16-Bit Gems - #30: Rise of the RPG - A History
Roo presents a retrospective on the history of the video Role-Playing Game - running from tabletop wargames up through Dragon Quest and Final Fantasy - and discusses their impact on the genre as a whole. Learn about the major players - including Gygax, Garriott, Woodhead, Horii, Sakaguchi - and how their efforts led to the 16-bit RPG renaissance.
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Closed Caption:
yeah
like many other video game series
recently Dragon Quest celebrate its 25th
anniversary in 2011
while any of these games are certainly
worthy of their own retrospective
I like to take some time to talk about
the events that led up to the birth of
this venerable series and what the
series itself really represents the rise
of the modern role-playing game
that may seem unnecessarily a grand
izing but it's true
the Dragon Quest series created an
entirely new sub-genre of RPG the
japanese role-playing game also known as
the console role playing game in perfect
terms that nonetheless capture the
characteristics of these titles
this in turn exposed millions of people
worldwide to RPGs for the first time and
set in stone many conventions used to
this very day
in addition the original dragon quest
directly led to an RPG boom in Japan
that spawned true juggernaut of the game
industry including the final fantasy and
pokemon series this boom alone gave the
genre enough life to sustain it until
the Western RPG renaissance of the late
nineties greatly expanded its reach
but how does all this relate to 16-bit
James
well take a look at the top 50
best-selling titles worldwide for any
given video game console which one has
the most RPGs nes ps2 certainly not the
n64 the super nintendo wins hands down
with 13 titles only the nintendo dsi
comes somewhat close with nine but
that's only because so many 16-bit RPGs
were remade for the system with classics
like Final Fantasy 6 Chrono Trigger and
earthbound
I think most everyone would agree that
the 16 the error was a golden age for
JRPGs a time when development house is
focused all their talent on these
relatively simple two-dimensional games
allowing more resources to be allocated
to gameplay writing and music and it all
began with dragon quest but I'm getting
ahead of myself
let me guide you through the groundwork
that culminated in the rise of the RPG
looking back
the very first video game RPGs were
naturally based off of the most popular
tabletop RPG of all time
dungeons and dragons which was
officially released in 1974
looking back even further dnd has its
roots in tabletop miniatures war games
like tactics to which was published by
avalon hill in 1958 gary gygax and Dave
Arneson developed dnd over the course of
several years
by weaving together homebrew rules that
they developed for miniatures war games
with a sword and sorcery setting
inspired by the works of robert e Howard
among others the real innovation here
was the focus of play
narrowing down from armies to small
bands of adventures while gygax an
artisan enjoyed moving arms around the
battlefield they desired a method to
play out the stories of the individual
heroes that might make up those armies
thus D&D catified a set of rules that
let players create a relatively small
party of characters and take them out on
fantastic adventures as the first
tabletop RPG with any sort of wide
commercial release
dnd established conventions that still
define the genre experience points
levels vital stats hitpoints classes
interchangeable weapons and armor these
rules can still be seen in virtually all
RPGs today whether they're played on the
dining room table or over the Internet
and in fact these conventions can be
considered vital to the very definition
of an RPG no dnd was by nature
open-ended and required a human brain to
control the world and all the non-player
characters within it
it didn't take long for fans with
computer programming expertise to try
their hand at the software version of
the game that they loved the earliest
examples actually come from 1974 the
same year the dungeons and dragons was
released
these include D&D all small case letters
which had character stats and a level up
system based on experience points as
well as dungeon which allowed players to
create a whole party of adventurers
these were obviously very rudimentary
programs built using mainframes at
Southern Illinois University and
Claremont Graduate University
respectively
but they showed the first glimmer of
life for video game RPGs and their
contributions shouldn't be ignored
several the Indian spired homebrew games
were created throughout the seventies
generally on mainframes that were
network between universities and other
such institutions that could afford the
expense
unfortunately a lot of these early
attempts have been lost to the either
since administrators were known to
delete such games as unnecessary waste
of resources
each of these games were underground
successes at least locally but by their
very nature will preclude it from
escaping the constraint of mainframe
networks and becoming hits in the
outside world
however the rise of the personal
computer meant that those limitations
didn't last long
one of the first video game RPG is
released for the home computer was a
kallah Beth created for the Apple 2 by
richard garriott around nineteen
seventy-nine who was in high school at
