play ing ▁game ▁( R PG ) ▁for ▁a ▁long ▁time , ▁but ▁his ▁employ er ▁Square ▁refused ▁to ▁give ▁him ▁permission ▁as ▁it ▁expected ▁low ▁sales ▁of ▁such ▁a ▁product . ▁However , ▁when ▁the ▁R PG ▁Dragon ▁Qu est ▁was ▁released ▁and ▁proved ▁to ▁be ▁a ▁hit ▁in ▁Japan , ▁the ▁company ▁re cons ider ed ▁its ▁st ance ▁on ▁the ▁genre ▁and ▁approved ▁Sak ag uch i ' s ▁vision ▁of ▁an ▁R PG ▁inspired ▁by ▁Ult ima ▁and ▁W izard ry . ▁Only ▁three ▁of ▁his ▁colle agues ▁volunte ered ▁to ▁join ▁this ▁project ▁head ed ▁by ▁him ▁because ▁he ▁was ▁thought ▁of ▁as ▁a ▁" rough ▁b oss " ▁in ▁spite ▁of ▁his ▁un success ful ▁cre ations . ▁Event ually , ▁Final ▁Fant asy ▁was ▁developed ▁by ▁a ▁team ▁of ▁seven ▁core ▁staff ▁members ▁within ▁Square ▁referred ▁to ▁as ▁the ▁" A - Team ". ▁Sak ag uch i ▁convinced ▁fellow ▁game ▁design ers ▁Ko ichi ▁I sh ii ▁and ▁A kit oshi ▁K aw azu ▁to ▁join ▁the ▁project . ▁K aw azu ▁was ▁mainly ▁responsible ▁for ▁the ▁battle ▁system ▁and ▁sequences , ▁which ▁he ▁based ▁heavily ▁on ▁the ▁table top ▁game ▁Dun ge ons ▁& ▁Drag ons ▁and ▁the ▁R PG ▁W izard ry . ▁For ▁example , ▁enemies ' ▁weak ness es ▁to ▁elements ▁such ▁as ▁fire ▁and ▁ice ▁had ▁not ▁been ▁included ▁in ▁Japanese ▁R PG s ▁up ▁until ▁that ▁point . ▁K aw azu ▁had ▁grown ▁fond ▁of ▁such ▁aspects ▁of ▁Western