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Development initially followed the pattern of previous high-budget games, but the team eventually realized that such techniques had become dated.[44] During the later part of development, Tabata's main concern was keeping the game on schedule instead of letting the development become delayed by experimentation with the technology. Despite the protracted development, the budget was kept under strict control.[45] A major issue was deciding what elements to carry over and what had to be changed or discarded, as the project was already known and fans had expectations.[40] When describing his attitude to development, Tabata described the team set-up as "horizontal", using a non-hierarchical staff structure to help speed up the exchange of information and feedback between departments.[46] This drastic shift was unheard of for major Japanese game developers, and was met with a mixed reaction from staff: some were elated at their new freedom, while others felt downgraded.[29] Including the initial work on Versus XIII, the game's development spanned approximately ten years from conception to release: despite its origins, Tabata considers Versus XIII and XV to be two separate entities.[45] Speaking later, Tabata said that the developers were "playing it by ear", as little of the final game's content was set prior to his taking over.[47]
For XV, the battle system was dubbed the Active Cross Battle system. Noctis was made the only player-controlled character, with the others being relegated to command functions governed by the game's artificial intelligence (AI). The team experimented with a multi-character battle system, but eventually decided that it presented too many development difficulties.[8] Noctis' weapons were to be arranged in a deck, and contextually activated in combat.[8] Later, this was changed so that weapon-switching could be done freely during battle, with special attacks using the standard weapons unless others were in place.[122] Instead of a multi-button combo system, combat became focused on single-button combat tied to timed attacks and contextually activated special abilities, in addition to co-op attacks triggered with other members of the party.[8][76][123] One ability that was carried over from Versus XIII to XV was Noctis's Limit Break "Armiger", where he summoned multiple weapons into battle to attack and defend; this was initially seen in the original trailer for XV, and later in both the demo and the final game.[8][124] Noctis was to have been the only character in the world of XV to wield magic, but as this would not have worked from a gameplay perspective, the team created a story-related pretext that allowed other characters to wield magic.[125] After the demo's release, the Cross-Link system was improved and other systems were put into place. Polishing work on the game continued up until the final version was released.[126] The navigation was described after its 2014 re-reveal as "open world": Tabata later clarified that while character progression was driven by the story, the various areas within the world could be freely explored by players. He also wished for a fusion of gameplay and story similar to The Last of Us.[64]
A free tech demo, Platinum Demo: Final Fantasy XV was released on March 30, 2016.[167] Birthed from the initial announced wish to develop a second tech demo and forming part of the "Final Fantasy XV Universe", Platinum Demo was created in two months using completed assets from the main game.[159] First announced two months earlier in January, it was designed to showcase the game's graphics and physics, along with elements of its final combat system.[17][167] Set in a dream world after Noctis is gravely wounded as a child, it follows his journey back to consciousness, guided by a creature called Carbuncle that protects Noctis. Players who completed the demo are able to name Carbuncle in the main game.[167] According to Tabata, Platinum Demo served a dual purpose: it both introduced players to the gameplay mechanics, and gave them insight into Noctis' young life and his relationship with his father. It was originally intended to be a less emotive experience, but changed to being story-driven to better introduce players to the game's world.[159] The demo was removed from sale in March 2017.[168] A virtual reality-based fishing simulation game titled Monster of the Deep: Final Fantasy XV was released in November 2017.[169][170] Suggested by Sony Interactive Entertainment and originally a first-person shooter featuring Prompto and based on the storyline of Episode Duscae, the project was reworked into its current form to promote immersion and entertainment.[171][172] 041b061a72