
Final Fantasy Tactics is one of the most acclaimed entries in Square Enix's long-running series, and certainly one of the best PS1 games of all time, so when the rumours were confirmed recently that the 32-bit classic is getting a remaster for modern systems, fans were very pleased indeed.
The director of Final Fantasy Tactics - The Ivalice Chronicles, Kazutoyo Maehiro, recently took part in an interview about the game and made an unfortunate admission. When asked what the biggest challenge was when it came to creating this remaster, Maehiro replies:
"There were a number of major challenges, but all of them stemmed from the fact that the master data and source code from the original game no longer existed."
As you can imagine, this hasn't gone down well with some members of the gaming community:
Clearly, game preservation is something people are very passionate about, and rightly so. Like any art form, gaming's history deserves to be treated with the utmost respect or we risk losing it forever.
However, as Maehiro adds, the fact that Square Enix no longer has the source code for Final Fantasy Tactics isn't down to gross negligence; it's just the way things were back then:
"This isn't to say that they were mishandled or poorly managed or anything like that - keeping that kind of data wasn’t a normal thing to do at the time.
In those days, we didn't have the sort of robust resource-management tools that exist today, and on top of that, the production workflow for the game was such that the Japanese version was produced first, and then we would create localized versions by overwriting the data with that of other languages, including English.
There was also no such thing as online patches or updates, so unless there was any major reason to do something different, once you'd made the game, that was it."
Indeed, Square Enix isn't the only company guilty of this; Sega no longer has the source code for many of its past classics, including Panzer Dragoon Saga.
To overcome the issue, Maehiro says he and his team resorted to "sheer force" to create The Ivalice Chronicles:
"We analyzed a number of existing versions of the game and reconstructed the programming of the original, but there were also times where we played the original game and worked it out by feel alone...
The entire process was the result of cumulative hard work - on the one hand working to implement new features, while behind the scenes our work was similar to porting an old arcade game to the NES.
The staff who worked on this game were real lifesavers. I can't thank them enough."
[source x.com]
Comments 21
"certainly one of the best PS1 games of all time"
No! What? Absolutely not. Turn-based games are not the best of anything.
@BausRifle Haha I feel inclined to agree... but when you consider just how many great PS1 games there are, I guess it's not such a bold claim.
Unfortunately, most people don't realize it was quite common for Japanese developers at that time to throw away the source code...
FFVIII also suffered from lost source code and not that incorrect rumour about music rights that gained so much traction
That's wild — imagine being tasked with recreating a videogame from the ground up using only existing copies as a reference.
Also I'm curious to know precisely why code/assets were never kept on some sort of server; even back in the 1990s, comfortably sizeable hard drives would surely have existed that could house at at least one master backup of each game in their library.
Sega and Square are nefarious for losing source code.
@Andee hahaha, no, not really — storage was still pretty expensive back then, and not that plentiful.
There were servers dedicated to just storage, yes, but they were massive beasts that were very power hungry and storage still would have been at a premium, so keeping something around “just in case” was somewhat technically challenging.
This isn't Europe where they would keep all the old material. I'm not surprised.
@BausRifle Tactical strategy games I am more behind than typical RPGs.
@Andee This was standard practice in the 80s and early 90s.
@Andee well, it's very likely that they built a custom emulator to run the ROM file... in addition to that, they "hacked" the game to add new features and such. easier said than done, but i don't think they rebuilt the entire game from scratch.
@marciolsf A server would be expensive, sure, but what was stopping them from just buying a few 2 GB hard drives, stashing everything on there, and sticking them in a vault? Not sure that'd be enough to hold all of the raw asset files*, but it'd at least keep the source code safe.
*Obviously, the team's project files would be much, much bigger in total than the final game's 500 MB or so, but I don't have much of a reference point to go on. I seem to recall Factor 5 saying a Rogue Squadron game (2 or 3) on GameCube produced almost 1 TB of files, but that game was a massive leap in fidelity over FFT. Taking a wild guess, maybe FFT could have used 10-20 GB, depending on how things were managed?
