Yuji Horii: Difference between revisions

2 bytes removed ,  05:12, 28 January 2022
no edit summary
No edit summary
No edit summary
Line 1: Line 1:
{{ja|'''Yuji Horii'''|堀井 雄二|Horii Yūji|also written as Yuuji Horii; born January 6, 1954 in [[Wikipedia:Awaji Island|Awaji Island]], Japan}} is a [[Wikipedia:Japan|Japanese]] video game designer and scenario writer best known as the creator of the {{DQSeries}}. A giant among industry veterans, he created the blueprint for the console role-playing game through his work on the ''[[Portopia]]'' series and the original ''[[Dragon Quest]]'']]. He is the sole owner of the {{DQSeries}} via his private company, [[Armor Project]], which has an exclusive publishing contract with [[Square Enix]]. [[File:Yūji Horii.png|right|thumb|240px]]
{{ja|'''Yuji Horii'''|堀井 雄二|Horii Yūji|also written as Yuuji Horii; born January 6, 1954 in [[Wikipedia:Awaji Island|Awaji Island]], Japan}} is a [[Wikipedia:Japan|Japanese]] video game designer and scenario writer best known as the creator of the {{DQSeries}}. A giant among industry veterans, he created the blueprint for the console role-playing game through his work on the ''[[Portopia]]'' series and the original {{Dragon Quest}}. He is the sole owner of the {{DQSeries}} via his private company, [[Armor Project]], which has an exclusive publishing contract with [[Square Enix]]. [[File:Yūji Horii.png|right|thumb|240px]]


==Biography==
==Biography==
Line 13: Line 13:
In early 1981 Horii read an article in one of the magazines he wrote for that detailed the then-upcoming rise of microcomputer systems and how they were expected to affect the daily life of the common individual. Having considered himself to be competent at mathematics and not being intimidated by the user-unfriendly campus computer at Waseda, Horii opted to purchase a model for himself.
In early 1981 Horii read an article in one of the magazines he wrote for that detailed the then-upcoming rise of microcomputer systems and how they were expected to affect the daily life of the common individual. Having considered himself to be competent at mathematics and not being intimidated by the user-unfriendly campus computer at Waseda, Horii opted to purchase a model for himself.


After reaching the limits of the built-in word processing program Horii began to explore the capabilities of the machine, teaching himself BASIC as he went along. The idea of creating a game of his own dawned on Horii as he played through various bits of software that were available at the time, such as an early ''Nobunaga's Ambition'' title and a licensed ''Star Trek'' game. The most realized of these early efforts was ''Love Match Tennis'' (ラブマッチテニス), which Horii would enter into an [[Enix]]-sponsored programming contest he was reporting on in 1982. Much to his surprise, he discovered his title had placed second when he arrived to report on the awards ceremony. It was there that he met [[Koichi Nakamura]], whose ''DOOR-DOOR'' (ドアドア) had won first place. The two became fast friends, and decided to work together in the growing world of entertainment software.
After reaching the limits of the built-in word processing program Horii began to explore the capabilities of the machine, teaching himself BASIC as he went along. The idea of creating a game of his own dawned on Horii as he played through various bits of software that were available at the time, such as an early ''Nobunaga's Ambition'' title and a licensed ''Star Trek'' game. The most realized of these early efforts was ''Love Match Tennis'' (ラブマッチテニス), which Horii would enter into an [[Enix]]-sponsored programming contest he was reporting on in 1982. Much to his surprise, he discovered his title had placed second when he arrived to report on the awards ceremony. It was there that he met [[Kōichi Nakamura]], whose ''DOOR-DOOR'' (ドアドア) had won first place. The two became fast friends, and decided to work together in the growing world of entertainment software.


Horii's first success at Enix was the Portopia serial murder case, a screen-by-screen adventure game that tasked the player with unraveling the mysterious circumstances of a violent murder in the eponymous seaside town. The title proved to be a watershed moment for the young Horii, garnering him well deserved respect at Enix and strengthening his working relationship with top company programmer Koichi Nakamura. Further more, the simple menu-selection system implemented in the game would become a corner stone of the ''Dragon Quest'' series' user input.
Horii's first success at Enix was the Portopia serial murder case, a screen-by-screen adventure game that tasked the player with unraveling the mysterious circumstances of a violent murder in the eponymous seaside town. The title proved to be a watershed moment for the young Horii, garnering him well deserved respect at Enix and strengthening his working relationship with top company programmer Kōichi Nakamura. Further more, the simple menu-selection system implemented in the game would become a corner stone of the {{Main Series}} series' user input.


===The Road to Dragon Quest===
===The Road to Dragon Quest===
Line 22: Line 22:
In 1985 ''Portopia'' was ported to the {{Famicom}}, greatly improving the machine's software library from the handful of obtuse action titles. This porting success gained Horii further recognition among the gaming community, prompting him to be inaugurated in Weekly ''Shonen Jump's'' ''Famicom KamiKen'' periodical. This bi-monthly article was reflection on current hot titles, game trends, and developer gossip of the period that allowed readers to send in their own essays to be printed in ''Shonen Jump''. When Horii sent in his own article, he was quickly hired as a staff writer. From this connection Horii would put his college education to good use and free-lance his writing skills out to various manga-ka in the magazine as he worked on his games, eventually meeting acclaimed artist Akira Toriyama at an ''SJ'' new year's party. The two became fast friends, and Toriyama would contribute character, monster, and location designs to the series.
In 1985 ''Portopia'' was ported to the {{Famicom}}, greatly improving the machine's software library from the handful of obtuse action titles. This porting success gained Horii further recognition among the gaming community, prompting him to be inaugurated in Weekly ''Shonen Jump's'' ''Famicom KamiKen'' periodical. This bi-monthly article was reflection on current hot titles, game trends, and developer gossip of the period that allowed readers to send in their own essays to be printed in ''Shonen Jump''. When Horii sent in his own article, he was quickly hired as a staff writer. From this connection Horii would put his college education to good use and free-lance his writing skills out to various manga-ka in the magazine as he worked on his games, eventually meeting acclaimed artist Akira Toriyama at an ''SJ'' new year's party. The two became fast friends, and Toriyama would contribute character, monster, and location designs to the series.


