Yuji Horii’s Journey To Making Dragon Quest, As Told By The Man Himself


With Dragon Quest VII Reimagined gracing the cowl of Sport Informer, and it being the primary time a Dragon Quest sport has ever carried out that, I spoke to sequence creator Yuji Horii for 90 minutes to jot down a retrospective that subscribers can learn right here. Humbly, it is a (excellent) deep dive into the creation of Dragon Quest, the event of its many sequels, how Horii feels concerning the franchise as we speak, together with the upcoming Reimagined remake, and a lot extra – for those who aren’t subscribed but, you are able to do so right here

Whereas I plan to maintain the majority of the data discovered from this interview in that retrospective, I need to get away some points of it, beginning with Horii’s journey to creating the primary Dragon Quest. Get pleasure from!

How Yuji Horii Created Dragon Quest

Horii started his profession as {a magazine} author, together with his personal column in Weekly Shōnen Soar, a well-liked manga publication. He saved up his cash and, by age 27, had sufficient to buy a pc. It was with this laptop that he started “dabbling in sport growth,” he tells me. Round that point in his life, Enix Corp, because it was referred to as earlier than merging with Remaining Fantasy maker Sq. to create Sq. Enix in 2003, hosted a sport growth contest – Horii received an award in it, “and that is truly the start of my profession as a developer,” he says. 

On this private laptop, Horii performed a sport referred to as Ultima 1: The First Age of Darkness, a primitive RPG by as we speak’s requirements however one which, when seen, may be seen as a transparent inspiration for RPGs like Dragon Quest, Remaining Fantasy, and extra. “That basically impressed me,” Horii says. He remembers considering, “If I make a sport like this, it will certainly turn out to be successful.” In contrast to Ultima, which was a PC sport, he wished to create one thing prefer it (or like Wizardry, one other sport he mentions as inspirational) for the Famicom, with its 64-kilobyte limits. Particularly, he wished to make use of Ultima’s 2D dungeon system (versus Wizardry’s 3D strategy) and mix it with Wizardry’s “character progress” (which we now name RPG parts as we speak) to create one thing new for this new Nintendo console. 

“Inside that limitation [of the Famicom], I wished to make one thing that will resonate with folks,” he says. “[…] I used to be actually fascinated by the interactive nature of laptop video games. I wished to create a sport that was actually story-focused, or had a heavy story component, as a result of that will certainly be an fascinating product.” 

That product Horii had in thoughts would turn out to be Dragon Quest, and he rapidly started working, drawing maps, cities, and even the world’s residents on paper earlier than fleshing out the primary situation in his head. Nevertheless, this preliminary basis and his laptop prowess may solely get him to date – to show Dragon Quest into an actual sport, he wanted two extra folks. 

The Dragon Quest Trio

Horii recollects how the one who would turn out to be the lead character and monster designer of the Dragon Quest sequence turned concerned. 

“[There] was a workers member [at Weekly Shōnen Jump] named Torishima-san, who was additionally the assigned editor of somebody named Akira Toriyama,” Horii says, including that Torishima informed him this Toriyama individual wished to work on a online game. Acquainted with Toriyama’s artwork, Horii reached out to him and the remainder is historical past. 

Although you may affiliate Akira Toriyama because the visionary creator of Dragon Ball and Dragon Ball Z, Toriyama is the person chargeable for the visible type of Dragon Quest. Positive, his wonderful on-paper artwork did not translate exactly into the 8-bit visuals of Dragon Quest – how may it? – nevertheless it created the vibes (and a few superb field artwork, too), and people vibes run like blood by means of the sequence, even as we speak, greater than a yr after Toriyama’s premature dying

Simply as essential to the Dragon Quest puzzle as Horii and Toriyama is Koichi Sugiyama, who, previous to Dragon Quest, was already famend outdoors of video games for his work in motion pictures, TV, anime, and different fields. 

Again within the ’80s, Sq. launched a Shogi (Japanese chess) sport and afterward, it despatched out a survey postcard to everybody who bought the sport. Sugiyama responded to it, saying he was an enthusiastic participant. Individuals all through Sq. took discover – “Is not this man a well-known composer?” Horii remembers considering. Horii and the group used the chance to talk to Sugiyama and get him concerned in Dragon Quest, and once more, the remainder is historical past. Sadly, Sugiyama died in 2021 on the age of 90, however like Toriyama’s artwork, his music outlined a crucial side of Dragon Quest, and I think about it would proceed to take action lengthy after his dying. 

The First Quest

Dragon Quest launched on the Famicom in Japan on Could 27, 1986, and it hit the Nintendo Leisure System in North America three years later in 1989…besides with a brand new title: Dragon Warrior. 

“Method again then, when it initially launched outdoors of Japan, we weren’t ready to make use of the title Dragon Quest; we needed to do Dragon Warrior,” Horii says. Should you have a look at the U.S. field artwork for Dragon Warrior, you’ll discover it options field artwork totally different from the Japanese launch, too; noticeably, with out Toriyama’s artwork.

Dragon Quest is arguably the quintessential JRPG, a time period some Japanese builders have balked at, however one Horii gladly accepts. It’s a 2D fantasy sport with a protagonist named Hero who should save the world by defeating monsters and evil in turn-based fight. “I’m simply actually comfortable to see everybody really feel that means and have this sentiment towards the Dragon Quest sequence as an entire,” Horii tells me when requested about Dragon Quest’s place within the halls of RPG greats. “Attaching that story component to an RPG was thought of a recent perspective on the time, and I believe that’s what actually made Dragon Quest stand out from different sport titles.”

Dragon Quest, the primary official Japanese model, has offered 1.5 million copies, based on this sourced Fandom chart, with Dragon Warrior promoting roughly half one million copies. 

With Dragon Quest’s success, the group formally started working on its first-ever sequel, Dragon Quest II: Luminaries of the Legendary Line, although Horii tells me he was already engaged on it earlier than that greenlight; in actual fact, the group was busy making DQII earlier than the primary sport even launched, “so I assume yeah, we had been fairly assured.” 

I spoke to Horii about DQII and the remainder of the sequence’ sequels, however to examine his ideas on these video games, you will want to take a look at my full Dragon Quest retrospective right here


Dragon Quest VII Reimagined launches on February 5 on PlayStation 5, Xbox Sequence X/S, Swap 2, Swap, and PC.

Whereas ready for its launch, try this text breaking down every little thing within the Dragon Quest VII Reimagined challenge of Sport Informer, and you should definitely subscribe right here if you have not but to entry the Dragon Quest VII Reimagined cowl story, our deep dive into Dragon Quest historical past with creator Yuji Horii, and a lot extra. Listed below are another tales to take a look at:

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