▁previous ▁work ▁was ▁mostly ▁related ▁to ▁development ▁middle ware . ▁Sil icon ▁Studio ▁developed ▁a ▁well - rece ived ▁demo ▁for ▁the ▁project ▁and ▁were ▁assigned ▁to ▁develop ▁the ▁game . ▁Despite ▁moving ▁away ▁from ▁the ▁Final ▁Fant asy ▁series , ▁it ▁retained ▁a ▁battle ▁system ▁and ▁world ▁setting ▁in ▁common ▁with ▁many ▁Final ▁Fant asy ▁games . ▁According ▁to ▁As ano , ▁this ▁was ▁both ▁a ▁hang over ▁of ▁the ▁project ' s ▁original ▁form ▁and ▁a ▁conscious ▁choice ▁to ▁give ▁players ▁from ▁the ▁Final ▁Fant asy ▁series ▁a ▁sense ▁of ▁comfortable ▁familiar ity . ▁In ▁later ▁responses ▁to ▁fan ▁questions , ▁As ano ▁confirmed ▁that ▁he ▁designed ▁the ▁Final ▁Fant asy - style ▁story ▁so ▁players ▁would ▁have ▁little ▁trouble ▁entering ▁the ▁world . ▁The ▁story - t elling ▁and ▁game play ▁was ▁heavily ▁influenced ▁by ▁western ▁video ▁games ▁and ▁television ▁series . ▁As ano ▁described ▁the ▁result ▁as ▁a ▁" J apan ese ▁R PG ▁with ▁American ▁content ▁thrown ▁in ". ▁The ▁main ▁challenge ▁for ▁the ▁team ▁was ▁making ▁Bra v ely ▁Default ▁a ▁traditional ▁R PG ▁without ▁over loading ▁it ▁with ▁nost alg ic ▁elements . ▁Despite ▁this , ▁as ▁the ▁team ▁were ▁fans ▁of ▁both ▁Final ▁Fant asy ▁and ▁Dragon ▁Qu est , ▁nost alg ic ▁features ▁were ▁added ▁for ▁genre ▁veter ans ▁and ▁be ▁appreciated ▁by ▁new com ers . ▁As ano ▁wanted ▁to ▁bring ▁together ▁what ▁he ▁considered ▁the ▁three ▁core ▁elements ▁of ▁R PG s ▁( b att les , ▁growth , ▁and ▁connection )