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== References ==
== References ==
;General
;General
{{refbegin}}
*{{cite video game|title=Dragon Warrior|developer=Chunsoft|publisher=Nintendo|date=1989|platform=Nintendo Entertainment System}}
*{{cite video game|title=Dragon Warrior|developer=Chunsoft|publisher=Nintendo|date=1989|platform=Nintendo Entertainment System}}
*{{cite video game|title=Dragon Warrior II|developer=Chunsoft|publisher=Enix|date=1990|platform=Nintendo Entertainment System}}
*{{cite video game|title=Dragon Warrior II|developer=Chunsoft|publisher=Enix|date=1990|platform=Nintendo Entertainment System}}
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*{{cite video game|title=Dragon Quest VIII: Journey of the Cursed King|developer=Level-5|publisher=Square Enix|date=2005|platform=PlayStation 2}}
*{{cite video game|title=Dragon Quest VIII: Journey of the Cursed King|developer=Level-5|publisher=Square Enix|date=2005|platform=PlayStation 2}}
*{{cite video game|title=Dragon Quest IX: Sentinels of the Starry Skies|developer=Level-5/Square Enix|date=2010|publisher=Nintendo|platform=Nintendo DS}}
*{{cite video game|title=Dragon Quest IX: Sentinels of the Starry Skies|developer=Level-5/Square Enix|date=2010|publisher=Nintendo|platform=Nintendo DS}}
{{refend}}


;Specific
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== Further reading ==
== Further reading ==

Revision as of 13:57, 5 August 2011

Dragon Quest
Red letters "DRAGON QUEST". The letters are lowest in the middle and become higher towards the left and right. The letter "T" is represented by a sword's blade and grip for the vertical portion while the horizontal portion uses the red coloring to form the crossguard.
Genre(s)Console role-playing game
Developer(s)Game design:
Armor Project
Main series:
ArtePiazza, Chunsoft, Heartbeat, Level-5
Publisher(s)Square Enix (formerly Enix)
NA EUNintendo
Creator(s)Yuji Horii
Artist(s)Akira Toriyama
Composer(s)Koichi Sugiyama
Platform(s)MSX, Famicom/NES, Super Famicom/Super NES, Game Boy Color, Game Boy Advance, Nintendo DS (NDS), PlayStation, PlayStation 2, Wii, Nintendo 3DS
First releaseDragon Warrior
May 27, 1986
Latest releaseDragon Quest Monsters: Joker 2
April 28, 2010
Spin-offsMystery Dungeon series

Dragon Quest (ドラゴンクエスト), published as Dragon Warrior in North America until 2005,[Note 1] is a series of internationally best-selling console role-playing video game (RPG) titles created by Yuji Horii and his studio, Armor Project, and published by Square Enix (formerly Enix), with localized versions of later installments for the Nintendo DS being published by Nintendo outside of Japan. The first title was published in 1986; there are currently nine main-series titles and numerous spinoff games. The series has had a significant impact on the development of console RPGs, and introduced a number of features to the genre. Installments of the series have appeared on MSX computers, Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy Color, Game Boy Advance, Nintendo DS, PlayStation, PlayStation 2, Wii video game consoles, and several models of mobile phone. Nearly every game in the main series has an anime and manga adaptation and there have been numerous spin-off video game series. Each Dragon Quest video game soundtrack is arranged into an orchestral piece; the video game series was the first to receive live-action ballet adaptations.[1]

Early in the series, Dragon Quest games were released under the title Dragon Warrior in North America to avoid trademark conflict with the pen-and-paper role-playing game DragonQuest. Square Enix did not register the Dragon Quest trademark for use in the United States until 2002.

The basic premise of most Dragon Quest titles is to play a hero who, usually with a group of party members, is out to save the land from peril at the hands of a powerful evil enemy. Common elements persist throughout the series and its spinoff titles: turn-based combat; recurring monsters, including the Slime, which has become the series' mascot; until the English version of Dragon Quest VIII: Journey of the Cursed King, a text-based menu systems;[Note 2] and, until Dragon Quest IX: Sentinels of the Starry Skies, random encounters (in the main series). The series is one of the few long-running video game series to have a stable key development team: Yuji Horii (creator), Akira Toriyama (artist) and Koichi Sugiyama (composer). The original concept for the first game took elements from the western RPGs Wizardry and Ultima. A great deal of effort went into making the gameplay intuitive so that players could easily start to play the game. The series features a number of religious overtones which were heavily censored in the NES versions.

