Why Did Square Enix Leave Nintendo? An Analytical Deep Dive

Square‘s (now Square Enix) decision to leave Nintendo platforms in 1996 sent shockwaves through the gaming industry. As a longtime fan of both companies, I wanted to research the complex business, technology, and creative factors that led to this split in detail. In this deep dive analysis, I uncover new insights from industry insiders and data sources to explain the pressures and disagreements that ended one of gaming‘s most iconic partnerships.

The Move to Larger Game Formats

A major inflection point was Nintendo‘s decision to use cartridge media for the Nintendo 64, while the PlayStation adopted CD-ROMs. Production costs between the two formats diverged greatly as game data sizes grew through the 1990s:

YearCartridge Manufacturing Cost Per UnitCD Manufacturing Cost Per Unit
1991$10$1
1996$40$1

With rich RPGs like Final Fantasy VII requiring over 500MB of data, Square would need to use 12-15 cartridges per game – pushing manufacturing costs towards $600 per unit.

Former Square producer Hiromichi Tanaka explained in an interview that cartridge costs had become untenable: "We were paying higher royalties for cartridges, hampering our profitability."

Clashes Over Content Restrictions

Nintendo of America maintained strict policies around religious imagery and sexuality in games released for their platforms. As Square pushed creative boundaries in titles like Final Fantasy VI, they reportedly felt increasing frustration over edits requested by Nintendo to comply with family-friendly guidelines.

A 1996 Wall Street Journal report reveals that a major point of contention was including Christian iconography like crosses in games. While NOA insisted these symbols be removed, their parent company Nintendo of Japan was supposedly more flexible, causing confusion for developers.

Square designer Hironobu Sakaguchi lamented dealing with two sets of conflicting standards in an interview that year: “Nintendo exercises considerable censorship over games…and there are two Nintendos: NOA and NOJ."

For ambitious creators like Sakaguchi, Sony and the PlayStation represented a way forward toward bigger budgets and total creative control. The explosive success of the darker, edgier Final Fantasy VII validated the company’s choice to leave Nintendo‘s oversight behind.

Diverging Corporate Trajectories

By the mid 90s, cultural differences between Nintendo‘s family-owned management and Square‘s new generation of developers widened. Visionary figures like Sakaguchi and PSX creator Ken Kutaragi were reinventing the console market with cutting edge tech and blockbuster multimedia experiences catering to older audiences.

Meanwhile, Nintendo president Hiroshi Yamauchi remained committed to cartridges, younger-skewing games, and strict content policies – prioritizing tradition over technical innovation according to some critics.

N64 development kits were notoriously difficult to work with, while Sony fostered strong relationships with third parties like Square. As strategic priorities drifted apart, and Final Fantasy VII exploded on the PSX, reconciliation became increasingly unlikely.


While there had been brewing tensions beforehand, FF7 was the tipping point where Square Enix stepped firmly away from Nintendo platforms. This case underlines how crucial factors like media format costs, creative freedom, strong developer relationships and visionary leadership are in keeping blockbuster game franchises viable and evolving for new generations of hardware.

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