I spent a good chunk of time in the late 2000s doing improv, and lemme tell ya, when an improv comedian asks for an inspiration, it's for a reason.

"Do a scene" is worthless direction. "Do a scene about Pepto Bismol" is potential gold.

One thing I appreciated while researching Fight, Magic, Items, is that many members of the Final Fantasy development team saw technical limitations as beneficial to the creative process. They help craft an identity for the game, and the resulting problem solving often makes the game more unique.

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  1. I've always been a little bit fascinated with the way technical limitations can inform storytelling

    Especially when something that would have been completely derivative can become original just because the people making it didn't have the same resources

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