 The desire to move away from random encounters was present since the beginning of development . This desire fueled the development of the Active Dimension Battle system so players could seamlessly move from battle to exploration . The gambit system was conceived early on as a way to facilitate this change . Battle system designer Hiroshi Tomomatsu states that it gradually moved away from a complex and rigid formula to the more flexible form seen in the final version of the game . Ito drew inspiration for gambits from plays in American football where each team member has a specific job to do based on the conditions and desired outcome . As for the license system , he explained that needing " licenses " to perform certain actions was a natural extension of the rigid structured society of Archadia , as epitomized by its Judges . 
