:Koichi Ishii

{{Short description|Video game designer and creator of the Mana series}}

{{Infobox person

| name = Koichi Ishii

| native_name = 石井 浩一

| image =

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| birth_date = {{birth date and age|1964|07|09}}

| birth_place = Tokyo, Japan

| death_date =

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| education =

| occupation = Video game designer, director, producer

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| children = 2

| nationality =

| years_active = 1986–present

| known_for =

| notable_works = Mana
Final Fantasy

| employer = Grezzo

}}

{{Nihongo|Koichi Ishii|石井 浩一|Ishii Kōichi|born July 9, 1964{{cite web | script-title=ja:株式会社グレッゾ 社長メッセージ | url=http://www.grezzo.co.jp/president_message.html | work=Grezzo.co.jp | language=ja | access-date=2009-08-27 | url-status=dead | archive-url=https://web.archive.org/web/20111007095159/http://www.grezzo.co.jp/president_message.html | archive-date=2011-10-07 }}}}, sometimes credited as Kouichi Ishii,{{cite video game|title=Final Fantasy Origins |developer=Square Co., Ltd. |publisher=Square Co., Ltd. |date=31 October 2002 |platform=PlayStation}} is a video game designer best known for creating the Mana series (known as Seiken Densetsu in Japan). He joined Square (now Square Enix) in 1987, where he has directed or produced every game released in the Mana series (up to 2006). He has also contributed to several games in Square Enix's Final Fantasy and SaGa series, and created the well-known chocobo and moogle characters.{{cite web|title=IGN - 97. Koichi Ishii |url=http://games.ign.com/top-100-game-creators/97.html |work=IGN.com |access-date=2009-08-27 |url-status=dead |archive-url=https://web.archive.org/web/20131005032655/http://games.ign.com/top-100-game-creators/97.html |archive-date=2013-10-05 }}

Biography

=Square/Square Enix=

Koichi Ishii worked on the first three Final Fantasy games, as well as SaGa Frontier. He was invited to work on the original Final Fantasy in 1986, and helped develop the crystal theme that became a recurring motif of the series.{{cite web|author=Kevin Gifford |date=December 21, 2011 |title=Hironobu Sakaguchi on Final Fantasy I's Roller-Coaster Development |url=http://www.1up.com/news/hironobu-sakaguchi-final-fantasy-roller-coaster |work=1UP.com |access-date=2013-02-28 |url-status=dead |archive-url=https://web.archive.org/web/20160305021100/http://www.1up.com/news/hironobu-sakaguchi-final-fantasy-roller-coaster |archive-date=March 5, 2016 }} Ishii became the head of Square Enix's Product Development Division 8.{{cite web | author=Winkler, Chris | date=September 20, 2003 | title=RPGFan News - Square Enix Talks Current Status |url=http://www.rpgfan.com/news/2003/1934.html | work=RPGFan.com | access-date=2009-08-27}}

=Mana series=

He wanted to create a game called Seiken Densetsu in 1987, but Square rejected the idea before he even finished planning it. He was able to develop it in the early 1990s as a Final Fantasy Gaiden. He was involved in the development of the Sword of Mana and all other World of Mana games.

The World of Mana series was conceived to be a way for players to experience the Mana (series) in many formats and gameplay styles.{{cite web | date=November 11, 2007 | author=Adam Riley|title=Square Enix Talks Heroes of Mana|url=http://www.cubed3.com/news/9011/| work=Cubed3| access-date=2013-02-28}}

On Heroes of Mana, development of a real-time strategy game became so difficulty they had to start development all over at one point.{{cite web | date=April 6, 2007 | author=Bozon|title=IGN Interviews Koichi Ishii|url=http://m.ign.com/articles/2007/04/06/ign-interviews-koichi-ishii| work=IGN | access-date=2013-02-28}}

Another challenge of game development was due to the Japanese gaming audiences lack of familiarity with an RTS style of gaming. The world of Seiken Densetsu 3 was chosen due to its plot involving warring states, which was thought to be well suited for an RTS game.

He left Square Enix after the release of the World of Mana series. During the series' 30th anniversary livestream it was announced that a new entry in the franchise was in the early stages of development and that Ishii was involved with the project. The game titled Visions of Mana was released in August 2024.

=''Final Fantasy XI''=

Ishii was also the original director for the MMORPG Final Fantasy XI and continued to be a central team member throughout the development of its first expansion, Rise of the Zilart.{{cite magazine | date=April 1, 2016 | author=Famitsu|title=Vana'diel's 15th Anniversary Famitsu Interviews|url=https://www.bluegartr.com/threads/128401-Famitsu-Interview-Final-Fantasy-XI-Vana%E2%80%99Diel%E2%80%99s-15th-Year| magazine=Famitsu | access-date=2017-01-19}} His guiding principle throughout the initial development cycle, according to a 2016 interview, was to both create compelling world and setting for the game as well as emphasize teamwork among players.