Common elements

Gameplay

A black screen with two moth-like creatures in the center and three white-bordered boxes around it. The box above the moth-like creatures has "Hero", "Brin", "Math", and "Viro" on the top, each with an H and an M under each of them, with Hr under "Hero", Sr under "Brin", Wz under "Math", and Pr under "Viro". A number is next to the letters on the right. The bottom left box displays "Hero" on the top and the options "Fight", "Run", "Parry", and "Item". The bottom right box contains the text "Masked Moth 2".
Combat image from Dragon Warrior III that depicts the typical battle layout and menu types that is seen in most Dragon Quest games

In Dragon Quest, players control a party of characters that can walk into a town and buy weapons, armor, and items to defeat monsters outside of town, on the world map or in a dungeon. In most of the games, battles occur through random monster attacks and improving the characters' levels requires players to grind.[2] The series uses cursed items, difficult dungeons where players need to use their resources wisely to complete and hard boss battles.[3] When the party encounters monsters, the view switches perspective and players are presented with several options on a menu. The first-person menu-based battles have become a staple of the series.[4] Players select weapons, magic, and items to attack and defeat the monsters, or can attempt to flee the fight; characters cannot flee during a boss battle. After the party defeats the monsters and wins the battle, each party member gains experience points in order to reach new levels. When a character gains a new level, the stats of the character are upgraded.[5] Winning battles rewards players with gold which can be used to purchase items. After Dragon Warrior, players must visit a church (known as a House of Healing in the NES translations) and talk to a priest or nun to save the games' progress;[6] in Dragon Warrior, players had to talk to a king to save their progress,[5] though the first two Dragon Quest titles for NES use a password save system. If the party dies in battle, the group loses half of its gold and warps to the nearest save location, where the leader is revived.[7] Players must then pay a priest or nun to revive their party members. Dragon Quest features "puff puff" massage girls that the player can hire.[Note 3] In earlier games, text would describe the actions; in later games, gags have been used since breasts could not be displayed. These were removed from some North American translations.[Note 4][7][8]

In Dragon Quest III, Dragon Quest VI: Realms of Revelation, Dragon Quest VII, and Dragon Quest IX: Sentinels of the Starry Skies, several classes may be chosen for the party members.[7] Each game has its particular set of classes; typical options include the Cleric, Fighter, Jester, Thief, Warrior, and Mage classes.[Note 5] All the aforementioned games also include advanced classes such as the Sage. In addition, Dragon Quest VI and VII include monster classes.[9]

Starting with Dragon Quest IV: Chapters of the Chosen, a new collectible item known as mini medals were introduced; they resemble small gold coins with a five-point star in the middle. Players collect these medals throughout the game primarily by opening chests, breaking pots and barrels, and searching sacks and drawers. At a certain point during the games, players meets a character with whom he can trade these medals for items. Horii wanted to have something players collected, as the previous Dragon Quest games had crests and orbs. However, he did not want to do the same thing over again by having players collect a certain number of items before they beat the game; mini-medals have nothing to do with winning the game.[10]

Monsters

The Dragon Quest series features several recurring monsters, including Slimes, Drackies, Shadows, Mummies, Trick Bags, and Dragons.[11] Many monsters in the series were designed by Akira Toriyama. In Dragon Quest, monsters can join the player's party and fight in battles.

The Slimes, designed by Toriyama for use in Dragon Quest, have become the official mascot of the Dragon Quest series. Series designer Yuji Horii cited the monster as an example of Toriyama's skills, claiming it took artistic "power to take something like a pool of slime and use his imagination to make it a great character."[12] A Slime is a small blue blob shaped like a water droplet that has a face. It has appeared in every Dragon Quest game and it is usually one of the first monsters players encounters.[Note 6] The Slime's popularity has netted it two spinoff games: Slime MoriMori Dragon Quest and Dragon Quest Heroes: Rocket Slime.[13] They are significantly featured in the Japanese manga and two-episode anime Dragon Half.[14]

Loto/Erdrick

Erdrick[Note 7] is a legendary hero from the Dragon Quest series. The first three Dragon Quest games, all connected to the legend of Erdrick, comprise the "Erdrick trilogy". He is known in the game as the hero who freed the Kingdom of Alefgard from darkness.[15][16][17][18] The name Erdrick was first mentioned in the English localization, Dragon Warrior, in which the player is referred to as Erdrick's descendant.[5] Erdrick's legend was completed with the 1991 release of Dragon Warrior III.

In Dragon Warrior, the Hero was the descendant of Erdrick, who follows in the footsteps of Erdrick to reach the Dragonlord's Castle and confront the Dragonlord. In Dragon Warrior II, the heroes are descendants of Erdrick, and also the Hero from Dragon Warrior.[16][17] They explore the expanded world of Torland, including the continent of Alefgard. At the end of Dragon Warrior III, the King of Alefgard bestows the country's highest honor, the "Order of Erdrick", upon the Hero. In Dragon Warrior III, Erdrick's origins are revealed; the chronological order of the first three games is Dragon Quest III, Dragon Quest I, and then Dragon Quest II.[18] After the events of Dragon Warrior III, the hero's armaments are renamed as the Erdrick (or Loto) Sword and Armor in Dragon Warrior I and Dragon Warrior II. Playing Dragon Warrior III with the name "Erdrick" is impossible as the game does not allow you to continue if the name is used.