the time
it was initially a project inspired by
weekly D&D sessions that he ran as well
as the works of JRR tolkien in fact the
name of Calabasas comes from the story
of the same name in tolkien's
silmarillion the central mode of
gameplay in a kallah bath
featured a wireframe first person
dungeon crawl but it also switched
perspectives to a top-down view when
traveling on the overworld map
in addition players had stats such as
strength and dexterity which can be
raised depending on how many monsters
they slew in the dungeon
there were weapons and other gear
available and you had the choice of
playing as either a fighter or a Magi
rudimentary class selection capabilities
as you can see though the game lacks
sophistication certain elements of the
indie or successfully brought over and
set in the burgeoning world of video
games rpgs after selling some floppy
disks at a local computer store
the game was eventually picked up and
distributed by the california pacific
computer company selling 30,000 copies
this meant it was successful enough to
spur sequels and spur it certainly did
Gary it released an indirect successor
ultima in 1981 and Ultima to in 1982
while not technically true sequel to a
kallah bath
these games expanded quite a bit on the
proto RPG gameplay that Gary initially
developed the top down over world
perspective is kept intact
however great strides were made visually
with the integration of tiled graphics
gone were the sparse overhead maps of a
caliber of the world actually started to
resemble the fantasy setting it was
based off of
furthermore movement was made simpler by
allowing single key strokes to control
the character as opposed to a parser
scheme where you had to type out the
direction of each movement
meanwhile in a mirror of the final
fantasy dragon quest economy that later
played out in the console realm ultimate
quickly found arrival in the equally
influential wizardry series in the late
seventies Robert woodhead collaborated
with norm and Fred Sarah tech jr who
bankrolled a seven thousand dollar Apple
to in order to develop something that
all aspiring computer programmers dream
of business software specifically a
mailing program to help Woodhead's
mother with her novelty business but
after seeing the excitement generated by
the program at the trend computer show
the group created their first computer
game a space-based war game called
galactic attack this old well enough to
convince Fred 0 text senior to put up
capital for a new company sir tech would
head and a fellow cornell alum and
greenberg use the new funding to develop
an apple version of a game that they
both played in college
an RPG called dungeons of despair
however after a threatened lawsuit from
gary gygax himself
supposedly over the use of 2d words in
the title
the name was changed to wizardry proving
grounds of the mad overlord
another independent author to benefit
from this short-lived cash bonanza is
Robert Wood head designer of wizardry a
best-selling fantasy role-playing game
inspired by dungeons and dragons
we're wandering out a car here when
right corner
that's a door to face it we kick through
again the counter and a little pointer
changes to a sword to tell you what you
got released in 1981 wizardry set itself
apart from Ultima in several ways
first off it was very much a dungeon
crawl with the game consisting of ten
progressively more difficult levels
there was a story but it didn't factor
too much into the game play at all true
ultimate wasn't exactly like playing
through a deep fantasy novel but here
even less so
however the layout was much more
intuitive and graphically impressive
including colorful monster graphics a
large portion of the screen give the
player relevant information while the
top left corner create a first-person
perspective of the dungeon
not unlike a caliber one important step
forward was the implementation of a
party of characters as opposed to just
one like in the first couple Ultima
games and the dnd pedigree is apparent
in full force here when it comes to
choosing said party
you can create up to six characters
choosing their race class and alignment
there are even elite classes available
after your characters meet certain
prerequisites development that's often
found later in RPGs and though players
might feel overconfident with this
wealth of characters at their command
the game was punishing if your whole
party died there was no way to pick up
where you left off
it was back to the beginning with
wizardry also wound up selling 30,000
copies which made it commercially
successful but more importantly it was a
critical hit
publications like computer gaming world
praised its polish while only mildly
chastising it by proclaiming it a
difficult
hardcore game which was almost a badge
of honor for the designers
while not an expansive game was
reintroduced some important staples of
the genre and the series soft you
overall changes in its direct sequels
wizardry to in 1982 and Wizardry three
in 1983
we're certain found a formula that
worked and stuck with it
richard garriott became famous for
constantly tinkering with his singles
refusing to use the same game engine in
each successively numbered ultimate game
in one famous example when he created a
sequel to ultimate seven using the same
engine
he titled it ultima 7 part two as
opposed to the less insane ultimate
eight