EDIT: Also, fairly high-capacity tapes were an option, and may have made things more feasible.
I’ll give Nintendo this, they kept everything.
@smoreon in the 90s a hard drive that was bigger than 500mb was hugely expensive. I had a scsi drive in 1999 that was 500mb and that cost £1000 when new, so imagine your a studio with no funding early 90s or 80s and then you have to stump up £10000 just for a hard drive to store it? Nope! You would develop everything locally and no one had the ability to copy or put in a central server because there wasn’t one. The only servers which had that much space were sun systems which you used to wheel round and open the top of to get at the hard disk array inside. They were beasts but cost sooo much money!
Crazy to think no one has the source for this, makes it an ideal candidate for decompilation to get back to the original source
GameFaqs put up a Top 100 PS1 Games of All Time poll.
Over 300 people voted and Final Fantasy Tactics ended up #6.
Just behind Symphony of the Night.
@ecco6t9 no, they didn't. It has been proven that every vitual console game has just been rom files that Nintendo has downloaded off of the internet. I don't know when they did start archiving their source code, but they are a long ways away from having everything.
@Blofse I get that things were expensive back then, but I'm talking specifically about a major company (with a budget) developing a game in 1997 (1990 tech would be a whole other beast!), and about the possibility of using cheap storage.
SCSI drives have always been very expensive per GB, and the cost of that 500 MB drive could have bought a stack of consumer HDDs, which could affordably offer a couple of gigabytes each in 1997.
Of course, the reliability isn't on the same level, but I'd personally take the redundancy any day. Plenty of consumer HDDs from over 20 years ago still work, too, so chances are good that the data would survive.
And then there are tapes. I never personally dealt with those, but I understand that they offered multiple GB each, even back then, and at a relatively cheap price for the time.
Or even burned CDs! They're not known for their longevity, but I still have burned CDs which are almost that old, and they still work flawlessly. I didn't even keep them stored in a cool environment or anything.
TL;DR: My point is that there were plenty of ways to store a couple gigabytes' worth of data in 1997 (besides high-end servers and SCSI disks), and not all of them were expensive, especially for a major company. Other companies pulled it off, but Square apparently didn't consider it important.
@smoreon well, yeah, but it’s not quite that simple, unfortunately. Enterprise-grade storage has always been way more expensive because it’s supposed be more reliant… and then you’d need to to have multiples of whatever drive so you can setup the proper RAID level, and then you have to baby sit it in case one of the drives fails. Novell netware software was really reliable, at the software layer, but that also was way, way expensive — on top of the hardware costs.
Tapes are definitely a good, cheaper choice for long term storage, but that comes with its own set of complications — where do you keep it? how many do you keep it? My bet is that thet actually had tape backups, but those are pretty expensive too (even last year I paid $6k for a box of 12!), so most places just reuses their tapes every couple of months or so. No one really seriously thought about off-site tape storage untill 9/11.
@marciolsf Oh, I'm aware that enterprise-grade stuff is expensive- and potentially a headache (having had some rather nightmarish experiences in the past, involving an aging server with a RAID 10 array).
In cases like this, though, anything is better than nothing. If someone had just gone around and stashed a bunch of stuff on consumer-grade media, companies like Square might have had an easier time now. (Obviously, that carries its own reliability risks, but we're talking about data that otherwise had a 0% chance of surviving.)
I know it does no good to go, "they should have done this and that" now, with the benefit of hindsight. But it's still a shame.
it’s a shame indeed! I get multimedia assets being hard to store, but how hard is it to store just code? Heck, Mechner had all his stuff in floppies, even having just the code would have been hugely beneficial.
@Lowdefal Reportedly Chocobo's Dungeon 1 was denied a western release because of lost source code.
@Blofse Original source code would've surely had developer comments and/or meaningful code labels. Those can't be reconstructed, and there will certainly be parts of code you can only guess at what the programmer wanted to do.
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