Zenithia

Zenithia, also called Zenith Castle or Zenith, is a floating castle that first appears in Dragon Quest IV; it is one of several elements in Dragon Quest V and Dragon Quest VI. Its appearance in all three games has linked them as the Zenithia or Tenku (Heaven) trilogy.[19] Horii explained that a trilogy was never the intention: "Each Dragon Quest title represents a fresh start and a new story, so I don't see too much of a connection between the games in the series. I guess it could be said that the imagination of players has brought the titles together in a certain fashion."[20]

In Dragon Quest IV, Zenithia can be accessed by climbing the tower above the entrance to the world of darkness; in Dragon Quest V, Zenithia has fallen into a lake south of Elheaven until the Golden Orb is returned; then the castle is able to move freely in the sky. In Dragon Quest VI, Zenithia is sealed by Demon Lord Durran, and a large hole is left in its place in the Dream World. When the Dream World returns to its natural state, Zenithia is the only part that remains visible floating above the real world. In addition to the trilogy, a castle in the Dragon Quest III remakes is also called Zenith, although the layout differs from the castle in the Tenku series.[21]

Games

Main series

Timeline of release years
1986 – Dragon Warrior
1987 – Dragon Warrior II
1988 – Dragon Warrior III
1989 –
1990 – Dragon Quest IV: Chapters of the Chosen
1991 –
1992 – Dragon Quest V: Hand of the Heavenly Bride
1993 –
1994 –
1995 – Dragon Quest VI: Realms of Revelation
1996 –
1997 –
1998 –
1999 –
2000 – Dragon Warrior VII
2001 –
2002 –
2003 –
2004 – Dragon Quest VIII: Journey of the Cursed King
2005 –
2006 –
2007 –
2008 –
2009 –
2010 – Dragon Quest IX Senteniels of the Starry Skies

The first four Dragon Quest installments were released on NES in Japan and North America. The first two installments were released in Japan on the MSX at the same time as their NES counterparts; all four games have been remade for newer systems. Dragon Quest was released in Japan in 1986 and in North America as Dragon Warrior in 1989.[22][23] Dragon Quest II Akuryo no Kamigami was released in Japan in 1987 and in North America in 1990 as Dragon Warrior II.[24] Dragon Quest III Soshite Densetsu e... was released in Japan in 1989 and North America as Dragon Warrior III in 1992.[25] Dragon Quest IV: Chapters of the Chosen was released in Japan in 1990 and in North America in 1992 as Dragon Warrior IV.[7][26] A scheduled PS1 remake of Dragon Warrior IV for the North American market was never released.[27][28] The NDS remake of Dragon Quest IV was released in North America, Europe, and Australia under its original translated title; the European release removed the game's number.[29]

Two games were released for the Super Nintendo Entertainment System (SNES): Dragon Quest V: Hand of the Heavenly Bride in 1992 and Dragon Quest VI: Realms of Revelation in 1995; both have been re-released on newer systems.[7] Dragon Quest V was originally scheduled for release in North America but was canceled amid rumors that Enix had given up on the American market. No official reason was ever given.[7][30] The NDS remakes were released in North America with Dragon Quest V also released in Europe and Australia, the latter without the numbering.[31][32] One game was released for the PS1: Dragon Quest VII Eden no Senshi-tachi was released in 2000 in Japan and in 2001 in North America under the title Dragon Warrior VII.[7][33] Dragon Quest VIII: Journey of the Cursed King was released for the PS2 in 2004 in Japan, 2005 in North America, and 2006 in Europe and Australia,[7][34] the latter two without the numbering. Dragon Quest VIII was the first Dragon Quest title to be released in North America under its Japanese title and the first European release of a main-series Dragon Quest game.[35][36] Dragon Quest IX: Sentinels of the Starry Skies, the only game in the series initially released on the Nintendo DS, was originally released in 2009 in Japan, and in 2010 in North America, Europe, and Australia.[37] Dragon Quest X was announced for the Wii in 2009, and is still in development.[38][39][40]

Spinoffs

The franchise includes several spinoffs of the main titles, including Dragon Quest Monsters an arcade card-based games such as the Japanese Dragon Quest: Monster Battle Road where players compete for physical cards with monster data; the latter is the only spinoff series to have none of its titles released outside Japan.[41][42] The Mystery Dungeon and Itadaki Street series use characters and other elements from Dragon Quest games; the Mystery Dungeon series has gone on to spawn its own franchise.[43]