With the success of the Famicom port of ''Portopia'', proving that a "slow game" can dominate the sales charts in an action game market, Horii and Nakamura agreed that the timing was right to begin development of the Famicom's first genuine RPG. After a lengthy process of convincing Enix supervisor Yukinobu Chida of the project's  potential for success, the unnamed project was given the greenlight to begin development with Horii as sole scenario writer, Nakamura as lead programmer, and Toriyama as illustrator. Instead of a common ''Wizardry'' clone, the two decided to combine the best aspects of both the aforementioned series and it's chief competitor ''Ultima'' and eliminate the largest design flaws of both in the process. To accomplish this it was decided to use the simple menu-driven command system of Portopia, the first-person battle screen of ''Wizardry'', and the bird's-eye view map exploration of ''Ultima''. Coincidentally, acclaimed composer Koichi Sugiyama had filled out a consumer response card packaged in the back of ''Portopia'', and was quickly approached for the possibility of composing the music for the ambitious title. Accepting the challenge, Sugiyama meets with the team and begins his composition work, even going as far as to play the scores on his piano over the phone for group approval.
With the success of the Famicom port of ''Portopia'', proving that a "slow game" can dominate the sales charts in an action game market, Horii and Nakamura agreed that the timing was right to begin development of the Famicom's first genuine RPG. After a lengthy process of convincing Enix supervisor Yukinobu Chida of the project's  potential for success, the unnamed project was given the greenlight to begin development with Horii as sole scenario writer, Nakamura as lead programmer, and Toriyama as illustrator. Instead of a common ''Wizardry'' clone, the two decided to combine the best aspects of both the aforementioned series and it's chief competitor ''Ultima'' and eliminate the largest design flaws of both in the process. To accomplish this it was decided to use the simple menu-driven command system of Portopia, the first-person battle screen of ''Wizardry'', and the bird's-eye view map exploration of ''Ultima''. Coincidentally, acclaimed composer Kōichi Sugiyama had filled out a consumer response card packaged in the back of ''Portopia'', and was quickly approached for the possibility of composing the music for the ambitious title. Accepting the challenge, Sugiyama meets with the team and begins his composition work, even going as far as to play the scores on his piano over the phone for group approval.


After a rough development period and countless hours contemplating the feedback of Enix staff and playtesters, {{Dragon Quest}} was released on May 27th, 1986. Sales were slow at first, but strong word of mouth and a healthy advertising campaign in ''Shonen Jump'' magazine lead to a steady increase throughout the year, selling 1.5 million copies in total before production of the cartridge ceased in the early 90's. The title was an unprecedented sensation in Japan, leading to a cultural craze that lead to a boom of interest not only in RPG software, but tales of swords & sorcery, European myths and culture, and fantasy literature. For all this influence on his country's zeitgeist, Horii has remained a humble man, happy to give players new quests to venture out on as long as he can.
After a rough development period and countless hours contemplating the feedback of Enix staff and playtesters, {{Dragon Quest}} was released on May 27th, 1986. Sales were slow at first, but strong word of mouth and a healthy advertising campaign in ''Shonen Jump'' magazine lead to a steady increase throughout the year, selling 1.5 million copies in total before production of the cartridge ceased in the early 90's. The title was an unprecedented sensation in Japan, leading to a cultural craze that lead to a boom of interest not only in RPG software, but tales of swords & sorcery, European myths and culture, and fantasy literature. For all this influence on his country's zeitgeist, Horii has remained a humble man, happy to give players new quests to venture out on as long as he can.
Line 95: Line 95:
Horiimeetserdrick.jpg|
Horiimeetserdrick.jpg|
Horiiontv.jpg|
Horiiontv.jpg|
Horiisugiawajii.jpg|Yuji Horii and Koichi Sugiyama at Awaji Island.
Horiisugiawajii.jpg|Yuji Horii and Kōichi Sugiyama at Awaji Island.
Horiisakuraimasuda2.jpg|
Horiisakuraimasuda2.jpg|
Horiiandcrew.jpg|
Horiiandcrew.jpg|
Line 102: Line 102:
HoriitheHero.jpg|
HoriitheHero.jpg|
DQIX Launch Horii Autograph.jpg|Yuji Horii at the Nintendo Store in New York City.
DQIX Launch Horii Autograph.jpg|Yuji Horii at the Nintendo Store in New York City.
HoriiNakamura2.jpg|Yuji Horii and Koichi Nakamura.
HoriiNakamura2.jpg|Yuji Horii and Kōichi Nakamura.
HoriiNakamura1.jpg|
HoriiNakamura1.jpg|
HoriiSakurai.jpg|
HoriiSakurai.jpg|
manager
31,358

edits