thus when ultimate three arrived on the
scene in 1983
everything was changed as the first game
published by origin systems a company
co-founded by garriott also three
borrowed the best aspects of photo RPGs
before it in order to create what many
consider the first modern video game RPG
most striking is the inclusion of a
party of four characters instead of just
one
Garriott himself has admitted that
wizardry influence this change the
combat system is also switched up in its
place is a separate top-down battle
screen where party members can move
around and battle multiple monsters of
once this difference required players
develop much more complicated tactics in
order to successfully wield the variety
of spells and weapons at their command
in addition there was one very important
change that kept ultimate three from
being just another dungeon crawler the
plot was much more relevant to gameplay
and dungeons were integrated into the
story
no longer disjointed action points
thrown in seemingly random the story was
tightened up in the sci-fi elements of
the first two ultimate switch never
really meshed well with the setting were
gone
he actually had to talk to people and
logically piece together clues in order
to proceed toward the ending this
fleshed out the role-playing experience
bringing it a step closer to playing an
actual game of Dungeons and Dragons in
reality there were many games that
influence the burgeoning video game
industry to get to this point
temple of apps i rogue tunnels of doom
if you're interested in a more
exhaustive survey of early computer RPGs
i urge you to check out dungeons and
desktops by Matt Barton but generally
speaking it was the ultimate and
Wizardry series that held the most cloud
early on and gave birth to the modern
video game RPG and it's from this point
where our story moves across the Pacific
the Land of the Rising Sun
in 1975 the e dan show
e ab 0 seconds I don't suppose you
I don't you both shoe I don't suppose
you are - ooh alright in 1975 the
adventure bo shu service center was
founded in Japan the company's founder
yeah Secutor Fukushima was actually an
architect by training but also a shrewd
businessman with a wide per view in
nineteen eighty he created a
wholly-owned subsidiary of the service
center named I Donncha realty which
published real estate tabloids
however the initial business plan didn't
gain much traction and a planned
nationwide rollout of storefronts fell
apart after living in America for some
time he saw opportunity in establishing
a software business after noticing their
proliferation overseas
therefore in 1982 he restructured I don
t realty into a software company and
renamed it
phoenix portmanteau of a maniac the
world's first digital computer and the
mythical Phoenix symbolizing the initial
companies destruction and rebirth
there was only one problem fukushima was
not a programmer Norteno any
professional programmers
so he pulled the Zuckerberg 20 years
before it was cool and scouting for
talent by holding a programming contest
well in reality fukushima borrowed the
idea from the manga or Japanese comic
industry which frequently scouted for
new artists via a series of manga
competitions offering the winners cash
prizes
thus the Phoenix game hobby program
contest was born with million yen prizes
for the top three winners and it was
this idea that started to lead Japanese
RPG design down a separate path from
that of the Americans Phoenix advertise
its contest
not only in computer magazines but among
the publications as well
as a result when American game companies
at the time were generally formed around
computer hobbyists Phoenix also hired
and was influenced by manga enthusiasts
300 programs were entered into the
contest but in the end the winners were
20 maudite to eat Nakamura and you
jihadi the last of which was already a
freelance writer for shonen jump a
popular weekly manga magazine
fukushima did his best to commercialize
the wedding programs and in addition to
production and promotion related
arrangements
he attempted to instill a commercial
mindset in his developers put in
non-business walk speak
fukushima drop of his publishing
background and in a similar vein to the
publisher writer relationship
phoenix help cement the concept of
royalties between a game company and its
contractors in fact that we may think of
several video games as created by enochs
the truth is that virtually all the
games that they published were created
by outside studios quintet tri-ace even
the first 5 Dragon Quest games were
developed by an outside company called
chunsoft and the ones after that by
heart beat heart a Piazza and level 5 in
the opinion of you jihadi Phoenix is
royalty system was their most important
contribution to the industry
thus in 1983 Phoenix began releasing
game's first for the pc then the fommy
com that were developed by the three
winners the titles themselves make
hardcore enix fans not in reference love
match tennis
door door and the serial murders at Port
Pierre the last of which was an
adventure game influenced by Sierra's
mystery house for Peter became one of
Phoenix's first hits after he wrote an
article in shonen jump
introducing the concept of the adventure
game two large swathes of the Japanese
people for the first time by 1985
Nakamura and he had become addicted to
our old friends from five minutes ago