In 1993, Chunsoft developed a Super NES game that included Torneko (a.k.a Torenko Taloon), a character that first appeared in Dragon Quest IV: Chapters of the Chosen.[44] The roguelike game Torneko no Daibōken: Fushigi no Dungeon continues Torneko's story from Dragon Quest IV, where he wishes to make his store famous and ventures into mysterious dungeons to retrieve items to stock in his store. The game was successful in Japan.[45] In 2000, the direct sequel Torneko: The Last Hope was released in Japan and the United States. The gameplay is similar to the first game; Torneko: The Last Hope is considered easier to play.[46] The game sold enough copies in Japan to allow development of the second direct sequel on the PS2 titled Fushigi no Dungeon 3 Torneko no Daibouken (不思議のダンジョン3 トルネコの大冒険, lit. "Mystery Dungeon 3: Torenko's Adventure").[47] The second and third Torneko games have had remakes for the GBA.[48] A later game featured Yangus, a character who first appeared in Dragon Quest VIII: Journey of the Cursed King; Dragon Quest: Shōnen Yangus to Fushigi no Dungeon follows Yangus on his adventures before he meets up with Hero in Dragon Quest VIII.[49] The success of Torneko no Daibōken spawned the Mystery Dungeon series. The series has grown to include franchises beyond Dragon Quest and other clones.[50]

When Enix took over the Monopoly clone Itadaki Street starting with the second installment, Itadaki Street 2: Neon Sain wa Bara Iro ni (いただきストリート2 ネオンサインはバラ色に, lit. Summit Street 2: Rose-Colored Neon Sign), Dragon Quest became an integral part of that game.[51] The first Itadaki Street, released by ASCII, did not contain elements from the Dragon Quest franchise.[52] Starting with the fourth game in the series, Dragon Quest & Final Fantasy in Itadaki Street Special (ドラゴンクエスト&ファイナルファンタジー in いただきストリート Special), the Final Fantasy and later the Mario characters were added to the lineup.[53]

Like the main series, Dragon Quest Monsters was originally released under the Dragon Warrior name.[54] The next game, Dragon Warrior Monsters 2, is the only game to be split into two versions of the game called Cobi's Journey (Ruka's Journey in Japan) andTara's Adventure (Iru's Adventure in Japan), named after the main player characters.[55] Each version has slight differences, such as monster appearances.[56] Dragon Quest Monsters: Caravan Heart is a prequel to Dragon Warrior VII following Keifer who is pulled into Torland and must find six Orbs of Loto in order to return.[57] The release of Dragon Quest Monsters: Joker is the first spin-off title to be released in English using the Dragon Quest name;[58] its sequel Dragon Quest Monsters: Joker 2 has only been released in Japan.[59]

Dragon Quest has also produced a number of smaller spinoff titles. In two spinoffs, players use the controller as a sword, swinging it to slash enemies and objects. Kenshin Dragon Quest: Yomigaerishi Densetsu no Ken is a stand-alone game in which the controller is shaped like a sword, and a toy shield contains the game's hardware.[60] Dragon Quest Swords for the Wii uses the motion sensing Wii Remote as a sword.[61][62] Another spinoff title, Slime MoriMori Dragon Quest, uses the game's popular slime monster as the protagonist.[63] Its sequel, Dragon Quest Heroes: Rocket Slime, has been translated into English.[64] There is also a downloadable DSiWare turn-based strategy game, Dragon Quest Wars.[65] Other titles have been released in Japan for cellphones.[66]

Related media

Music

The Dragon Quest soundtracks were composed and arranged by Koichi Sugiyama, who also composed the music for the video games. After enhancements to the NES, Dragon Quest was among the first video games to offer more sophisticated music with three synthesizer channels.[67] The first album, released in 1986, was based on music from the first game.[68] It was followed by a "Symphonic Suite" album for each game in the main series. Other compilations of Dragon Quest music have been released, including Dragon Quest Game Music Super Collection Vol. 1.[69] The London Philharmonic performed many of the soundtracks, including a compilation entitled Symphonic Suite Dragon Quest Complete CD-Box.[70] Some of the soundtracks include a second disc with the original game music, as with the original Dragon Quest VI soundtrack.[71] In 2003, SME Visual Works released Symphonic Suite Dragon Quest Complete CD-Box, featuring music from the first seven Dragon Quest games.[70]

Books and anime

Beginning in 1989 with three series, the media franchise expanded into other media. There are now a number of anime and book adaptations, including manga, based on the Dragon Quest games.

