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==Development== [[File:Hironobu Sakaguchi in 2015 (16102150083) (cropped).jpg|thumb|Hironobu Sakaguchi conceived the idea of ''Final Fantasy Tactics''.|alt=A man speaking into a microphone.]] ''Tactics'' was conceived in 1993 by ''[[Final Fantasy]]'' series creator [[Hironobu Sakaguchi]], who is a fan of the tactical role-playing genre. Due to his heavy involvement with the mainline series, he was unable to realize it at the time.<ref name="FFTinterviews">{{cite web|url=http://shmuplations.com/fft/|title=Final Fantasy Tactics – 1997 Developer Interview|website=Shumplations|access-date=August 28, 2021|archive-url=https://web.archive.org/web/20160607155523/http://shmuplations.com/fft/|archive-date=June 7, 2016|url-status=live}}</ref> Production finally began at the end of 1995 under [[Yasumi Matsuno]], who until that year had worked at [[Quest Corporation]] on the ''[[Ogre Battle]]'' series, resigning once work was completed on ''[[Tactics Ogre: Let Us Cling Together]]'' and bringing several of its staff over to [[Square (video game company)|Square]].<ref>{{cite journal | script-title=ja:松野泰己 インタビュー | date=September 27, 2002 | journal=[[Gemaga|Dorimaga]] | issue=17 | pages=42–47 | publisher=[[SB Creative|SoftBank Creative]] | language=ja}}</ref> During this period, Square had broken its long-standing development partnership with [[Nintendo]] and moved their game projects over to Sony's [[PlayStation (console)|PlayStation]].<ref name="PolyVII">{{cite web |url=http://www.polygon.com/a/final-fantasy-7 |title=Final Fantasy 7: An oral history |author=Leone, Matt |website=[[Polygon (website)|Polygon]]|date=January 9, 2017 |access-date=January 11, 2017 |archive-url=https://web.archive.org/web/20170109201832/http://www.polygon.com/a/final-fantasy-7 |archive-date=January 9, 2017 |url-status=live}}</ref> Matsuno acted as director and lead scenario writer. Sakaguchi was the game's producer.<ref name="FFTinterviews" /><ref name="MinYoshBio" /> The lead programmer was Taku Murata, who had previously worked on the ''[[Mana (series)|Mana]]'' series.<ref name="MinYoshBio" /> Matsuno described the working environment at Square as more democratic than at Quest, with a greater ability for the whole staff to contribute design ideas.<ref>{{cite web|url=https://www.4gamer.net/games/116/G011621/20110426090/|script-title=ja:「タクティクスオウガ」は若さ故の作品――ゲームデザイナー・松野泰己氏が語るクリエイターとしてのルーツとは|language=ja|website=[[4Gamer.net]]|date=April 26, 2011|access-date=September 7, 2021|archive-url=https://web.archive.org/web/20110428082008/https://www.4gamer.net/games/116/G011621/20110426090/|archive-date=April 28, 2011|url-status=live}}</ref> The art design was a collaborative effort led by ''Tactics Ogre'' veterans [[Hiroshi Minagawa]] and [[Akihiko Yoshida]], with additional character designs and artwork by Hideo Minaba and Eiichiro Nakatsu.<ref name="MinYoshBio">{{cite web |date=2000 |title=Vagrant Story: from the Development Team |url=http://www.playonline.com/archives/psgame/vagrantstory/flb/stuff/04.html |publisher=[[Square (video game company)|Square]] |archive-url=https://web.archive.org/web/20020808122357/http://www.playonline.com/archives/psgame/vagrantstory/flb/stuff/04.html |archive-date=August 8, 2002}}</ref> Contrasting against the polished CGI aesthetic of ''Final Fantasy VII'', the team wanted a hand-drawn artstyle.<ref name="FFTinterviews" /> The opening and closing cinematics were created by Western company Animatek International.<ref>{{cite web|url=http://www.animatek.com/press.htm|title=Press|website=Animatek International|accessdate=January 24, 2022|archive-url=https://web.archive.org/web/19990302070140/http://www.animatek.com/press.htm|archive-date=March 2, 1999|url-status=dead}}</ref> ===Design=== Matsuno's prototype was originally closer to his previous real-time strategy game ''[[Ogre Battle: The March of the Black Queen]]'' and would have featured 2D graphics; some sample images were produced, but this concept was then scrapped.<ref>{{cite web | url=https://www.gamesradar.com/games/final-fantasy/final-fantasy-tactics-was-originally-an-rts-rpg-inspired-by-the-directors-cult-classic-super-nintendo-game-but-his-boss-said-not-this-one/ | title=Final Fantasy Tactics was originally an RTS RPG inspired by the director's cult classic Super Nintendo game, but his boss said "NOT THIS ONE!" | date=June 20, 2024 }}</ref> Matsuno then aimed for a tactical RPG that would be accessible, something he originally aimed for with the ''Ogre Battle'' titles and later felt he had failed to accomplish with ''Tactics''.