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WereKitten said:

Crystal tools are not a game engine, as described by SE they are a development platform. Thus even if they stated that some parts of them work on the Wii, it could be as little as having a very different playback game engine being able to render a subset of the 3d scenes you can encode with the Crystal toolset.

Showing off the power of Crystal Tools, Murata showed the audience a character model viewer and a cut-scene editor. The second of which allows designers to create real-time cut scenes using tools like those in Final Cut Pro.

In the specific case (FF Vs XIII) this does mean that they can use the same toolset to work on the Wii in some way, nowhere is stated that they can do straight ports of a game unless it was designed for Wii portability since day one.

Same is true about the MT Framework, btw. As the name framework suggests it's a development platform, and porting it -even partially- to the Wii means that they can save on development costs in multiplatforms by sharing part of the development process. It doesn't grant portabilty per se, unless you have a game engine that can truly render whatever the development tools throw at it.

As an example, a development environment such as Eclipse can be used to code in several programming languages. Thus it can help to share some resources between projects that ultimately are still written in very different ways. Being easily portable requires further planning, though.

Thanks for the clarification.  To be honest, I often get toolsets and engines mixed up.

Carl2291 said:

Which is why i think Haeresis XIII is actually a DS project. DS is proven to sell FF Games afterall.

 That's not quite so true anymore: Final Fantasy sales have been declining fairly rapidly on the DS.  You could truthfully argue that's because Square flooded the system with crappy games, but the point stands that a Final Fantasy game is no longer guaranteed to sell very well on that system.