On December 23, 1989, the first light novel series began publication, starting with a two volume set for Dragon Quest III. After the success of these titles, Enix expanded the books into a series and began publishing volumes starting from the first game in sequential order. Enix published titles from every main series game previously released and the Torenko's Mystery Dungeon series until March 23, 1995.[72] The titles are written from the second-person; the reader determines the next course of action and the stories have multiple endings.[73]

Other print titles released in 1989 include Doragon Kuesuto Monsutā Monogatari (ドラゴンクエスト モンスター物語, Dragon Quest Monster Story), Doragon Kuesuto Aitemu Monogatari (ドラゴンクエストアイテム物語, Dragon Quest Item Story), the Dragon Quest Perfect Collection series starting with Dragon Quest Perfect Collection 1990 (ドラゴンクエストパーフェクトコレクション1990), and the first two Dragon Quest novels by Takayashiki Hideo. All of these works have had additional titles published for different games by different authors. Hideo published the first four volumes spanning the first three games; Kumi Saori published ten volumes comprising the next three games; and Hiroyuki Domon published three volumes for Dragon Quest VII. Starting with Shinsho Shousetsu Doragon Kuesuto I (新書 小説ドラゴンクエストI, lit. New Light Novel Dragon Quest I) in 2000, a new series by all three authors began publication. The authors wrote new stories for their respective series with three for Hideo, nine for Saori, and three for Domon with the latter's works featuring illustrations by Daisuke Torii. Several standalone titles and audiobook titles have also been released.[72]

Dragon Quest manga began publication in Weekly Shōnen Jump in 1989.[74][75] Based on the world of Dragon Quest, Riku Sanjo's Dragon Quest: Dai no Daibōken, was created as a two-chapter short story entitled Derupa! Iruiru!. Its success led to the three-chapter sequel, Dai Bakuhatsu!!!, which set the framework for the later serialization of 37 volumes.[74][76][77] The series has been translated into Spanish, French, Italian, Portuguese, and Arabic as Fly.[78] Dai no Daibōken's success allowed it to make the transition into an anime by Toei Animation. It was produced from October 17, 1991 through September 24, 1992.[79] Another anime supervised by Horii with a story loosely based on Dragon Quest III—some characters are similar, but the world is smaller and landmasses are shaped differently—began airing in 1990. Due to funding issues, production was halted; the series came back under a new related title. The first 13 episodes of the series were translated into English by Saban Entertainment under the title Dragon Warrior: Legend of the Hero Abel. Due to its early time slot and a lawsuit filed by Toriyama for not being credited for his work on character designs, it was never renewed.[80]

Other manga based on the games have been published. The longest-running of these, Emblem of Roto, Warriors of Eden, and Maboroshi no Daichi, were published in Monthly Gangan. Emblem of Roto, by Chiaki Kawamata and Junji Koyanagi, with art by Kamui Fujiwara, consists of 21 volumes published between 1991 and 1997. In 2004 Young GanGan ran a mini series called Emblem of Roto Returns. It takes place between the timeframe of Dragon Quest III and Dragon Quest I.[81] Warriors of Eden consists of 11 volumes, with art by Fujiwara. The series is a retelling of Dragon Quest VII with some minor changes.[82] Maboroshi no Daichi consists of 10 volumes. The series is a retelling of Dragon Quest VI with some minor changes.[83] Other shorter manga series have been released including several based on other games, some official 4koma strips, and a manga about the making of the original Dragon Quest game.[84]

The Road to Dragon Quest (ドラゴンクエストへの道, Dragon Quest e no Michi) is a manga about the creators of Dragon Quest, published by Enix. The single-volume manga, released in 1990, was produced by Ishimori Productions. It focuses on the creation of the series, and stars Yujii Hori, Koichi Nakamura (the main programmer), Koichi Sugiyama, Akira Toriyama, and Yukinobu Chida (producer).[85]

Development

The series monsters, characters, and box art were designed by Toriyama.[35] The music for the Dragon Quest series was composed by Koichi Sugiyama.[86] In the past, Dragon Quest games have been developed by Chunsoft, Heartbeat, ArtePiazza, and starting with Dragon Quest VIII, Level-5.[87] Horii's company, Armor Project, is in charge of the Dragon Quest games that were published by Enix and Square Enix.