<ref name="FamInterview"/> When deciding how to differentiate ''Tactics'' from his earlier title, he placed a focus on individual character growth similar to the main series, contrasting against the army-based simulation of ''Tactics Ogre'' while keeping its chess-inspired gameplay.<ref>{{cite video | url=https://www.youtube.com/watch?v=KYAd9Pv2sxU | archive-url=https://ghostarchive.org/varchive/youtube/20211211/KYAd9Pv2sxU | archive-date=December 11, 2021 | url-status=live | author=[[Square Enix]] | date=April 14, 2011 | title=Tactics Ogre: Let Us Cling Together Developer Diary – The History of Tactics Ogre and Final Fantasy Tactics | medium=Web video | publisher=[[YouTube]]}}{{cbignore}}</ref> While Matsuno designed most of the rest of the game systems, due to staff shortages and needing to focus on the scenario the battle system was designed by [[Hiroyuki Ito]].<ref name="FFTinterviews" /><ref name="VSU" /><ref>{{cite web|title=A Conversation With the Creator of Final Fantasy IV |author=Parish, Jeremy |website=[[1UP.com]] |date=April 15, 2011 |url=http://www.1up.com/features/final-fantasy-iv-creator-conversation |access-date=April 13, 2013 |archive-url=https://web.archive.org/web/20150404131218/http://www.1up.com/features/final-fantasy-iv-creator-conversation |archive-date=April 4, 2015 |url-status=dead}}</ref> Ito disliked tactical RPGs of the time, growing bored with their mechanics, so designed the battle system to be engaging and feel fast and exciting.<ref name="FFTinterviews" /> Matsuno had to push against Ito's wish to simplify the class system.<ref name="MatsunoLong" /> The level design, which used compact [[diorama]]-style levels, was chosen to allow the intended 60 frames per second, carrying over the smooth gameplay experience gamers expected from the genre. The small scale of battles also reinforced the personal nature of the game's narrative conflicts.<ref name="FFTinterviews" /> Level design and mastering continued until a week before the game shipped.<ref name="FamInterview">{{cite magazine |script-title=ja:松野泰己インタビュー|magazine=[[Famitsu]]|publisher=[[Enterbrain]]|date=October 18, 2002|issue=2002–11–01|lang=ja}}</ref> Under Matsuno's direction, the game's design strayed significantly from Sakaguchi's original concept, particularly in its narrative tone. Matsuno at the time described his wish for the narrative to emulate "a sense of swashbuckling heroism".<ref name="FFTinterviews" /> His aim was to create a ''Final Fantasy''-themed morality tale. Matsuno stated that the game's thematic use of class-based society was derived from his experiences within game production companies, observing their hierarchy and how senior designers were treated as royalty.<ref name="VSU">{{cite book |via=Studio BentStuff |url=http://www.bent.co.jp/main/works/um05/naiyo_fr.htm |script-title=ja:ベイグラントストーリー アルティマニア |trans-title=Vagrant Story Ultimania |script-chapter=ja:開発者インタビュー |trans-chapter=Developer interview |publisher=[[DigiCube]] |year=2000 |language=ja |isbn=978-4-925075-75-6 |access-date=August 15, 2020 |archive-url=https://web.archive.org/web/20120505222154/http://www.bent.co.jp/main/works/um05/naiyo_fr.htm |archive-date=May 5, 2012|url-status=live}} ([http://shmuplations.com/vagrantstory/ Translation] by Shmuplations. {{Webarchive|url=https://web.archive.org/web/20200726130101/http://shmuplations.com/vagrantstory/|date=July 26, 2020}})</ref> The story premise of a long-suppressed account of ancient history was inspired by the discovery of the [[Dead Sea Scrolls]], and the story of ''[[The Name of the Rose]]''.<ref name="MatsunoLong">{{cite web|url=https://news.denfaminicogamer.jp/interview/180522|script-title=ja:『FFタクティクス』松野泰己✕『FFXIV』吉田直樹対談──もはやゲームに作家性は不要なのか? 企画者に求められるたったひとつの資質とは? |trans-title="FF Tactics" Yasuki Matsuno x "FFXIV" Naoki Yoshida Talk ──Do games no longer need authorship? What is the only quality required of a planner? |language=ja|website=DenFamicoGamer.jp|date=May 22, 2018|access-date=July 9, 2021|archive-url=https://web.archive.org/web/20180522034838/https://news.denfaminicogamer.jp/interview/180522|archive-date=May 22, 2018|url-status=live}}</ref> For ''Tactics'', Matsuno created an entire new world dubbed [[Ivalice]], which he would use in multiple later projects.