Why Magic: The Gathering’s Final Fantasy Set Lacked a Key Scene—and It Makes Perfect Sense



Magic: The Gathering


‘s design team was faced with an unenviable task when it came to creating its

Final Fantasy

set: how to adapt all 16 mainline games while still including the major moments from each one. As if the sheer volume of games wasn’t enough, many games in the series also have long runtimes, with the main stories usually taking over 20 hours to complete. However, there was another unexpected obstacle to including certain

Final Fantasy

moments that I wouldn’t have guessed until I talked to the set’s designers.

As part of

Screen Rant

‘s coverage of MagicCon Las Vegas, I participated in a round table discussion with some of the developers who worked on

Magic: The Gathering

‘s

Final Fantasy

set
. The topic of how to balance out the 16 different

Final Fantasy

games came up a few times during the discussion, with the developers making it clear that they tried their best to balance each game, though this was a difficult task. However, one of the most interesting bits of information was

a specific reason why certain

Final Fantasy

scenes weren’t included

.

Final Fantasy’s Localization Limited What Scenes Could Appear In Magic: The Gathering

MTG X Final Fantasy’s Narrative Lead Dillon Deveney Explained How Scenes Were Chosen

The round table interview discussing the making of

Magic

‘s

Final Fantasy

set included Executive Producer Zakeel Gordon, Lead Game Designer for the

Final Fantasy

Commander Decks
Daniel Holt, and Narrative Lead Dillon Deveney. During the discussion, I asked the panel if any aspects of adapting

Final Fantasy

for

Magic: The Gathering

were heavily debated, citing

FF6

protagonist Terra Blanford’s sometimes green, sometimes blonde hair as a possible example. In response,

Dillon Deveney explained the role that localization played in the design proces

s, and how it created some interesting conversations regarding what scenes to include, stating:

One of the things that was a very refreshing reminder when working on this project was that, maybe this sounds obvious, but

Final Fantasy is first and foremost a Japanese IP

made by a Japanese studio… And it’s made in the Japanese language first with that characterization in mind, and then localized in various languages across the world.

Deveney went on to say that there were

“plenty of characters with completely different characterization[s]” between the Japenese version and the U.S. version

that some of

Magic: The Gathering

‘s designers were more familiar with. This means that certain scenes that the

Magic: The Gathering x Final Fantasy

team wanted to include, and likely some that fans of the U.S. localization would also have expected to see, weren’t included because of the simple fact that they never happened in the Japanese version of the game. Deveney explained more of the design process, saying:


[There are] scenes that just don’t happen

, and so when we would have conversations like, “Oh yeah, it’d be so awesome to put this scene in there, and then we send it over to Square Enix to get their feedback, and they’re like, “Why do you want the scene where they’re talking about how much the inn costs?”

According to Deveney, the scene

Magic

‘s designers actually wanted was one from

Final Fantasy 4

where Rosa tells her friends to stop fighting. However, this powerful character moment was an original inclusion in localized versions of

FF4

. Ultimately,

the

Magic: The Gathering

team and Square Enix decided to stick with scenes that were consistent across versions of the games

.

Magic: The Gathering And Square Enix Were Right To Stick To Universal Appeal

The Scenes Left In The Set Are Ones That All Final Fantasy Fans Can Recognize

At the end of the day,

Wizards of the Coast and Square Enix made the right call by avoiding any scenes that are unique to certain versions

of the

Final Fantasy

games. Although it means that some players’ favorite moments might have been left out, it ensures that the moments that were included are universally recognizable. Like the

Final Fantasy

series
,

Magic: The Gathering

is a game that is widely distributed, so making sure the set doesn’t alienate fans by favoring a specific version of the games only makes sense.

While it isn’t exactly a secret that games change in some ways during the localization process, it is interesting to know how significant these changes can be. The fact that emotional moments in one version of a game could be a simple logistical conversation in others. I’ll be interested to see if future

Universes Beyond



Magic: The Gathering


sets leave out major moments that I would expect to see, and in learning if there were also scenes that weren’t present in all forms of the set’s source material.

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