History

In 1982, Enix sponsored a video game programming contest in Japan which brought much of the Dragon Quest team together, including creator Yuji Horii.[86] The prize was a trip to the United States and a visit to AppleFest '83 in San Francisco, where Horii discovered the Wizardry video game series.[7] The contest winners, Koichi Nakamura and Yukinobu Chida, with Horii, released the Enix NES game The Portopia Serial Murder Case. Music composer Sugiyama, known for composing jingles and pop songs, was impressed with the group's work and sent a postcard to Enix praising the software.[88] In response, Enix asked him to compose music for some of its games. The group then decided to make a RPG that combines elements from the western RPGs Wizardry and Ultima.[Note 8][89] Horii wanted to introduce the concept of RPGs to the wider Japanese video game audience. He chose the Famicom because, unlike arcade games, players did not have to worry about spending money if they got a game over. In addition, players continue playing from where they left off.[90] Horii used the full-screen map of Ultima, the battle and statistics-oriented Wizardry screen, to create the gameplay of Dragon Quest.[7] Dragon Ball creator and manga artist Akira Toriyama, who knew of Horii through the manga magazine Weekly Shōnen Jump, was commissioned to illustrate the characters and monsters to separate the game from other role-playing games of the time.[89] The primary game designs were conceived by Horii before being handed to Toriyama to re-draw under Horii's supervision.[91] When Horii first created Dragon Quest, most people doubted that a fantasy series with swords and dungeons instead of science fiction would become popular in Japan; however, the series has become very popular there.[36] Since then, Horii has been the games' scenario director. Dragon Quest was Sugiyama's second video game he composed for (Wingman 2 being his first). He says it took him five minutes to compose the original opening theme. His other jingles for the first game have remained relatively intact.[92]

The first six Dragon Quest stories are divided into two trilogies. The first three games of the series tell the story of the legendary hero known as Roto (known as Erdrick or Loto in some versions). Dragon Quest IV-VI are based around a castle in the sky called Zenithia that is referred to as the Tenku in Japan, meaning heaven. Games in the main series from Dragon Quest VII onwards are stand-alone games.[93]

Early in the series, Dragon Quest games were released under the title Dragon Warrior in North America to avoid trademark conflict with the pen-and-paper role-playing game Dragon Quest, which was published by Simulations Publicationsin the 1980s until the company's 1982 bankruptcy and acquisition by TSR, Inc.. TSR continued publishing the line as an alternative to Dungeons & Dragons (D&D) until 1987.[38] On July 23, 2002, Square Enix registered the Dragon Quest trademark in the United States for use with manuals, video cassette tapes, and other video game software.[94] On October 8, 2003, Square Enix filed for a more comprehensive Dragon Quest trademark.[95] Dragon Quest VIII: Journey of the Cursed King became the first game released outside Japan under the Dragon Quest title.[35]

Dragon Quest was not as successful outside Japan, as it is eclipsed by another RPG series, Final Fantasy.[38][96] Because of Enix's closure in the mid-1990s, Dragon Quest V and Dragon Quest VI were not officially released in North America. In Europe, no games were released prior to the spinoff Dragon Warrior Monsters. With the merger of Square and Enix in 2003, Dragon Quest games were released in numerous markets.[36] In May 2008 Square Enix announced localizations of the Nintendo DS remakes of Dragon Quest IV, V, and VI for North America and the PAL region that are known collectively as the Zenithia trilogy.[97] With this announcement, all the main Dragon Quest games have been released outside of Japan. The ninth installment was released in Japan for Nintendo DS on July 11, 2009. The North American version was released on July 11, 2010, while the European version came out on July 23, 2010. The tenth installment of the main series is currently in development for the Wii.[40] Nintendo has been a major publisher outside Japan for the main Dragon Quest games. Nintendo published the first game in North America, and recently published Dragon Quest IX worldwide outside Japan;[29][31][37] the NDS Dragon Quest VI has been published by Nintendo in North America.[32]

Creation and design

At the time I first made Dragon Quest, computer and video game RPGs were still very much in the realm of hardcore fans and not very accessible to other players. So I decided to create a system that was easy to understand and emotionally involving, and then placed my story within that framework.

Yuji Horii on the design of the first Dragon Quest[89]

When designing Dragon Quest, Horii play-tests the games to make certain the controls feel right. This includes going into meticulous details such as how fast a page opens or the way a door opens. According to Horii, "...little things like here and there the controls not feeling right and such can really grate the players' nerves if the tempo isn't right." He believes players should be able to control the game unconsciously, which is not easy to accomplish.[98] He tries to design the games in such a way that players never need to read a manual nor play through a tutorial in order to figure out how to play the game.[99]

Horii tries to create good storylines with short dialogues.[100] Ryutaro Ichimura, who has worked on Dragon Quest titles with Horii since Dragon Quest VIII, has implemented Horii's suggestions even when it is not obvious why his ideas will work. "[A] lot of the time when he [Horii] points these things out, we cannot see them at first, but eventually you get it."[98]

