over time; the kingdom of Mira originally was envisioned by Honne as "a weird place" outside of the scope of the main game, for the player to go for unrelated events when "the story events got too heavy", but Kato reworked it into its final state in the game as an integral part of the story. Similarly, while the Alfard Empire always existed in the game, its original form was a very small, desolate island rather than a large powerful nation. The game was primarily developed to have 3D character models moving over 2D hand drawn art for the game's general world, to increase the level of detail that could be shown onscreen with the Gamecube's processing power. Honne wished to experiment with other art styles as well, including an entirely 2D segment with 8-bit graphics. Many experiments ensued, though he couldn't figure out how to do it in a meaningful way until he was able to persuade Namco to allow the use of their Tower of Druaga license for the level. Some of the game's sidequests, such as "Quzman's family tree" and the "star map" originated from submissions from the development team after they polled the team for ideas. The team worked with Robot Communications for the opening full motion video (FMV); the game was initially going to have many short videos interspersed throughout the game, but due to budgetary restraints, they decided it would be best to focus on making on large video at the beginning, explaining why the opening video contains so many spoilers upon first viewing. The game was always designed to have six playable characters, 3 playable at a time, and between 40 and 50 key non-playable characters, feeling that anymore than that was taxing on the system's hardware, and made it difficult to programm all the different possibilities that can occur in-game. Honne noted that Kalas was most difficult to design, in balancing his wings, cape, and generally garish clothing, which they felt were necessary for his personality. Xehla initially wore a mini-skirt, but was later changed to pants to better meet the game's Middle Eastern theme and her generally active nature. Lyude was initially intended to be more of a coward, but that aspect of his character was removed, as they had a hard time reconciling that trait with his battle animations. Kato insisted that the character Mizuti speak with a certain accent,