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The devs were too ambitious. Supposedly (I don't have a link to an interview on hand), the game was supposed to be more squad based like Tactics Ogre where you aren't playing as 3 characters on the field, but instead leading a larger squad like in the intro sequence of the game where you play as Captain Basch and have several other soldiers with you. However, having that many character models onscreen was too much (they are higher fidelity than FF11's models, which was also developed to be playable on the PS2 and have about 20 to 30 character models onscreen at once), so in the final game you just get 3/4 party onscreen + maybe 5 enemies onscreen at once. This might also be a reason why you don't see more friendly NPCs out in the zones like that one hunter on the Ozmone Plains. (Square would later achieve a similar vision with The Last Remnant on Xbox 360 hardware where you control a party of 20+ characters on the field at once against numerous enemies). The devs also had to resort to thick letterboxing to shave on how much of the screen had to be rendered to maintain performance on the PS2. Probably the most obvious development trouble is the heavily compressed voice lines.
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