Following the release of
Final Fantasy Tactics (1997),
Yasumi Matsuno knew there was expectation for a sequel, but he was unable to create one due to working on other projects including
Vagrant Story (2000) and
Square's
PlayOnline service. He also wanted to stand apart from
Tactics rather than being a straight sequel, and had created a proposal for it before working on
Vagrant Story. During its early stages, the project was considered for the
PlayStation 2. During this period, Square was mending relations with
Nintendo, with whom there had been a long-standing estrangement following Square's decision to develop
Final Fantasy VII on the rival
PlayStation platform. Matsuno described this situation as a management issue, as many among the staff wanted to develop for Nintendo platforms. Also during this period, staff from
Ogre Battle developer
Quest Corporation was absorbed into Square; both Matsuno and Yuichi Murasawa, director of
Tactics Ogre: The Knight of Lodis (2001) expressed an interest in working together.
Tactics Advance was greenlit for the GBA due a coincidental combination of public demand, the reconciliation with Nintendo, and the joining of Quest staff to work on the project. Production on
Tactics Advance began in early 2002 at Square's Product Development Division 4, headed by Matsuno and made up of staff from both Quest and Matsuno's earlier projects. Matsuno acted as producer for the game, Murasawa as director, Satomi Hongo as lead designer, and Shinichi Fujisawa as lead programmer. In contrast to his earlier work, Matsuno was not deeply involved in development beyond the initial planning stages, leaving the rest of production to Murasawa's team. Production of the game last nine months including debugging, a tight schedule that Matsuno felt had left some aspects underdeveloped. Rather than being called
Tactics 2 and treated as a traditional sequel, Matsuno felt it was an "advance" of the first game's mechanics. It was given the title
Tactics Advance to be easily distinguished from its predecessor. Production ran parallel to Matsuno's work on
Final Fantasy XII (2006), and after development finished the
Tactics Advance team was merged with that of
Final Fantasy XII. Matsuno described the core gameplay of
Tactics Advance as revolving around "quests and battles", with an emphasis on player freedom. He began designing
Tactics Advance without a clear focus in mind beyond regrets around unfulfilled goals from
Tactics, and while he defined some initial goals he told the team to do as they liked otherwise. To create a game players could potentially "play forever", a large amount of missions with varied objects was incorporated. New missions were being created up until the last week of production. According to Murasawa, the game was designed to be played in short sessions that could be stopped at short notice. The Law system was implemented to create a random element and prevent players from brute forcing progress through leveling, although Matsuno later felt it was poorly implemented and simply restricted the player without layering on benefits. In contrast to his earlier story concepts which had a number of exterior influences, Matsuno created the story of
Tactics Advance with "one core theme"; people carry real-world burdens entering a "warm and fuzzy" fantasy world. The initial story concept of a world entered through a magic book was present in Matsuno's original design draft. While there was a lighter tone than
Tactics, Matsuno reused a plot point of friends driven to fight each other over conflicting ideals. Something he later regretted not incorporating was the subject of racial relations between Ivalice's peoples. The scenario was primarily written by Kyoko Kitahara, with Shutaro Yokoyama as supporting writer. The art director was Hideo Minaba, who had worked with Matsuno on earlier projects. For
Tactics Advance, Matsuno and Minaba agreed to take the art in a "different direction". The characters were designed by Ryoma Itō, who had previously worked on
Final Fantasy IX (2000) and was a fan of Matsuno's work. As part of the appeal to a younger demographic, the characters were designed to have a "
Shōnen manga feel". Some characters underwent redesigned during production, such as Mute's hair going from a
bob cut to a "rock-style". Itō also heavily redesigned the Moogles for
Tactics Advance with Matsuno's approval, which gave him a confidence boost in later projects. The summons' publicity designs were designed by Nao Ikeda, who had previously worked on
Legend of Mana (1999). The game's graphical design focused on colour over scale, with Murasawa's team wanting a good atmosphere. The team had created a feature which would display greater color variety on more advanced variations of the GBA, although Matsuno felt the differences were not that great.
Music was sound producer and lead composer for
Tactics Advance. The music of
Tactics Advance was primarily composed by
Hitoshi Sakimoto, who had previously worked with Matsuno on
Tactics and
Vagrant Story, and the
Ogre Battle series. Additional music was composed by Kaori Ohkoshi and Ayako Saso of SuperSweep. The main theme was composed by
Final Fantasy veteran
Nobuo Uematsu. Sakimoto was the sound producer, and arranged the tracks with Ohkoshi and Saso.
Tactics Advance was among Sakimoto's first project after founding his music company Basiscape. Matsuno described the music direction as having a bright "
pop" sound, having some of his favorite tracks from Sakimoto. Sakimoto commented that having previously focused on dark music, the score for
Tactics Advance was "unusually bright". When converting the soundtrack into a MIDI format that would play on the GBA, Sakimoto drew on his previous experience working on the soundtrack for
Knights of Lodis. Ohkoshi and Saso, both women, were brought on to add a different sound to the score. Sakimoto attributed Uematsu's main theme as inspiring some of his work on the game, but Uematsu was dissatisfied with its quality. In an interview, Uematsu commented that when he handed in his composition, Sakimoto protested that he could not recreate its sounds within the game. Ohkoshi was excited about working with Sakimoto and Uematsu, but described the consequent pressure as "just terrible". Saso was originally just a supervisor for Ohkoshi, but ultimately was brought on board as a full composer. She was initially nervous, having never composed in Sakimoto's style, but she ultimately created her tracks quickly. She was given creative freedom on the score, and instructed not to emulate the original
Tactics. Due to her background in brass band music, she described her tracks as having a brass band influence. A two-disc soundtrack album was released on February 19, 2003, by
DigiCube. The album contained the GBA music on the first disc, and the full orchestrated versions of tracks on the second disc. The album was reissued by
Square Enix on March 24, 2006. An arrangement album,
"white" melodies of Final Fantasy Tactics Advance, was released by Square on February 26, with selected tracks arranged for instruments including piano and acoustic guitar. ==Release==