Editing Dragon Quest (universe)

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In 1982, {{iw|wikipedia|Enix}} sponsored a video game programming contest in Japan which would bring much of the original ''Dragon Quest'' team together, including creator [[Yuji Horii]]. The prize was a trip to the United States and a visit to AppleFest '83 in San Francisco, where Horii discovered the ''{{iw|wikipedia|Wizardry}}'' series of American role-playing games. Fellow contest winners {{iw|wikipedia|Koichi Nakamura}} and Yukinobu Chida, working with Horii, released the Enix game ''{{iw|wikipedia|The Portopia Serial Murder Case}}'' for NEC's PC-6001 in 1983; it was an instant success which set an early standard for non-traditional, open-ended gameplay. It received a free port under Square Enix's AI technology preview 40 years after its release. This style would influence many games after its release, including Enix's own ''Dragon Quest'', but also inspired other key people in the video game industry such as [[Hideo Kojima]] and {{iw|wikipedia|Eiji Aonuma}} for the {{uv|Metal Gear}} and {{uv|The Legend of Zelda}} franchises, respectively, with the former porting the game as a secret content in ''{{iw|wikipedia|Metal Gear Solid V}}''.
In 1982, {{iw|wikipedia|Enix}} sponsored a video game programming contest in Japan which would bring much of the original ''Dragon Quest'' team together, including creator [[Yuji Horii]]. The prize was a trip to the United States and a visit to AppleFest '83 in San Francisco, where Horii discovered the ''{{iw|wikipedia|Wizardry}}'' series of American role-playing games. Fellow contest winners {{iw|wikipedia|Koichi Nakamura}} and Yukinobu Chida, working with Horii, released the Enix game ''{{iw|wikipedia|The Portopia Serial Murder Case}}'' for NEC's PC-6001 in 1983; it was an instant success which set an early standard for non-traditional, open-ended gameplay. It received a free port under Square Enix's AI technology preview 40 years after its release. This style would influence many games after its release, including Enix's own ''Dragon Quest'', but also inspired other key people in the video game industry such as [[Hideo Kojima]] and {{iw|wikipedia|Eiji Aonuma}} for the {{uv|Metal Gear}} and {{uv|The Legend of Zelda}} franchises, respectively, with the former porting the game as a secret content in ''{{iw|wikipedia|Metal Gear Solid V}}''.


A few years later, Horii desired to introduce the concept of role-playing games to the wider Japanese video game audience, distilling the experience to its purest form. To this end, his team began to develop an RPG that would combine elements from the American computer games ''Wizardry'' and ''{{iw|wikipedia|Ultima}}''. These series were popular among computer hobbyists in Japan, but were deemed too difficult and convoluted for the average player to enjoy. In order to make this game more accessible than the usual computer RPG of the time, it was designed to be more streamlined and fast-paced, with a greater focus on exploration, combat, and storytelling. Horii combined the full-screen map of ''Ultima'' with the battle and statistic-oriented ''Wizardry'' screens to create the core gameplay of ''Dragon Quest''. He chose the {{iw|wikipedia|Famicom}} because, unlike arcade games, players would not have to worry about spending more money upon defeat, and could continue playing from a save point. Noted late {{iw|wikipedia|mangaka}} {{iw|wikipedia|Akira Toriyama}}, of ''{{iw|wikipedia|Dragon Ball}}'' fame, was commissioned to illustrate the characters and monsters, as well as the game's logo, which is well-known for its curved title with the letter "T" shaped like a sword (which served as an inspiration for other video game logo designs; for example, {{uv|Minecraft}}'s logo made by [https://minecraft.wiki/w/Markus_Toivonen Markus Toivonen]<ref>{{cite web|url=https://twitter.com/jnkboy/status/1352023746643685380 |title=Junkboy on Twitter |website=Twitter |date=January 27, 2021 |accessdate=January 14, 2023}}</ref>). Similarly, late music composer {{iw|wikipedia|Koichi Sugiyama}}, known for advertising jingles and pop songs, was hired to compose the game's soundtrack after he sent a postcard to Enix praising their previous work.
A few years later, Horii desired to introduce the concept of role-playing games to the wider Japanese video game audience, distilling the experience to its purest form. To this end, his team began to develop an RPG that would combine elements from the American computer games ''Wizardry'' and ''{{iw|wikipedia|Ultima}}''. These series were popular among computer hobbyists in Japan, but were deemed too difficult and convoluted for the average player to enjoy. In order to make this game more accessible than the usual computer RPG of the time, it was designed to be more streamlined and fast-paced, with a greater focus on exploration, combat, and storytelling. Horii combined the full-screen map of ''Ultima'' with the battle and statistic-oriented ''Wizardry'' screens to create the core gameplay of ''Dragon Quest''. He chose the {{iw|wikipedia|Famicom}} because, unlike arcade games, players would not have to worry about spending more money upon defeat, and could continue playing from a save point. Noted late {{iw|wikipedia|mangaka}} {{iw|wikipedia|Akira Toriyama}}, of ''{{iw|wikipedia|Dragon Ball}}'' fame, was commissioned to illustrate the characters and monsters, as well as the game's logo, which is well-known for its curved title with the letter "T" shaped like a sword (which served as an inspiration for other video game logo designs; for example, {{uv|Minecraft}}'s logo made by [https://minecraft.wiki/w/Markus_Toivonen Markus Toivonen]<ref>{{cite web|url=https://twitter.com/jnkboy/status/1352023746643685380 |title=Junkboy on Twitter |website=Twitter |date=January 27, 2021 |accessdate=January 14, 2023}}</ref>). Similarly, music composer {{iw|wikipedia|Koichi Sugiyama}}, known for advertising jingles and pop songs, was hired to compose the game's soundtrack after he sent a postcard to Enix praising their previous work.


While ''{{iw|wikipedia|Dragon Quest|video game}}'' was in development, many doubted that a fantasy series with swords and sorcery would become popular in Japan, as the more predominant fantasy genre at the time was science fiction; however, the game became an overnight sensation upon its release in 1986, thanks to advertising in the ''Weekly Shonen Jump'' magazine, which ran Toriyama's ''Dragon Ball'' at the time. This ultimately led to ''Dragon Quest'' becoming a game that took the Japanese media by storm, and opened the door for a wider variety of genres for both Nintendo's console and the gaming industry as a whole. The team immediately began work on a sequel, and the ''Dragon Quest'' series quickly became a booming franchise spanning multiple forms of media like spin-off games, novels, manga, anime, live music performances, and even a feature-length film.
While ''{{iw|wikipedia|Dragon Quest|video game}}'' was in development, many doubted that a fantasy series with swords and sorcery would become popular in Japan, as the more predominant fantasy genre at the time was science fiction; however, the game became an overnight sensation upon its release in 1986, thanks to advertising in the ''Weekly Shonen Jump'' magazine, which ran Toriyama's ''Dragon Ball'' at the time. This ultimately led to ''Dragon Quest'' becoming a game that took the Japanese media by storm, and opened the door for a wider variety of genres for both Nintendo's console and the gaming industry as a whole. The team immediately began work on a sequel, and the ''Dragon Quest'' series quickly became a booming franchise spanning multiple forms of media like spin-off games, novels, manga, anime, live music performances, and even a feature-length film.

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