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Final Fantasy: How Square Defined the JRPG Genre

Final Fantasy was named because its creator thought it would be his last game. It became a 40-year franchise that sold 180 million copies and defined how the world thinks about Japanese RPGs.

By Console Codex Editorial Team ·

The Last Gamble

In 1987, Square was a struggling software company with a series of failed games and serious financial problems. Hironobu Sakaguchi, the director of the company’s game development, decided to make one final effort — a role-playing game that would be his personal swan song in the industry if it failed.

He named it Final Fantasy.

The game sold 400,000 copies in Japan and became the game that saved Square. It launched a franchise that has now sold over 180 million units across all entries, redefined what role-playing games could be across multiple hardware generations, and established the Japanese RPG as a distinct genre with its own conventions, audiences, and expectations.


Final Fantasy I: The NES Foundation

The original Final Fantasy (1987, Japan; 1990, North America) established the template:

  • A party of four “Light Warriors” chosen by the player from six character classes
  • Turn-based combat in which each party member acts once per round
  • A world map connecting towns, dungeons, and story locations
  • Equipment and spell systems that required resource management
  • A narrative involving the restoration of four elemental crystals

The classes — Fighter, Thief, Black Belt, Red Mage, White Mage, Black Mage — offered meaningfully different party compositions. A party of four Black Mages could devastate enemies in early dungeon areas but would struggle with boss battles that required sustained damage. A balanced party of Fighter, Red Mage, White Mage, and Black Mage was more versatile but lost the focused power of specialized builds.

The game took approximately 30-40 hours to complete. In 1987, this represented an unusual commitment for home software — Final Fantasy presupposed an audience willing to invest in a story that required returning to the game across multiple sessions.

The North American localization in 1990 introduced the game to American players who were accustomed to action games and platformers. Final Fantasy was different in ways that required explanation: you don’t control character movement in combat; you select commands from menus; you’ll need to grind for experience points in early areas.

It found its audience. 700,000 copies sold in North America.


Final Fantasy IV and the Turn to Story

The Super Nintendo entries changed what the series could attempt.

Final Fantasy IV (1991; released as Final Fantasy II in North America) introduced fixed characters with predetermined story roles rather than a player-created party. Cecil, a dark knight tormented by his service to an evil king, was the player’s avatar — not a blank canvas, but a character with a defined personality, relationships, and arc.

The game used cutscenes (in the SNES’s limited sprite-based format) to tell a story that included betrayal, death, redemption, and sacrifice. Characters died — not from player mistakes in battle, but from story decisions that removed them from the party permanently (or temporarily). The emotional investment in Final Fantasy IV’s cast was something the party-construction system of Final Fantasy I couldn’t produce.

The Active Time Battle system, introduced in Final Fantasy IV, replaced pure turn-based combat with a real-time gauge system: each character and enemy had a fill-up bar, and when it completed, that unit could act. The pacing shifted — enemies could act multiple times before a slow character’s turn, and speed became a meaningful character stat.


Final Fantasy VI: The Ensemble Peak

Final Fantasy VI (1994; released as Final Fantasy III in North America) is the game most cited as the series peak.

The game featured 14 playable characters in an ensemble cast that the story distributed fairly — no single protagonist dominated. Terra, the amnesia-afflicted girl who could use magic naturally; Celes, an imperial general who defected; Locke, the “treasure hunter” (he insists on the term over “thief”); Edgar, the king of Figaro who conceals a deep tragedy under his womanizing exterior; Shadow, the mercenary with a dog and no emotional investment in anything.

The villain, Kefka, succeeded where most JRPG antagonists failed: he won. Halfway through the game, Kefka destroyed the world. The second half of Final Fantasy VI took place in the ruins of civilization, with the player reassembling the scattered party in a broken world. This narrative structure — the villain actually succeeding — was unprecedented and remains remarkable.

Nobuo Uematsu’s score for Final Fantasy VI is considered among the greatest in game music history. “Terra’s Theme,” “Aria di Mezzo Carattere” (an in-game operatic performance), and “Dancing Mad” (the final boss theme, a 17-minute progressive composition built on different musical movements) represent the peak of what the SNES’s Sony SPC700 chip could produce.


Final Fantasy VII: The Cultural Explosion

Final Fantasy VII (1997) on PlayStation is the game that introduced millions of players who had never played a JRPG to the genre.

The move to CD-ROM and 3D graphics enabled production values that changed public perception of what games could be: pre-rendered backgrounds of photorealistic detail, fully motion-captured cutscenes with voice acting, and a budget that Square described as larger than any game previously produced.

The narrative — Cloud Strife, mercenary with a mysterious past, joins an eco-terrorist group fighting a corporation that is draining the planet of its life energy — was darker and more politically complex than anything the series had attempted. Aerith Gainsborough’s death at the hands of Sephiroth remains one of the most discussed story moments in game history: players who had invested dozens of hours in the character found her permanently removed from the game at the end of the first disc.

Final Fantasy VII sold 9.8 million copies. It drove PlayStation hardware sales, defined what a major game release looked like in the CD-ROM era, and introduced JRPG conventions (random encounters, turn-based systems, teenage protagonists saving the world) to audiences who had never encountered them.


The Series’ Defining Characteristics

Each numbered Final Fantasy is a new world with new characters and new mechanical systems — the only constants across the series are:

  • Recurring character names: Cid (airship pilot or engineer figure), Biggs and Wedge (supporting characters named after Star Wars pilots), Chocobos (large rideable birds), Moogles (flying cat-rabbit creatures)
  • The job/class system: Present in most entries in some form, allowing characters to take on different combat roles
  • Summons (Eidolons/Espers/Aeons): Powerful beings that can be called in battle
  • The crystal motif: World-sustaining crystals appear in multiple entries as MacGuffins or narrative elements
  • Nobuo Uematsu’s musical identity: He composed every entry through Final Fantasy IX (1999), establishing the series’ sonic signature

The Legacy

Final Fantasy did not invent the JRPG — Dragon Quest (1986) preceded it and established many conventions — but it popularized the genre internationally. The NES and SNES entries built an American JRPG audience that Final Fantasy VII expanded into mainstream awareness.

The series has sold over 180 million copies across all entries. Final Fantasy XIV — the massively multiplayer online entry that was relaunched as A Realm Reborn after a disastrous 2010 launch — now has over 27 million registered players.

Hironobu Sakaguchi’s “final” game in 1987 is still running.

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