▁of ▁cha os ▁on ▁the ▁battle field , ▁and ▁this ▁resulted ▁in ▁the ▁trial - and - error ▁period ▁for ▁it ▁running ▁on ▁for ▁a ▁long ▁time . ▁The ▁biggest ▁challenge , ▁once ▁the ▁concept ▁had ▁been ▁final ized , ▁was ▁adjust ing ▁its ▁effect iveness ▁on ▁the ▁battle field ▁depending ▁on ▁the ▁situation ▁and ▁enemy ▁types . ▁A ▁concept ▁that ▁did ▁not ▁make ▁it ▁into ▁the ▁final ▁game ▁was ▁" Re play ": ▁after ▁an ▁enemy ▁successfully ▁cast ▁a ▁spell , ▁players ▁could ▁re watch ▁the ▁last ▁few ▁seconds ▁of ▁battle ▁from ▁an ▁overhead ▁view ▁to ▁see ▁what ▁type ▁it ▁was ▁and ▁take ▁that ▁into ▁their ▁strategy . ▁This ▁slow ed ▁the ▁pace ▁of ▁combat ▁down ▁too ▁much , ▁so ▁the ▁concept ▁was ▁entirely ▁removed . ▁H ango vers ▁of ▁it ▁include ▁the ▁ability ▁to ▁free ze ▁time ▁during ▁certain ▁actions , ▁and ▁the ▁overhead ▁perspective ▁when ▁command ing ▁party ▁members ▁The ▁cover ▁system ▁was ▁designed ▁around ▁the ▁limitations ▁of ▁the ▁camera ▁control ▁born ▁from ▁the ▁W ii ▁Rem ote ' s ▁control ▁scheme . ▁ ▁M ats um oto ▁was ▁responsible ▁for ▁the ▁level ▁design . ▁While ▁prepar ing ▁destruct ible ▁elements ▁within ▁the ▁environment , ▁the ▁staff ▁took ▁care ▁that ▁they ▁could ▁be ▁easily ▁recognized ▁by ▁the ▁player . ▁So ▁as ▁to ▁create ▁a ▁more ▁direct ▁experience ▁than ▁other ▁Japanese ▁R PG s , ▁the ▁camera ▁view ▁was ▁deliber ately ▁restricted ▁around ▁Z ael , ▁so ▁the ▁player ▁would ▁be ▁kept ▁within ▁his ▁point ▁of ▁view . ▁A ▁difficult ▁part