Square Enix veterans Hiromichi Tanaka, Kouichi Ishii and Yoshinori Kitase have reflected on developing early Final Fantasy and Mana games, comparing the flexibility of the SNES era with the possibilities created by modern AI tools.
The discussion was conducted by Famitsu to mark the 35th anniversary of the Mana series. The developers revisited their work during Square’s prominent SNES period, as well as the creative decisions that shaped several major role-playing franchises.
Kitase later directed Chrono Trigger and a number of Final Fantasy titles, including Final Fantasy VII, VIII and X. He was also a producer on the original Kingdom Hearts.
How Secret of Mana helped shape Chrono Trigger
Secret of Mana was initially planned for Nintendo’s cancelled SNES CD add-on. The project was also intended to feature character designs by Dragon Ball creator Akira Toriyama, although Toriyama ultimately did not work on that game.
After the CD project was abandoned, Secret of Mana was redesigned as a conventional SNES release. The disruption helped lead to Chrono Trigger being developed as a separate project, with Toriyama contributing to that game instead.
The change in direction, together with Nintendo’s decision not to adopt discs for the Nintendo 64, also formed part of the background to Final Fantasy VII becoming a PlayStation exclusive.
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Why smaller teams could change direction
The developers said games were once made by smaller teams and completed in less time than many modern productions. That allowed creators to make substantial changes during development without the same scale of production overhead.
They see a similar opportunity in AI. Used carefully, the technology could help small teams attempt projects that would previously have been beyond their practical resources. Kitase compared this potential role with the way established engines such as Unity and Unreal Engine reduced the need for studios to build every development tool themselves.
Kitase said that technology can make development more accessible, but creators still need to know how to turn an initial idea into a finished experience.
AI can assist, but it cannot replace the starting point
Kitase acknowledged that engines, new software and other technologies make it easier for people with limited experience to begin developing games and complete projects. However, he argued that the crucial move from “0 to 1” still requires a person who can originate and shape an idea.
That distinction matters for anyone planning an arcade project, whether they are selecting a cabinet from the arcade machine range or building a custom setup with DIY arcade kits. Tools can provide a foundation, but creative choices determine the result.
Ishii added that AI could speed up prototyping and give teams more time to test, revise and compare different approaches. He was enthusiastic about that possibility, while stressing that people must define the beginning and end of the creative process.
In his view, a project produced entirely through AI might look polished yet still feel emotionally distant. The finished work needs a human contribution if it is to connect with its audience.
The value of human judgement
Kitase illustrated the point with a personal example. Two years earlier, he considered using AI to help write a speech for his eldest son’s wedding, but decided the result would not feel right and wrote the speech himself.
That emphasis on personal judgement appears to be one reason the group remains cautious about AI, even while recognising its potential. Their comments also echo remarks made by Nintendo veteran Shigeru Miyamoto while he was receiving an Order of Culture for his contribution to game development.
Across Japanese game development, the conversation is increasingly moving towards responsible use rather than debating whether AI should be used at all. Recent surveys found that more than 85 percent of developers in Japan are either using the technology or considering its use.
The balance between production assistance and human authorship is still unsettled. Developers must decide where AI is useful, while audiences will ultimately determine how comfortably they accept its role in the games they play.



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