▁of ▁development ▁was ▁bal ancing ▁story ▁and ▁game play , ▁which ▁sometimes ▁caused ▁cl ash es ▁between ▁Sak ag uch i ▁and ▁M ats um oto , ▁as ▁M ats um oto ▁would ▁ups et ▁the ▁balance ▁and ▁necess itate ▁Sak ag uch i ▁re - bal ancing ▁it . ▁The ▁battle ▁system ▁and ▁A I ▁was ▁ref ined ▁by ▁what ▁M ats um oto ▁described ▁as ▁" cha otic ▁batt les ▁royal ▁between ▁over ▁ 2 0 ▁people ▁w ield ing ▁s words , ▁magic ▁and ▁guns ▁or ▁al ly ▁command ▁systems ". ▁The ▁ability ▁to ▁fire ▁project iles ▁had ▁a ▁big ▁impact ▁on ▁the ▁battle ▁system ' s ▁design . ▁This ▁concept ▁was ▁a ▁hang over ▁from ▁the ▁game ' s ▁orig ins ▁as ▁a ▁science ▁fiction ▁story . ▁For ▁the ▁multi player , ▁Sak ag uch i ▁avoided ▁the ▁potential ▁for ▁players ▁to ▁be ▁r ude ▁to ▁one - another ▁by ▁restrict ing ▁their ▁dialog ue ▁to ▁segments ▁from ▁the ▁single - player ▁campaign . ▁This ▁was ▁possible ▁given ▁the ▁large ▁amount ▁of ▁ambient ▁dialog ue ▁in ▁the ▁game . ▁ ▁The ▁game ' s ▁music ▁was ▁composed ▁by ▁Nob uo ▁U em ats u , ▁a ▁long - time ▁collabor ator ▁with ▁Sak ag uch i ▁who ▁had ▁worked ▁on ▁the ▁Final ▁Fant asy ▁series , ▁Blue ▁Dragon ▁and ▁Lost ▁Od ys sey . ▁U em ats u ▁initially ▁had ▁a ▁rough ▁time : ▁the ▁first ▁three ▁pieces ▁of ▁music ▁he ▁sent ▁were ▁rejected , ▁and ▁then ▁U em