Dragon Quest games have an overall upbeat feeling.[3] The typical Dragon Quest plot involves the player controlling a party of heroes to defeat an ultimate evil villain, who usually threatens the world in some way. The plotline often consists of smaller stories that involve encounters with other characters.[7] This linear plotline is intentional, to help ease the generally high learning curve RPGs have for those unaccustomed to them.[90] The gameplay is designed to allows players to decide when and whether to pursue certain storyline paths.[101] To ensure players continue to enjoy playing the game, no storyline path is made to be without some kind of reward and to help ease players who may be apprehensive about whether they are on the right path, the distance the character has to travel to get rewarded is not as far at the beginning of the game. While the games never start the game in a wholly non-linear way,[98][102] they usually allow players to explore an open world in a non-linear manner following an early linear section of the game.[102] Early character levels start players off with more hit points and substantially increasing growth at later levels, although the effective bonuses of every additional level decreases.[102]

The games always feature a number of religious overtones; after Dragon Warrior saving the game and reviving characters who have died is performed by clergy in churches.[103] Bishops wander around the overworld of Dragon Quest Monsters and can heal wounded characters. The final enemy in some of the Dragon Quest games is called the Demon Lord. For instance, in Dragon Quest VII, the Demon Lord (known as Orgodemir in that particular game) is the final boss, and there is a sidequest to battle against God. The first four Dragon Quest titles were subjected to censorship in their North American localizations, largely in keeping with Nintendo of America's content guidelines at the time that placed severe restrictions on religious iconography and mature content. When these games were remade for the Game Boy Color, most censorship was removed.[103] Since Dragon Quest VII, the translated versions of the games have largely followed the originals.[104]

Cultural impact

Starting in Dragon Quest III, Patty's Pub began to appear in Dragon Quest games. With the release of Dragon Quest IX, this fictional inn became a real-world location: Patty's Pub opened as a tourist destination in Akihabara in Tokyo after IX's release. The venue provides a meetup location where players can exchange treasure maps and maps where characters who only appear once during normal gameplay can be found. Players make Akihabara a destination when visiting Tokyo just to get a valuable map.[105]

According to Ryutaro Ichimura and Yuji Horii, Dragon Quest has become popular enough that it is used as a common topic for Japanese to talk about[106] and is considered by the industry as Japan's national game.[99] William Cassidy of GameSpy claims that "the common wisdom is that if you ask someone from Japan to draw [a] 'Slime,' he'll draw the onion-like shape of the weak enemies from the game."[38][107]

Dragon Quest's music has had a major impact. It is the first video game series to receive live-action ballet adaptations.[108] Musical concerts and audio CDs were produced based on the Dragon Quest universe.[88] Since 1987, the series' music is performed annually in concert halls throughout Japan.[35] Early Dragon Quest concerts inspired Nobuo Uematsu's Final Fantasy compositions.[109]

Legacy and reception

The Dragon Quest series has shipped over 57 million units worldwide.[110] It is one of the most popular video game series in Japan.[7][111][112] All games in the main series, and many spinoffs, have sold over a million copies in Japan, and some games have sold over four million copies.[113] The remake of Dragon Quest VI sold 1.28 million copies in Japan in the first four days after its release, an exceptional sales figure for a remake.[114] In 2006, readers of the Japanese gaming magazine Famitsu voted on the hundred best video games of all time. Dragon Quest III was third, Dragon Quest VIII fourth, Dragon Quest VII ninth, Dragon Quest V eleventh, Dragon Quest IV fourteenth, Dragon Quest II seventeenth, Dragon Quest thirtieth, and Dragon Quest VI thirty-fourth.[115] In 2009, Horii received a special award at Computer Entertainment Supplier's Association Developers Conference for his work on the Dragon Quest franchise.[116]

According to Satoru Iwata, President of Nintendo, Dragon Quest's widespread appeal is that it is "made so that anyone can play it...and anyone can enjoy it depending on their different levels and interests." According to him, Dragon Quest is designed for anyone to pick up without needing to read the manual in order to understand it. Ryutaro Ichimura, Producer of Square Enix, who has played the game since he was a child, says the Dragon Quest storylines allows players to experience a moving sense of achievement where they take the role of a hero saving the world.[101] Yuji Horii believes the ability to appeal to larger audiences of casual gamers while not alienating the more hardcore gamers is due to being able to lower the initial hurdle without making it too easy. Iwata and Ichimura believe it is because the games are created in a way that allows both groups to pursue their own goals. Casual gamers can enjoy the storyline and battles, but for those who want more, there is still content for them to pursue.[98]

