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

November 20, 2025
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With Dragon Quest VII Reimagined gracing the quilt of Sport Informer, and it being the primary time a Dragon Quest sport has ever carried out that, I spoke to collection creator Yuji Horii for 90 minutes to put in writing 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 in regards to the franchise at the moment, together with the upcoming Reimagined remake, and a lot extra – in case you 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 wish to get away some features of it, beginning with Horii’s journey to creating the primary Dragon Quest. Take pleasure in!

How Yuji Horii Created Dragon Quest

Horii started his profession as {a magazine} author, together with his personal column in Weekly Shōnen Leap, a preferred 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 known as earlier than merging with Last Fantasy maker Sq. to create Sq. Enix in 2003, hosted a sport growth contest – Horii received an award in it, “and that’s really the start of my profession as a developer,” he says. 

On this private laptop, Horii performed a sport known as Ultima 1: The First Age of Darkness, a primitive RPG by at the moment’s requirements however one which, when seen, might be seen as a transparent inspiration for RPGs like Dragon Quest, Last Fantasy, and extra. “That basically impressed me,” Horii says. He remembers pondering, “If I make a sport like this, it’ll certainly turn into a success.” Not like 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 development” (which we now name RPG components at the moment) to create one thing new for this new Nintendo console. 

“Inside that limitation [of the Famicom], I wished to make one thing that may resonate with individuals,” 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 aspect, as a result of that may certainly be an attention-grabbing product.” 

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

The Dragon Quest Trio

Horii remembers how the one who would turn into the lead character and monster designer of the Dragon Quest collection grew to become concerned. 

“[There] was a employees member [at Weekly Shōnen Jump] named Torishima-san, who was additionally the assigned editor of somebody named Akira Toriyama,” Horii says, including that Torishima advised him this Toriyama particular person wished to work on a online game. Conversant in Toriyama’s artwork, Horii reached out to him and the remaining is historical past. 

Although you may affiliate Akira Toriyama because the visionary creator of Dragon Ball and Dragon Ball Z, Toriyama is the person accountable for the visible type of Dragon Quest. Certain, his glorious on-paper artwork didn’t translate exactly into the 8-bit visuals of Dragon Quest – how might it? – but it surely created the vibes (and a few superb field artwork, too), and people vibes run like blood by means of the collection, even at the moment, greater than a yr after Toriyama’s premature demise. 

Simply as essential to the Dragon Quest puzzle as Horii and Toriyama is Koichi Sugiyama, who, previous to Dragon Quest, was already famend exterior 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. Folks all through Sq. took discover – “Isn’t this man a well-known composer?” Horii remembers pondering. Horii and the workforce used the chance to talk to Sugiyama and get him concerned in Dragon Quest, and once more, the remaining 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 can proceed to take action lengthy after his demise. 

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. 

“Approach again then, when it initially launched exterior of Japan, we weren’t in a position to make use of the title Dragon Quest; we needed to do Dragon Warrior,” Horii says. For those who have a look at the U.S. field artwork for Dragon Warrior, you’ll discover it options field artwork completely 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 blissful to see everybody really feel that manner and have this sentiment towards the Dragon Quest collection as an entire,” Horii tells me when requested about Dragon Quest’s place within the halls of RPG greats. “Attaching that story aspect to an RPG was thought of a recent perspective on the time, and I feel 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, in accordance with this sourced Fandom chart, with Dragon Warrior promoting roughly half 1,000,000 copies. 

With Dragon Quest’s success, the workforce 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 truth, the workforce 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 collection’ sequels, however to examine his ideas on these video games, you’ll 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 all the pieces within the Dragon Quest VII Reimagined situation of Sport Informer, and you’ll want to subscribe right here in case you haven’t 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:

Supply: Sport Informer


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