In contrast to the visuals and audio, the overall gameplay system remained mostly unchanged from "Final Fantasy V" and "VI", but with a researched emphasis on player control. The initial decision was for battles to feature shifting camera angles. Battle arenas had a lower polygon count than field areas, which made creating distinctive features more difficult. The summon sequences benefited strongly from the switch to the cinematic style, as the team had struggled to portray their scale using 2D graphics. In his role as producer, Sakaguchi placed much of his effort into developing the battle system. He proposed the Materia system to provide more character customization than previous "Final Fantasy" games. Battles no longer revolved around characters with innate skills and roles in battle, because Materia could be reconfigured between battles. Artist Tetsuya Nomura contributed to the gameplay by designing the Limit Break system as an evolution of the Desperation Attacks from "Final Fantasy VI". The Limit Breaks serve a purpose in gameplay while also evoking each character's personality in battle.