Kingdom Hearts coded: Difference between revisions

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==Development==
==Development==
Tetsuya Nomura mentioned a desire to develop a ''Kingdom Hearts'' spin-off title in mid-2007. He specifically wanted to create a title for mobile devices with slightly different gameplay to the mainline entries. Nomura was initially met with resistance, with Hajime Tabata considering the idea "terrible," but acknowledged the concept had poetential and greenlit the project anyway. Nomura wanted the game to be like a playground for fans. While initially intended to be a non-canon entry with a floating storyline, the game being developed concurrently with ''[[Kingdom Hearts Birth by Sleep]]'' and ''[[Kingdom Hearts 358/2 Days]]'' caused the game to eventually be canonized with a definite place on the timeline. Gameplay was a mixture of 2D and 3D to work better on mobile devices.
Tetsuya Nomura mentioned a desire to develop a ''Kingdom Hearts'' spin-off title in mid-2007. He specifically wanted to create a title for mobile devices with slightly different gameplay to the mainline entries. Nomura was initially met with resistance, with Hajime Tabata considering the idea "terrible," but acknowledged the concept had potential and greenlit the project anyway. Nomura wanted the game to be like a playground for fans. While initially intended to be a non-canon entry with a floating storyline, the game being developed concurrently with ''[[Kingdom Hearts Birth by Sleep]]'' and ''[[Kingdom Hearts 358/2 Days]]'' caused the game to eventually be canonized with a definite place on the timeline. Gameplay was a mixture of 2D and 3D to work better on mobile devices.


The game was very ambitious for a mobile game at the time, being designed for speculative devices that did not exist yet. It did not push boundaries as hard as other [[Square Enix]] developed mobile games like ''Final Fantasy Agito'', as the company wanted to publish this game internationally where the mobile market was not as sophisticated as the market in Japan. Examples include the ability for players to wirelessly communicate between each other and the canceled wide screen support.
The game was very ambitious for a mobile game at the time, being designed for speculative devices that did not exist yet. It did not push boundaries as hard as other [[Square Enix]] developed mobile games like ''Final Fantasy Agito'', as the company wanted to publish this game internationally where the mobile market was not as sophisticated as the market in Japan. Examples include the ability for players to wirelessly communicate between each other and the canceled wide screen support.
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