Official Nintendo Magazine (ONM) Retrospective Series
ONM interviews Dragon Quest Creator Yuji Horii, Dragon Quest composer Koichi Sugiyama, and Dragon Quest IX producer Ryutaro Ichimura.
Issue 58 August 2010
FEATURE: ENTER THE DRAGON
Gurg Note: Some minor text has been edited out for readability
ONM Travels to Tokyo to meet the fathers of Dragon Quest and find out how the 24-year-old series is gearing up for the 21st century.
When invited on a press trip, ONM is pure business. Armed with business cards, dictaphone and ten pages of probing questions, we stride into Square-Enix’s Tokyo HQ ready to give Team Dragon Quest the grilling of their lives. Turns out they want to talk about a grilling of thier own, specially beef. Yes, we’re sitting face to face wih the geniuses behind games that have sold 53 million copies to date and we’re talking about beef. Roast beef and Yorkshire pudding to be precise. Koichi Sugiyama, the series’ composer, says the dish is a favourite of his, last eaten when he came to the UK to record an album with the London Philharmonic Orchestra. At 79 years old - a rare age in this relatively young industry - he is sprightly and mischevious. He can talk meats all day.
Of course, we’ve got more to discuss than the pros and cons of Aunt Bessie’s puds. To Sugiyama’s right is series creator Yuji Horii, 24 years younger but still one of Japan’s most revered gaming elders. As creator, designer and writerm Horii is the daddy of Dragon Quest. It’s evident from the gaggle of Square-Enix underlings sitting around the edge of the room, hanging on his every word. Even Ryutaro Ichimura, producer of Dragon Quest IX: Sentinels of the Starry Skies, seems in awe . During our interview he defers reverentially to the creator; since Horii has spoken there is nothing more to be said. Hey, 53 million sales will earn you that kind of respect. We’re here to find out how Horii and his friends intend to increase that figure in the west.
The Start Of Something
Dragon Quest IX is the subject of day, but before we start we ask Horii what he considers to be the essence of Dragon Quest, the fundamental idea that has powered 24 years of role-playing success
Much of Dragon Quest’s accessibility stems from recognition. Over the nine games (as well as 40 ports, remakes and spin-offs) certain visual and audio motifs have remained unchanged. Think of the churches where you save or the parping jingle that plays upon levelling up. They offer us soothing familiarity - and Horii agrees.
Sugiyama - who composed many of the game’s first jingles way back in 1986 - sees his ditties as part of a Dragon Quest “language”. He explains that
Can they ever be changed? Or is there a secret Quest rulebook to be obeyed? Sugiyama points to a nearby stuffed Slime.
That sounds like a ‘no’ to any changes then.
The Art Of The Matter
Talking of Slimes, there is one key figure missing from our interview panel: acclaimed manga artist (and Dragon Ball creator) Akira Toriyama. Responsible for character and monster design - and all that cosplay-resistant angular hair - he is the final member of the Holy Dragon Quest trinity. Horii, Sugiyama and Toriyama were there from the start. We joke that the new character creation aspect of Dragon Quest IX has put Toriyama out of a job. There are stern faces all around and a quick rebuttal from Ichimura.
Okay, no more jokes
If the music, art and accessibility are the untouchable elements of Dragon Quest, we wonder what Horii’s specific intentions were for Dragon Quest IX. He tells us that the host platform played a big part.
We find it interesting that the first thing that comes to Horii’s mind is the multiplayer - while Wi-Fi is at the heart of many of the best DS games, we wouldn’t exactly call it the handheld’s trump card. But as it turns out, Horii’s opinion of the device is shaped by another ONM favourite.
he reveals.
A New Beginning
Although we’ve killed Slimes on DS before - thanks to the excellent ports of Quests IV and V - this is the first Quest designed afresh for the handheld. Considering the last game was on the technically superior Playstation 2, how hard was it to get thier heads around a less powerful device? Ichimura is refreshingly frank about the task.
Not that the team didn’t manage it, of course.
And a spare thought for the poor composer Sugiyama. Having previously written a fully orchestral PS2 soundtrack, he found himself with a one-way ticket back to MIDI-Land. He took it with good humour.
Showing how in tune (sorry) he is with IX’s epic scope. Sugiyama adds that
To the team’s credit, Dragon Quest IX is a technical marvel. But, perhaps more interesting is how Horii balances the epic sweep expected from a Dragon Quest with the portable nature of the DS. This is, after all, the first Quest not designed to be played at home in long stretches -
says Horii. He seems to have relished the opportunity.
Having lost several weeks to our office copy, it’s all too easy to believe.