<ref name="MatsunoIvalice" /><ref>{{cite web|url=http://www.gamesradar.com/final-fantasy-tactics-a2-interview/|title=Final Fantasy Tactics A2 – Interview|author=Nutt, Christian|publisher=[[GamesRadar]]|date=May 12, 2007|access-date=February 21, 2018|archive-url=https://web.archive.org/web/20180217095311/https://www.gamesradar.com/final-fantasy-tactics-a2-interview/|archive-date=February 17, 2018|url-status=live}}</ref> Ivalice was designed as a complex setting with a deep historical background.<ref>{{cite web|date=2004|title=Interview|url=http://www.ffworld.com/?rub=ff12&page=interview_jp-mai04 |website=FFWorld|access-date=May 25, 2007|language=fr|archive-url=https://web.archive.org/web/20071011201410/http://ffworld.com/?rub=ff12&page=interview_jp-mai04|archive-date=October 11, 2007|url-status=live}}</ref> He described it as a blank canvas on which he and later others could create narratives.<ref name="MatsunoIvalice">{{cite AV media | author=[[IGN]] | date=May 3, 2018 | url=https://www.youtube.com/watch?v=Rk_WL6wZ5tE | archive-url=https://ghostarchive.org/varchive/youtube/20211211/Rk_WL6wZ5tE | archive-date=December 11, 2021 | url-status=live | title=Final Fantasy 14: Why Ivalice is the Perfect Location for FFXIV | medium=Video | access-date=September 7, 2021 | format=Web video | website=[[YouTube]]}}{{cbignore}}</ref> While some aspects of the ending were left ambiguous, Matsuno considered the narrative complete on its own.<ref>{{cite web|url=https://dengekionline.com/elem/000/001/911/1911654/|script-title=ja:『FFXIV』リターン・トゥ・イヴァリース完結記念! 秘話満載で贈る松野泰己氏&吉田直樹氏特別対談 |trans-title="FFXIV" Return to Ivalice Completion Celebration! A Special Talk with Mr. Yasumi Matsuno & Mr. Naoki Yoshida Presented Full of Secrets |language=ja|website=[[ASCII Media Works|Dengeki Online]]|date=May 3, 2019|access-date=September 7, 2021|archive-url=https://web.archive.org/web/20210715192640/https://dengekionline.com/elem/000/001/911/1911654/|archive-date=July 15, 2021|url-status=live}}</ref> ===Music=== {{Main|Music of the Final Fantasy Tactics series}} During its preplanning phase, the music was going to be in an upbeat style in line with the mainline ''Final Fantasy'' series. Due to its portrayal of people fighting each other rather than fighting monsters, Matsuno felt upbeat music was wrong.<ref name="FFTinterviews" /> The original score was written by [[Hitoshi Sakimoto]] and [[Masaharu Iwata]], both veterans of the ''Ogre Battle'' series.<ref name="MusicNotes">{{cite web|url=http://shmuplations.com/fftmusic/|title=Final Fantasy Tactics – 1997 Composer Commentary|website=Shumplations|access-date=July 9, 2021|archive-url=https://web.archive.org/web/20200729163241/http://shmuplations.com/fftmusic/|archive-date=July 29, 2020|url-status=live}}</ref><ref name="Iwata" /> Sakimoto, who was brought on board the project by Matsuno, was advised by both Matsuno and established ''Final Fantasy'' composer [[Nobuo Uematsu]] not to worry about keeping to the style of the main ''Final Fantasy'' series.<ref name="Sakimoto" /> Iwata described the game as a "giant project" to work on, and he received a lot of help from other staff members at Square.<ref name="Iwata">{{cite web|url=http://www.rocketbaby.net/interviews_masaharu_iwata.html|title=Interview with Masaharu Iwata|year=2002|website=RocketBaby|access-date=January 19, 2010|archive-url=https://web.archive.org/web/20060813094855/http://www.rocketbaby.net/interviews_masaharu_iwata.html|archive-date=August 13, 2006}}</ref> Several tracks were inspired by the game's storyline and concept art, with some track names being chosen by Sakimoto based on first impressions of relevant characters.<ref name="MusicNotes" /> Sakimoto described his music for the game as "bright and cheerful tunes", carrying themes of hope and love. Sakimoto and Iwata worked separately on their own tracks.<ref name="Sakimoto">{{cite web|url=https://www.squareenixmusic.com/composers/sakimoto/apr01interview.shtml|title=Interview with Hitoshi Sakimoto|website=Square Enix Music Online|access-date=July 9, 2021|archive-url=https://web.archive.org/web/20080121184611/https://www.squareenixmusic.com/composers/sakimoto/apr01interview.shtml|archive-date=January 21, 2008|url-status=dead}}</ref> The album was first released on two [[compact disc]]s by [[DigiCube]] on June 21, 1997, and was re-released by Square Enix on March 24, 2006.<ref>{{cite web | author=Gann, Patrick | year=1997 | title=Final Fantasy Tactics Original Soundtrack Review | publisher = RPGFan | url=http://www.rpgfan.com/soundtracks/fft/index.html | access-date=April 14, 2007 | archive-url=https://web.archive.org/web/20130116222037/http://rpgfan.com/soundtracks/fft/index.html | archive-date=January 16, 2013 | url-status=live}}</ref>
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