ultima and Wizardry especially ultimate
but especially wizardry
the game had attracted a dedicated fan
base in japan and the duo started to
ponder what it would take to create a
similar game for the farmweek on their
thinking when as such
wizardry and ultimate were popular
amongst pc owners who at the time or
virtually all techies and predisposed to
enjoy statistic heavy gameplay but these
titles were likely to arcane to have
mass appeal to the family comms audience
which even by this early . consisted of
millions of people most of whom are
children
add to that the phone becomes relatively
simple input device at least compared to
a pc and it was determined that in order
to bring the RPG to the masses
everything needed to be streamlined in
essence turn this into this
the developer for this game would be the
aforementioned chunsoft a small company
founded by Nakamura in nineteen
eighty-four while he took over the
programming duties he got to work on
design his central focus was to make the
role playing aspect of the RPG integral
players were made to feel that they were
the character of a lone warrior set out
to rescue the princess and defeat the
bad guy
the story such as it was was brought to
the fore over the technical aspects of
the game
in contrast to the early wizardry titles
meanwhile the editor of shown in jungle
himself a fan of video games arrange to
have the magazine's popular manga artist
akira toriyama who is also known for
some small pet project
dragonballz or something like that join
the team as an illustrator for this new
type of RPG though the a bit famicom was
limited when it came to dealing with his
colorful characters in the game
it did brighten things up considerably
compared to the generally black
backgrounds ultimate in addition to
Yama's artwork on the cartridge and in
the instruction manual gave the game a
colorful manga feel that brought
familiarity to the japanese player and
engage their imagination take the
smiling teardrop shapes lime please
usually the first and me'll mean any
dragon quest game though hoodies initial
concept was influenced by a slime like
creature and Wizardry
Tony Armas take made an icon in Japan
his influence is one of the main reasons
that character design across many JRPGs
strays from the tokine esque roots of
Western RPGs
yeah
for the game's music the team turned to
a classically trained composer named
muchi sugiyama phoenix was actually
contacted by Sobe ama be a questionnaire
postcard that was included with each
copy of shogi HS variant that Phoenix
had released for the pc a producer
phoenix recognized his name and asked
who is the same sugiyama that created
musical scores for TV programs after
confirming he was super Emma was brought
on board to compose the music for this
new RPG his grandiose style used strong
regular rhythms with lots of forms of
drugs
mimicking marches and search
consequently the game's music would have
more weight and pump than most any fommy
com title before
meanwhile he got to work on streamlining
the gameplay of the Western RPG and
adapting it for Japanese audiences
the game had one silent player character
in a fantasy medieval setting who
ventured out to save the kingdom from
evil which was accomplished through
getting gold to buy equipment and
experience to level up and learn spells
though there were stats
you didn't get to choose or roll them at
the start of the game
in addition there was no choice of
alignment class party members or plot
direction
there was an overworld a concept
borrowed from Ultima with random first
person enemy encounters like in wizardry
that led to a separate battle screen
with a simple for command menu
the story was central but linear open
and gameplay of the Ultima series was
abandoned in order to help focus the
plot
secrets are unlocked by talking the
town's bulk and following the clues in
the end dragon quest may have been a
simple game but it was a groundbreaking
experience what his intentions are
probably best illustrated through his
own words
game controller ago mean they were
arguments that gable design stay to talk
you up
chromo intense Jericho net cream oh
don't nothing contrast to the current de
Guiche night show
haha channel machine country book that
you are controlling no sheep I jock and
I all finishing their pushing this
monkey who are you couldn't you need to
contact any more first
e game or so critical to this
now there now you're more contour more
simponi to create a new this sketch
because often action haha sounds like
shit
- game real machine into this with those
guiding principles in mind all the parts
were put together and dragon quest was
released on May 27 1986 to poor sales
after all as many western game companies
would soon discover attracting an
instant audience to a new genre as
complicated as the RPG is no easy task
even if the product has been streamlined
luckily shonen jump who had Phoenix is
back 40 wrote a series of articles
introducing it's 4.5 million readers to
the concept of the RPG and specifically
to Dragon Quest
that did the trick and sales picked up
well that's a bit of an understatement
the sales grew legs and run a freaking
marathon twice the familiar manga style
and relatively easy to learn gameplay
appeal to Japanese adults as well as
kids and over 1.5 million copies of the
game were sold
consequently shonen jump pose
circulation rose to six million copies