Fairy, fairy, quite contrary
Gurg Note: This is in a sidebar next to the main copy, but I’ve stuck it here because its funny.
The cutest controversy in gaming…
Having bought four million copies of the thing, you could say the Japanese are a tad keen on Dragon Quest IX. But looking at the user reviews on Japanese Amazon paints a different story. Days after launch the website was inundated with one-star reviews. The main point of contention? Sweet fairy sidekick (and part-time train conductor) Stella. The lack of an epic narrative also got teeth a-grinding, but it’s the ditzy imp who absorbed most of the ire. Many found her “annoying” and “childish”, while others were simply confused about her strange tan. (Gurg Note: Her design is inspired by the 1990s japanese youth fashion trend Ganguro) Our favourite review asks “would such a strange tan really exist in idyllic medieval times?” We put the question to Yuji Horii. After a dirty laugh he replied,
And there you have it.
Telling The Story
As he’s the writer, we’re also curious to find out from Horii how he crafts a portable tale. It’s built from lots of mini, time-friendly story arcs (you collect seven mystical fruits, each with its own problematic scenario), and we’re surprised to hear this is more down to technical limitations than anything else.
Thats’s us told. No more Newsnight Review over-analysing for ONM, then. Undeterred, we continue to probe.
Traditionally, Dragon Quest plops you in the boots of a predefined character. By letting us carve out our own heroes, doesn’t Horii lose control of how the story might work?
he says, as ONM breathes a sigh of relief.
He’s clearly not seen ONM’s pink-haired, dead-eyes minstrel running around in only his pants.
One of our personal IX highlights (and it was the same with the recent IV and V) has been the rowdy localisation. Each region is roughtly based on a British dialect, from gruff northern Scots to mountain-dwelling Welsh. The game’s been localised for the west, but Horii says the style exists in the Japanese original.
adds Sugiyama.
Advanced Wars
Of course, there is one language that is universal: putting your fist in another person’s face. No translation needed. Having eagerly followed Dragon Quest IX’s development from its early days, we remember when real-time action was on the cards. The game now sits in our DS aaaand… there’s no real-time combat. What happened, Horii?
Talking of patience, we can’t resist asking Mr Sugiyama a question that goes through the head of every RPG fan at some point: how do you write a combat theme, likely to be heard tens of thousands of times, that doesn’t send players loopy?
Sounds like a pain. Sugiyama agrees.
Family Values
Hearing Sugiyama talk about a life’s work, we’re reminded just how long the men before us have been living in the world of Dragon Quest. In this light, IX’s new Wi-Fi co-op play has a particularly poignant role for Horii.
Youthful Ichimura was one of these children –
he admits. So how does it feel to shape the series now?
If there’s one thing that we’ll take away from the trio, it’s just how head over heels in love with the game they make. Twenty-four years is a long time to spend up to your elbows in Slimes, priests and potions, yet they all speak wit a puppyish enthusiasm. Ichimura builds the games he loved as a child. Sugiyama travels the world, playing the music and eating batter products. Horii admits to visiting games’ hangout Akihabara and, unbeknownst to the fans with their 200-hour save files, playing with them.
he says with a cheeky glint in his eye.
Having opened our interview with the essence of Dragon Quest as a whole it seems right to ask Horii what he wants us to take away from IX. Summarising a 500-hour experience is no small task and it’s testament to the clarity of his vision that he speaks quickly and with confidence.
We have no beef with that.+
END OF TEXT
Gurg Note: So just some context: ONM was my magazine of choice as a child. From around issue 35 all the way to the last one, every month I was ecstatic to jump into the world of video games and learn about the best, the worst, the stories of the developers, and what was to come. This interview didn’t really stand out to me as a kid because, although I wanted to play DQ IX, I could only get like 3-4 video games a year and this was not high on a list with Monster Hunter Tri and (saddeningly) Metroid: Other M. But I digress, after a brief nostalgic episode I’ve decided to re-read the 20 or so issues I still have and archive interesting things from them, so here is the first. I picked this one for a few reasons, the main one being its source material. Im not a DQ fan, Ive only played a little of 9 so I was just curious about it anyway. But after reading through and seeing the answers, I found the content still very relevant to today, and an interesting account of the development of this game, what DQ means to the developers, how they implemented multiplayer and so on. DQIX was very different from VIII so the developers had a lot of challenging work to get through. Additionally, I couldn’t find this interview online. ONM have some enlightening questions for the trio, so enjoy and email me (mail@ghuth.co.uk) if you have or see any issues of ONM you don’t want anymore ;).