How was Vagrant Story made?
Development began in January 1998 with about twenty people and grew to roughly fifty by its peak, inside the Square division that had just shipped Final Fantasy Tactics. Matsuno chose to build a new title from scratch, out of staff collaborations, rather than reuse popular characters in a sequel, and he refused to file the result under an existing genre.
The look came from photographs. During design, Matsuno was shown pictures of Saint-Émilion in Bordeaux, brought back by a wine enthusiast colleague; in September 1998 a five-person team including Matsuno and the leads for graphics and decoration travelled to France and took the town’s stone architecture as the model for Leá Monde.
Technically the game was a wager. While Square’s hits still used pre-rendered backdrops, Vagrant Story went fully polygonal, using the same character models in cutscenes and gameplay so scenes never cut away. The hardware fought back: memory was the team’s hardest problem, and the interface, textures and map meshes all had to be renegotiated with the machine. What was cut to fit is its own page of this shelf: what was cut.