Alliance|url=http://www.1up.com/news/square-enix-talks|publisher=1UP.com|accessdate=9 January 2012|date=9 October 2007}}
11. ^{{cite web|script-title=ja:【徹底ガイド】人と魔獣があやなす"深化"を遂げたカードバトル『ガーディアン・クルス』|url=http://app.famitsu.com/20120329_47667/|publisher=Famitsu|accessdate=26 February 2013|language=Japanese|date=29 March 2012}}
12. ^{{cite web|last=Parish|first=Jeremy|title=Final Fantasy's Hiroyuki Ito and the Science of Battle|url=http://www.1up.com/features/final-fantasy-hiroyuki-ito-science|publisher=1UP.com|accessdate=25 November 2012|date=22 October 2012}}
13. ^{{cite web |author=Donaldson, Alex |date=24 July 2013 |title=Talking Talent, Western Development & Sequels with Final Fantasy Producer Shinji Hashimoto |url=http://www.rpgsite.net/interviews/457-talking-talent-western-development-&-sequels-with-final-fantasy-producer-shinji-hashimoto |publisher=RPG Site |accessdate=10 August 2013 |deadurl=yes |archiveurl=https://web.archive.org/web/20130818141836/http://www.rpgsite.net/interviews/457-talking-talent-western-development-%26-sequels-with-final-fantasy-producer-shinji-hashimoto |archivedate=18 August 2013 }}
14. ^{{cite web |url=http://psx.ign.com/articles/085/085276p1.html |title=The Final Fantasy IX Team Spills All |author=Dave Zdyrko |publisher=IGN |date=20 September 2000 |accessdate=26 December 2010}}
15. ^{{cite web|title=Video interview with FINAL FANTASY XII Directors|work=FINAL FANTASY XII Collector's Edition Bonus DVD|publisher=Square Enix|date=31 October 2006|url=https://www.youtube.com/watch?v=EYIzjBbO2FQ}}
16. ^{{cite web|title=A Conversation With the Creator of Final Fantasy IV|author=Jeremy Parish|publisher=1UP.com|url=http://www.1up.com/features/final-fantasy-iv-creator-conversation?pager.offset=2|accessdate=13 April 2013}}
17. ^{{cite web|url=http://awards.cesa.or.jp/2006/ceremony/02.html|publisher=Computer Entertainment Supplier's Association (CESA)|title=『 日本ゲーム大賞 2006 』 Award Ceremony|accessdate=4 January 2012|language=Japanese}}
18. ^{{cite web|url=http://awards.cesa.or.jp/2006/english/prizelist/2005-2006/index.html|publisher=Computer Entertainment Supplier's Association (CESA)|title=Japan Game Awards 2006: Final Fantasy XII|accessdate=13 April 2013}}
19. ^{{cite web |title=Vol. 11: Kingdom Hearts 3D [Dream Drop Distance] 3: Square's Intentions |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Nintendo-3DS-Third-Party-Game-Developers/Vol-11-KINGDOM-HEARTS-3D-Dream-Drop-Distance-/3-Square-s-Intentions/3-Square-s-Intentions-839620.html |work=Iwata Asks |publisher=Nintendo |accessdate=6 January 2014}}
20. ^{{cite web|last1=Sato|title=How Final Fantasy V Was A Turning Point In Tetsuya Nomura’s Career|url=http://www.siliconera.com/2014/03/13/final-fantasy-v-turning-point-tetsuya-nomuras-career/|website=Siliconera|accessdate=23 May 2015|date=13 March 2014}}
21. ^{{cite video game |title=Final Fantasy VIII |developer=Square Co., Ltd. |publisher=Square Electronic Arts L.L.C. |date=9 September 1999 |scene=staff credits}}
22. ^{{cite web | author=Gantayat, Anoop| date=1 August 2005 | title=Changes to Final Fantasy XII Staff | publisher=IGN | url=http://www.ign.com/articles/2005/08/01/changes-to-final-fantasy-xii-staff | accessdate=1 September 2006}}
23. ^{{cite web|script-title=ja:「スクエニ メンバーズ」会員60万人突破&パズルゲーム配信開始|url=http://www.4gamer.net/games/081/G008127/20090430028/|publisher=4gamer|accessdate=26 February 2013|language=Japanese|date=30 April 2009}}
24. ^{{cite web|title=About this Game|url=http://www.square-enix.co.jp/smart/gc/en/about.html|publisher=Square Enix|accessdate=13 April 2012|deadurl=yes|archiveurl=https://web.archive.org/web/20120916222429/http://www.square-enix.co.jp/smart/gc/en/about.html|archivedate=16 September 2012}}
25. ^{{cite web |year=2014 |url=http://www.jp.square-enix.com/dc/en/#dc_information |title=Information |publisher=Square Enix |accessdate=17 February 2014}}
26. ^{{cite web |year=2016 |url=http://www.famitsu.com/news/201606/06107465.html |title=The "FFXII" turned into HD "FFXII the Zodiac Age" will be released in 2017 in the PS4 |publisher=Famitsu |accessdate=6 June 2016}}

External links

  • Famitsu interview about Final Fantasy XII International Zodiac Job System {{ja icon}}
{{Authority control}}{{DEFAULTSORT:Ito, Hiroyuki}}

7 : Living people|Final Fantasy designers|Japanese video game designers|Japanese video game directors|Japanese video game producers|Square Enix people|Year of birth missing (living people)

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