per week thanks to its multiple dragon
quest tions as a result
Dragon Quest became one of Japan's
biggest video game franchises and you
jihadi was a household name
no seriously household ask an American
who personifies various entertainment
media and you might get Spielberg with
movies or hansen with music in Japan you
jihadi is video games even should get
over a moto does not reach heights
there is simply no analog an American
video gaming culture
capitalizing as quickly as its little
team could code in its released dragon
quest to less than a year later in
january of 1987
it was a direct sequel and was very
similar to dragon quest but with more to
the game more party members or subplots
more equipment more spells where enemies
more world to explore but the basis of
the game was unchanged focus was on
enjoying your role in this fantastic
world not tweaking out your characters
are mastering every dungeon over 2.4
million copies were sold in Japan
dragon quest 3 was a prequel to the
first two games but far exceeded the
scope of either of its predecessors
with class selection numerous sub box
and two large worlds to explore it
quickly became one of the most
anticipated titles for the famicom when
it was released on Wednesday
februari tenth 1988 schoolchildren and
office workers alike were waiting in
line to buy their copy and shortages
about the mania was such that a very
stubborn rumor was born of it
supposedly the co chi or legislative
body of Japan decreed that all future
Dragon Quest games had to be released on
a sunday or national holiday in order to
prevent the country from essentially
shutting down
it makes for great video game lower but
it's sadly true regardless it was a
smash hit
selling almost 3.8 million copies in
japan to put that in perspective
Super Mario Brothers 3 sold four million
copies after his release
later that year the Japanese have a
tendency to shorten the names of popular
items into single bite sized words such
as pokemon fommy com or anime henceforth
Dragon Quest became such a phenomenon
that it was dubbed the walkway and
became synonymous with any RPG at the
time
similar to how American parents might
have yelled at their kids to stop
playing that damn mary 0 meaning any
platformer after making the japanese
market to use a business term it's bitch
phoenix turned its eyes toward North
America with the nintendo entertainment
system had recently become a smash hit
on his own
since Phoenix didn't have offices in
America nintendo published the game
itself and they spent a lot of effort
and translating this game going as far
as instituting a faux Elizabethan style
script
there were other upgrades as well
including better graphics battery back
save feature as opposed to the original
password safe and a more manageable menu
system but the name had to be changed in
the West due to a copyright conflict
with a tabletop RPG also named dragon
quest and ironically owned by tsr the
company co-founded by gary gygax that
also printed D&D Dragon Warrior launched
on the nes in august of 1989
- tepid praise and sales nintendo had
gone out on a limb by producing hundreds
of thousands of copies of the game
including full-color Maps and strategy
guides to help introduce kids to the
world of RPGs but without a shonen jump
to spur hype many copies of the game
remained on store shelves
nintendo had to find the best analog
they could for the popular manga
magazine in America
phoenix already had plans to localize
Dragon Quest 2 3 and the recently
released for so Nintendo decided to go
for broke and had a nintendo power give
away free copies of Dragon Warrior with
every new or renewed subscription in
late nineteen ninety four twenty dollars
you can get 12 months of nintendo power
a 50-dollar game and a bonus an app for
the nes version of Dragon Warrior -
overall the promotion was very popular
as giving away free nintendo games
tended to be at the time
nintendo power attracted half a million
new subscribers and even today many
people fondly remember how Dragon
Warrior introduce them to the concept of
RPGs
however that didn't really translate
into sales for the game sequels
some people blame games like The Legend
of Zelda stealing his thunder
which looks similar graphically but
implemented a lot more action than the
menu late and Dragon Warrior leaving
kids disappointed
others blame the fact the Dragon Warrior
was already a three year old game by the
time you made it to the west
despite the upgrades it was overshadowed
by more technically impressive games on
the market such as another JRPG that was
released in north america right around
the same time as the Nintendo Power
promotion of Dragon Warrior in 1990
which makes a completely unplanned a
great segue to the next part of our
story
since when it comes to discussing JRPGs
there are two colossi in the room and
I'd be remiss to not mention the other
one here
it was right around this time that a
small Japanese development studio names
square got to the RPG game
hidden oh boo sakaguchi was a university
student in 1983 when he quit to join
square at its inception back when it was
just a new games division of den you a
larger software company in a few years
square broke off and became its own
entity with sakaguchi as its senior game
designer and head of the so-called
square 18 which was responsible for
original cartridge games
the pairing was beneficial for both