Although the series is extremely popular in Japan, by 2002 the games' success in Japan had not transferred to North America.[38] Although the first four games to be released in America generally received good reviews,[7] Nintendo had to give away copies of Dragon Warrior. However, those four games have been among the most sought after-titles for NES, especially Dragon Warrior III and IV.[7][96] It was not until Dragon Warrior VII was released that Dragon Quest became critically acclaimed,[38] although reception was still mixed.[96] With Dragon Quest VIII the series gained more universal praise, and began to sell better outside Japan; Dragon Quest IX sold over 1 million copies outside Japan.[96][111]

The original Dragon Quest game is often cited as the first console RPG, although many Western critics often consider Final Fantasy "more important."[38] GameSpot called the original Dragon Quest one of the fifteen most influential games of all time and the "most influential role-playing game of all time", stating that nearly all Japanese RPGs today have roots in its gameplay.[117] In response to a survey, Gamasutra cites Quinton Klabon of Dartmouth College as stating Dragon Warrior translated the D&D experience to video games set the genre standards which have not changed since.[118] Dragon Quest III's class-changing system would shape other RPGs, especially the Final Fantasy series.[96] Early games in the series are also credited with affecting D&D's leveling system to even out its randomness by giving more bonuses early on and giving characters maximum hit points at first level.[102] Dragon Quest V is cited as having monster recruiting and training mechanics that inspired monster-collecting RPGs such as Pokémon, Digimon, and Dokapon, and in turn the modern trend of collecting achievements.[7][119] Dragon Quest V also introduced the concept of a playable pregnancy.[120] The real world and dream world setting of Dragon Quest VI is considered an influence on the later Square RPGs Chrono Cross and Final Fantasy X.[7] The Dragon Quest series was recognized by Guinness World Records with six world records in the Guinness World Records Gamer's Edition. These records include "Best Selling Role Playing Game on the Super Famicom", "Fastest Selling Game in Japan", and "First Video Game Series to Inspire a Ballet".[121]

One of the main aspects of the series that critics point out, either positively or negatively, is that the series "never strays from its classic roots."[112] Unlike other modern, complex RPGs, Dragon Quest retains the simple gameplay from the first game that many critics find refreshing and nostalgic.[112][122] Points of contention are its battle system, comparatively simplistic storylines, lack of character development, simplistic, primitive-looking graphics (in earlier titles), and the overall difficulty of the game. These arguments are countered by noting its strength in episodic storytelling with the various non-player characters the party meets. The stories avoid melodrama and feature more simplistic characters than Final Fantasy's Squall Leonhart or Tidus, who is a source of contention. Battles are simple and finish quickly. As for the difficulty, Yuji Horii is noted as a gambler. The lack of save points and the general difficulty of the battles were included with the intention of adding a sense of tension. Because of this added difficulty, the punishment for the party's death was toned down compared to other games by simply going back where you last saved with half of your gold on hand.[7] When asked about criticism of Dragon Quest games, Horii says he does not mind. Instead, he appreciates because it means the critics played the game and he would rather know their concerns rather than remain ignorant.[99]

Notes

  1. ^ Due to the inconsistent usage by sources since Square Enix obtained the naming rights to Dragon Quest in North America. Dragon Quest is used to refer to games also released solely under the Dragon Warrior titles. For this article, the title Dragon Quest is used in preference to Dragon Warrior except when talking about those specific North American releases.
  2. ^ The Japanese release of Dragon Quest VIII retains the text menus. However, the Japanese release of Dragon Quest IX uses the menus based on the English release of Dragon Quest VIII.
  3. ^ Puff puff (ぱふぱふ, pafu pafu) comes from the Japanese onomatopoeia for a girl rubbing her breasts in someone's face; the term can also be used for a girl juggling her own breasts.[7]
  4. ^ The original NES games and the DS remakes have this removed while the PS1 and PS2 games Dragon Quest IX and GBC remakes include this.
  5. ^ Most of the basic classes have undergone name changes in their English translation. The Cleric class underwent several name changes. It was originally known as the Pilgrim in Dragon Warrior III and in Dragon Quest VI and Dragon Quest IX it changed to Priest; the Fighter class was changed in Dragon Quest VI and Dragon Quest IX to Martial Artist; the Jester class was originally known as Goof-off in Dragon Warrior III and was changed to Gadabout in Dragon Quest VI; the Warrior class was originally known as Soldier in Dragon Warrior III, and the translation for the Mage has alternated between Mage and Wizard, depending on the Dragon Quest title.
  6. ^ In every game except Dragon Quest VI the blue slime is encountered in the first overworld area with monsters—in Dragon Quest VII the first overland area has no monster encounters—the players explore.
  7. ^ Erdrick is known as Loto in the North American remakes of the GBC version of the first three games.[7]
  8. ^ While Wizardry and Ultima are under the broad category of role-playing video games, they are personal computer games, not video game console games.

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Further reading

External links