Character Classes From The Dragon Quest Series - Legacy and Reception

Legacy and Reception

As of March 2011, the Dragon Quest series has sold over 58 million units worldwide and is one of the most popular video game series in Japan. All games in the main series, and its many spin-offs, have sold over a million copies in Japan and some games have sold over four million copies. 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. 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. In 2009 Horii received a special award at the Computer Entertainment Supplier's Association Developers Conference for his work on the Dragon Quest franchise.

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 at Square Enix, who has played the game since he was a child, says the Dragon Quest storylines allow players to experience a moving sense of achievement where they take the role of a hero saving the world. 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.

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

The original Dragon Quest game is often cited as the first console RPG, although many Western critics often consider Final Fantasy "more important". GameSpot called the original Dragon Quest one of the fifteen most influential games of all time and the "most influential role-playing games of all time", stating that nearly all Japanese RPGs since then have drawn from its gameplay "in some shape or form." In response to a survey, Gamasutra cites Quinton Klabon of Dartmouth College as stating Dragon Warrior translated the D&D experience to video games and set the genre standards. Several games such as Mother, Breath of Fire and Lufia and the Fortress of Doom were inspired by various Dragon Quest titles. Dragon Quest III's class-changing system would shape other RPGs, especially the Final Fantasy series. 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 starting characters maximum hit points at their initial level. Dragon Quest IV's "Tactics" system, where the player can set the AI routines for NPCs, is seen as a precursor to Final Fantasy XII's "Gambits" system. 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. Dragon Quest V also introduced the concept of a playable pregnancy. 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. 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".

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." Unlike other modern, complex RPGs, Dragon Quest on the DS retains the simple gameplay from the first game that many critics find refreshing and nostalgic. 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 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 to where you had last saved, with half of your gold on hand. When asked about criticism of Dragon Quest games, Horii says he does not mind, it means the critics played the game and he would rather know their concerns than remain ignorant.

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