While
Final Fantasy XIII was in production, the development of Crystal Tools caused significant problems and delays. The programmers spent much time on taking all demands from staff into account. Based on this feedback, Murata's team tried to adapt the engine to the needs of several game projects, which proved to be virtually impossible and prevented the engine's specifications from being finalized.
[12] Furthermore, as separate groups were working on the individual tools of the engine, there was no comprehensive
software documentation to ensure usability and compliance.
[13] Unable to wait any longer, the
Final Fantasy XIII team had no choice but to begin creating assets to keep to the game's production schedule. However, the lack of specifications resulted in these assets being incompatible with the engine. In the end, it was decided that
Final Fantasy XIII was to be the principal focus of Crystal Tools and the game's team began cooperating with the Research and Development Division more closely to receive the required tools and specifications.
[12] While preliminary support of Crystal Tools was developed for the Wii, the console did not fully support all components.
[3] In 2008, Murata said that Square Enix might license the engine out to other companies at some point in the future, although the limited documentation and the impracticality of supporting licensees posed great problems in doing so.
[1][5] Two years later,
Final Fantasy XIII producer
Yoshinori Kitase stated that developing an engine from scratch to go with a new game may have been a mistake and a likely cause for the long period between the title's announcement and release.