parties with sakaguchi developing some
moderately successful action oriented
titles for the famicom including a game
known to the West as rad racer
however by 1987 sakaguchi grew tired of
these action titles and was ready to
leave the company in order to finish his
degree but like woody
he was a fan of wizardry and with the
success of Dragon Quest sakaguchi
convince the president of square to let
his last game be an RPG supposedly since
this was supposed to be his final
project with square
he named it final fantasy luckily she
decided to emulate the simpler gameplay
of dragon quest to a degree but wanted
to create a contrast with everything
else in the game specifically giving his
team members that directive
first there were multiple characters in
the party blank slates with selectable
classes and under composer Nobuo Uematsu
the Games soundtrack would be much less
bombastic and more orchestral marches
with horns would give way to sweeping
melodies with stringed instruments or at
least as reasonable facsimile as the a
bit funny comedy
reduce final fantasy would have a more
adult
maybe she or lonely tone to it speaking
to the striking contrast with dragon
quest style
Watson has said let's wash kanako social
game of a dragon quest all taking auto
monastery she prolly master joshua and a
job over this
sugiyama sunny Johnny why do I keep our
sin call back
to complete this lonely style yoshitaka
amano well known for the film vampire
hunter d was brought on board to lead
the art direction again
the style is rather different from
toriyama is more playful dragon quest
characters but still miles apart from
the dnd and Tolkien inspired art used in
western RPGs
once the team was assembled work could
begin while developing the scenario
sakaguchi looked at dragon quest and saw
its plot as overly formulae 'ok again
he went out of his way to create a
contrast the main goals of dragon quest
to rescue the princess and defeat a bad
guy threatening the kingdom in Final
Fantasy you do both of those things
within the first 20 minutes before the
title screen even pops up
regardless the gameplay was still more
similar to Dragon Quest then wizardry
our ultimate even with class choice
customization was relatively limited and
the player took on the role in a grand
yet linear story as opposed to partaking
in an open-ended experience
final fantasy was released on the fommy
com in December of 1987
just a couple of months before dragon
quest 3 the relatively more complicated
plot was perhaps a bit too convoluted
involving a time loop that makes less
sense
each time you run through it involving a
time loop that makes less sense
each time you run through it
involving a time loop that makes less
sense each time you run through it but
it did provide enough of an interesting
alternative to Dragon Quest that have
forged its own place in the market
thanks in no small part to the heavy
coverage from from assume magazine title
sold 400,000 copies in japan and was
successful enough that convinced
sakaguchi to stay on and create more
sequels
while square decided to exclusively
produce console games from that point on
ironically final fantasy and it's
sequels became more popular in the West
than the Dragon Quest series
this is likely due to a few missteps on
enix is part such as releasing Dragon
Warriors three and four on the nes in
America while the super nintendo was
just gearing up or even the big mistake
of Enochs halting American publishing
entirely right before the JRPG barrier
in the West was broken with final
fantasy 7
not to mention the Smashing worldwide
success of the pokemon franchise but
despite essentially seating the west to
square for a decade
phoenix still did very well for itself
with dragon quest becoming more of a
cultural touchstone its homeland and
final fantasy ever was
meanwhile the classic western RPG which
influence the Japanese cousins greatly
stayed somewhat nice though the ultimate
wizardry series continued on and had
relative success on the pc platform and
even on some consoles their sales
numbers never achieved the worldwide
success of JRPGs which by the mid
nineties were at their critical peak
with games like Final Fantasy 6 and
chrono trigger which in fact was a time
when W RPGs stagnated only to find new
heights dr renaissance in the late
nineties via series like baldur's gate
Fallout and the Elder Scrolls back in
the east after a series of missteps
involving money hemorrhaging forays into
online gaming and movie production
square was saved by enochs its value
Dragon Warrior
the two companies merge in 2003 an event
that sent shockwaves through Japan and
America votes and murmured grunts of ok
but spike globalization breaking down
the old distinctions between Western and
Japanese RPGs and open questions in the
Western gaming press about the death of
JRPGs
final fantasy and dragon quest continued
on as they always have the final fantasy
constantly reinventing themselves and
Dragon Quest is the ever-present rock
that you can always rely on
both still pillars of the sub-genre
and it's the base of one of those
pillars and i'm still fixing to focus on
so come back for the next episode we
will talk about dragging quests one two
and three for the super famicom
yeah
yeah
by travelpod member
yeah
yeah
Video Length: 36:48
Uploaded By: ClanOfTheGrayWolf
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