quality:correction, stylistic:tone
Graphics and technology

Because of graphical limitations, the first games on the NES feature small sprite representations of the leading party members on the main world screen. Battle screens use more detailed, full versions of characters in a side-view perspective. This practice was used until Final Fantasy VI, which uses detailed versions for both screens. The NES sprites are 26 pixels high and use a color palette of 4 colors. 6 frames of animation are used to depict different character statuses like "healthy" and "fatigued". The SNES installments use updated graphics and effects, as well as higher quality audio than in previous games, but are otherwise similar to their predecessors in basic design. The SNES sprites are 2 pixels shorter, but have larger palettes and feature more animation frames: 11 colors and 40 frames respectively. The upgrade allowed designers to have characters be more detailed in appearance and express more emotions. The first game includes non-player characters (NPCs) the player could interact with, but they are mostly static in-game objects. Beginning with the second game, Square used predetermined pathways for NPCs to create more dynamic scenes that include comedy and drama.

In 1995, Square showed an interactive SGI technical demonstration of Final Fantasy VI for the then next generation of consoles. The demonstration used Silicon Graphics 's prototype Nintendo 64 workstations to create 3D graphics. Fans believed the demo was of a new Final Fantasy game for the Nintendo 64 console. 1997 saw the release of Final Fantasy VII for the Sony PlayStation. The switch was due to a dispute with Nintendo over its use of faster but more expensive cartridges, as opposed to the slower and cheaper, but much higher capacity compact discs used on rival systems. VII introduced 3D graphics with fully pre-rendered backgrounds. It was because of this switch to 3D that a CD-ROM format was chosen over a cartridge format. The switch also led to increased production costs and a greater subdivision of the creative staff for VII and subsequent 3D games in the series.

Starting with Final Fantasy VIII, the series adopted a more photo-realistic look. Like VII, full motion video (FMV) sequences would have video playing in the background, with the polygonal characters composited on top. Final Fantasy IX returned to the more stylized design of earlier games in the series, although it still maintained, and in many cases slightly upgraded, most of the graphical techniques used in the previous two games. Final Fantasy X was released on the PlayStation 2, and used the more powerful hardware to render graphics in real-time instead of using pre-rendered material to obtain a more dynamic look; the game features full 3D environments, rather than have 3D character models move about pre-rendered backgrounds. It is also the first Final Fantasy game to introduce voice acting, occurring throughout the majority of the game, even with many minor characters. This aspect added a whole new dimension of depth to the character's reactions, emotions, and development.

Taking a temporary divergence, Final Fantasy XI used the PlayStation 2's online capabilities as an MMORPG. Initially released for the PlayStation 2 with a PC port arriving six months later, XI was also released on the Xbox 360 nearly four years after its original release in Japan. This was the first Final Fantasy game to use a free rotating camera. Final Fantasy XII was released in 2006 for the PlayStation 2 and uses only half as many polygons as Final Fantasy X, in exchange for more advanced textures and lighting. It also retains the freely rotating camera from XI. Final Fantasy XIII and XIV both make use of Crystal Tools, a middleware engine developed by Square Enix.