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The Desert Sands and Sacred Scrolls: How Final Fantasy Tactics Grappled (and Sometimes Fumbled) with SWANA Culture

  • Nishadil
  • October 28, 2025
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  • 3 minutes read
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The Desert Sands and Sacred Scrolls: How Final Fantasy Tactics Grappled (and Sometimes Fumbled) with SWANA Culture

Ah, Final Fantasy Tactics. For many of us, it’s not just a game; it’s a cornerstone, a sprawling tapestry of political intrigue, philosophical quandaries, and frankly, some of the best strategic combat ever devised. You could say it’s a masterpiece, a game that dared to ask difficult questions long before many others did. But, and this is a crucial 'but,' even masterpieces aren't without their complexities, especially when we shine a light on cultural representation. And here, in the world of Ivalice, particularly when it touches upon Southwest Asian and North African (SWANA) influences, things get, well, interesting.

Think about it for a moment: fantasy settings, more often than not, tend to pigeonhole entire, diverse regions into a singular 'desert kingdom' trope. It’s an easy shorthand, a visual cue that’s meant to immediately conjure up images of vast sands, ancient ruins, and perhaps, a touch of the exotic. Final Fantasy Tactics, in truth, does lean into this a bit with regions like Zarghidas. It’s not necessarily a bad thing in and of itself, you understand, but it does mean we’re often starting from a place that’s already simplifying a rich, varied mosaic of cultures.

Where the game really steps onto tricky ground, however, is in its portrayal of some antagonists. The Lucavi demons, for example—those formidable, often terrifying entities that drive much of the game’s epic conflict—bear names like Belias, Adrammelech, Hashmal. These are drawn, quite clearly, from Abrahamic and Semitic mythologies. When these powerful, often villainous figures are tied so directly to a 'desert' aesthetic and these particular mythological influences, it’s easy for players to inadvertently associate 'evil' or 'otherness' with cultures that are actually vibrant and diverse. It’s a subtle connection, perhaps, but a potent one, hinting at a problematic 'othering' that can, honestly, leave a bit of a sour taste.

Yet, and this is where the genius of Final Fantasy Tactics really shines through its imperfections, the game isn't a simple, one-note narrative. For all its questionable uses of cultural touchstones, it simultaneously offers remarkable depth. Characters like Mustadio Bunansa, for instance, or indeed many of the folks hailing from those very 'desert' regions, are not merely cardboard cutouts. They are people with their own complex motivations, their own struggles, their own agency within the grander political machinations of Ivalice. You see their loyalty, their ambition, their desperation. They feel real, truly.

What’s more, the game’s world-building, despite its shortcuts, introduces an internal diversity that often transcends the surface-level tropes. There are nuanced political factions, varying dialects, and different customs even within the regions that hint at SWANA influences. It's not a monolithic culture presented as evil; it's a world grappling with power, corruption, and belief, and these elements just happen to be intertwined with certain cultural aesthetics. And let’s not forget the game's profound critique of religious institutions and the abuse of power – a theme that, while using some religiously coded elements, ultimately aims its critical lens at universal human failings, not at specific cultures.

So, where does that leave us? Final Fantasy Tactics remains, unequivocally, a masterpiece in storytelling and tactical gameplay. But it’s also a powerful reminder that even the most beloved works of art can be a mixed bag when viewed through a critical cultural lens. It’s a game that gets some things brilliantly right, offering characters and narratives that elevate it beyond its peers. And yet, it also makes missteps, inadvertently perpetuating stereotypes that, perhaps, it could have avoided. It’s a conversation piece, a historical document of game design, and for that alone, it’s certainly worth revisiting – not just for its enduring gameplay, but for what it teaches us about representation, both good and bad, in our fantastical worlds.

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