Final Fantasy Type-0
"Final Fantasy Type-0" was originally titled "Final Fantasy Agito XIII", envisioned as a game for mobile devices. It was conceived in 2005 as part of "Fabula Nova Crystallis Final Fantasy", a subseries of "Final Fantasy" games linked by a common mythos. "Agito XIII" was the final original "Fabula Nova Crystallis" game to be created. The decision to make it a mobile game was based on the popularity of "". Hajime Tabata, who contributed to the "Fabula Nova Crystallis" mythos, was searching for a new project after finishing "Before Crisis" and became the game's director. "Before Crisis" producer Kosei Ito acted as producer before his move to Capcom prior to 2009. Beginning development in 2006, it was first announced at that year's Electronic Entertainment Expo (E3). It was said to offer on-the-go access to the "Fabula Nova Crystallis" universe, using gameplay functions exclusive to mobile phones of the time. The concept was to deliver a game for mobile platforms equivalent to a console game from the main "Final Fantasy" series, and to make it available in its entirety upon release rather than in episodic format.
Final Fantasy XIII-2
Despite its strong sales, "Final Fantasy XIII" had been criticized on several fronts. Complaints included that the game had been too linear, had not allowed enough interaction with non-player characters, and had not featured enough minigames and puzzles. The developers intended to address these criticisms with the sequel by adding the Historia Crux system, numerous sidequests from non-player characters, and the casino minigame area. Environments were made more explorable and the artists were given more freedom to include their own ideas in the game's locations, in order to rectify the shortcomings of the more artificial seeming settings in "Final Fantasy XIII". Although the developers were explicitly responding to the criticism, they saw the changes and additions as making the sequel in line with what players had hoped "Final Fantasy XIII" would be, rather than backing away from the changes that game had brought to the series. For the structure of side quests and some other aspects such as the abundance of chocobos and the more open environment, the team drew inspiration from Rockstar San Diego's "Red Dead Redemption". The game also included multiple endings, which Toriyama referred to as a first for the series.