On the topic of creating the game's world, Vana'diel, he stated: "[FFXI is] a sandbox, I suppose. “There’s the toy, let’s dig holes and build castles,” players would think. Creating an atmosphere where that will bring satisfaction was the goal." To support this design pattern, he claims to have deliberately spent time adding small atmospheric touches such as rainbows, hidden areas only reachable through exploration, auroras, flowers, and other "spontaneous events" that would draw the player into the game world. Ishii describes these as being quite important despite his perception of others viewing them as "pointless events."

In a Famitsu interview, he was quite vocal about using game mechanics to attempt to sculpt player behavior toward cooperation and teamwork. Ishii claims credit (alongside Hiroshi Takai, credited as an assistant director of Final Fantasy XIV) for FFXI's skillchain system, by which players cooperate to time weapon skill abilities in concert to achieve bonus damage to an enemy monster. He explains that he created the system because he "thought it was important to create a sense of teamwork even while playing with strangers, and to that end [he] created the skillchain system." Two other areas he designed with teamwork in mind were the game economy and an EXP penalty upon death. The game economy was designed to make the player feel "insignificant" by emphasizing "production, consumption, and distribution," with the end goal of "understanding the importance of community." In a similar fashion, Ishii enforced an EXP penalty upon character death in FFXI because the player would "feel empathy for [his or her] teammates when they got knocked out."

Personal life

He joined game developer Grezzo in April 2007. He has two sons, the first being born in April 1992.{{cite web |date=February 1, 2016 |title=菊田裕樹氏や下村陽子氏もゲスト出演! イトケン『聖剣伝説』LIVEリポート |url=https://app.famitsu.com/20160201_646600/ |access-date=2023-12-03 |work=famitsu.com}}

Style and reception

IGN named Ishii as one of the top 100 best game creators ever. Ishii is noted for his use of an active real time battle system, a pioneering move at the time. Some critics felt that the constant switching between a battle screen and the world map made the games feel faster paced and "deeper". He was also praised for his use of cutting-edge technologies such as Mode 7 graphics to create a 3D feel.

Works

class="wikitable sortable"

! Year !! Title !! Role

rowspan="1" | 1987Final FantasyPlanner, battle graphics designer
rowspan="1" | 1988Final Fantasy IIGame designer
rowspan="1" | 1989The Final Fantasy LegendScenario staff, card graphics designer
rowspan="1" | 1990Final Fantasy IIIObject designer
rowspan="1" | 1991Final Fantasy AdventureDirector, character designer
rowspan="1" | 1993Secret of ManaDirector, game designer, monster designer
rowspan="1" | 1995Trials of ManaGame designer, character designer
rowspan="1" | 1997SaGa FrontierAssociate director
rowspan="2" | 1999Legend of ManaDirector
Chocobo StallionGraphics supervisor
rowspan="1" | 2002Final Fantasy XIDirector
rowspan="2" | 2003Final Fantasy XI: Rise of the ZilartDirector
Sword of ManaProducer, game designer, original story, monster designer
rowspan="4" | 2006Children of ManaExecutive producer, game designer
Dawn of ManaDirector, producer
Mario Hoops 3-on-3rowspan="2" | Graphics supervisor
Final Fantasy V Advance
rowspan="5" | 2007Heroes of ManaProducer
Final Fantasy Anniversary Editionrowspan="2" | Graphics supervisor
Final Fantasy II Anniversary Edition
Final Fantasy Fables: Chocobo's Dungeonrowspan="2" | Senior Chocobo wrangler
Final Fantasy Fables: Chocobo Tales
rowspan="1" | 2010Line Attack HeroesSenior producer
rowspan="2" | 2011The Legend of Zelda: Ocarina of Time 3Drowspan="2" | Producer
The Legend of Zelda: Four Swords Anniversary Edition
rowspan="1" | 2013Flower TownSenior producer
rowspan="1" | 2015The Legend of Zelda: Majora's Mask 3DProducer
rowspan="1" | 2017Ever OasisDirector, producer, art supervisor
rowspan="1" | 2018Luigi's MansionProducer
2019

|The Legend of Zelda: Link's Awakening

|General manager

2023

|Jet Dragon

|Director, producer

rowspan="2" |2024

|Visions of Mana

|Monster design supervisor

The Legend of Zelda: Echoes of Wisdom

|General manager

References

{{reflist}}