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> Over in Japan, the Enyx designers combined the dungeon crawling from Wizardry and the over-world exploration of Ultima, adjusting them to the limitations of t
by AdmiralAsshat 2y ago
> Over in Japan, the Enyx designers combined the dungeon crawling from Wizardry and the over-world exploration of Ultima, adjusting them to the limitations of the Famicom/NES console—and to the tastes of the local public. With a linear story, streamlined systems focused on battles, and a more forgiving difficulty level, Dragon Quest became the blueprint of what would become the Japanese RPG genre.
"Enix", I assume?
Also, while Enix was the publisher behind Dragon Quest (and pretty much made the series the core of the company's identity), the original DQ was actually developed by ChunSoft.
- drewcoo 2y agoTo further correct that article snippet . . . Dragon Quest did not have Wizardry-like dungeon crawling. It had Ultima-like dungeon crawling. Ultima III had top-down tiled dungeons in '83.
- smcameron 2y ago> Ultima III had top-down tiled dungeons in '83. That's not what I remember, Ultima III had crude 3D dungeons similar to Wizardry's dungeons. The maps of the dungeon levels were 2D and tiled. Google image search for "ultima iii dungeon" confirms my memory.
- CamperBob2 2y agoIn fact, all of the Ultimas through V had first-person dungeon views. Wizardry's wireframe dungeon renderer was a bit more advanced, though, in the sense that it supported empty space and disjoint 'islands' in the map, while Ultima I and II could only display corridors. IIRC that limitation was fixed by III, but it may have been IV. It was definitely fixed by V.
- tmtvl 2y agoI dunno about Ultima III, but QotA had 'battle screen' sections of dungeon, which basically means a top-down section. I believe the altars are in such sections? I do know there's a three-way split in the Stygian Abyss, because I accidentally went around in a circle last time I played. QotA is really awesome, I should play it again some time.
- CamperBob2 2y agoIt had both top-down 'combat rooms' and a 3D first-person view (as did Ultima III.) Of course, in Ultima III, you couldn't leave the top-down combat arena until the monsters were dead or you were. That was also fixed in Ultima IV, where you could chicken out at the cost of some Valor.
- deleted 2y ago[deleted]