▁game ▁were ▁not ▁in ▁t une ▁with ▁current ▁g aming ▁tr ends . ▁Later , ▁he ▁elabor ated ▁that ▁The ▁Last ▁Story ▁was ▁primarily ▁born ▁from ▁reflect ing ▁on ▁the ▁design ▁mistakes ▁he ▁made ▁during ▁the ▁development ▁of ▁Blue ▁Dragon ▁( 2 0 0 6 ) ▁and ▁Lost ▁Od ys sey ▁( 2 0 0 7 ): ▁while ▁they ▁tried ▁to ▁innov ate ▁with ▁the ▁story , ▁they ▁kept ▁the ▁game play ▁very ▁traditional . ▁Sak ag uch i ▁drew ▁up ▁a ▁design ▁document ▁for ▁the ▁game , ▁and ▁around ▁that ▁time ▁met ▁up ▁with ▁Tak u ya ▁M ats um oto , ▁a ▁designer ▁from ▁A Q ▁Inter active ▁who ▁had ▁worked ▁with ▁Sak ag uch i ▁on ▁Blue ▁Dragon . ▁They ▁both ▁realized ▁that ▁they ▁held ▁the ▁same ▁views ▁on ▁what ▁was ▁holding ▁their ▁games ▁back ▁in ▁the ▁current ▁market , ▁and ▁decided ▁to ▁collabor ate ▁on ▁the ▁game ▁with ▁the ▁goal ▁of ▁creating ▁something ▁new . ▁In ▁an ▁interview ▁with ▁I GN , ▁Sak ag uch i ▁said ▁that ▁development ▁took ▁three ▁years : ▁the ▁first ▁year ▁was ▁devoted ▁to ▁a ▁trial - and - error ▁development ▁process ▁devoted ▁to ▁the ▁battle ▁system . ▁A ▁longer ▁development ▁time ▁of ▁four ▁years ▁was ▁reported ▁by ▁M ats um oto ▁in ▁a ▁different ▁interview ▁with ▁Gam as ut ra . ▁According ▁to ▁M ats um oto , ▁the ▁team ▁leads ▁went ▁to ▁the ▁Electron ic ▁Entertainment ▁Ex po ▁( E 3 ) ▁each ▁year ▁and ▁were ▁assured ▁that ▁their ▁game ▁was ▁in