Dragon Quest VI: Realms of Revelation: Difference between revisions

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==Development==
==Development==
===Production===
===Production===
The scenario designer, like always, is [[Yuuji Horii]]. As in all other ''Dragon Quest'' games, the art work and design are made by [[Akira Toriyama]] of ''[[Dragon Ball]]'' fame, who also worked on ''[[Chrono Trigger]]'', ''[[Tobal No.1]]'', and ''[[Blue Dragon]]''. This is the last game in the series to belong to the [[Zenithia]] or the [[Tenkuu no Shiro]] (Castle in the Sky) trilogy.
The scenario designer, like always, is [[Yuuji Horii]]. As in all other ''Dragon Quest'' games, the art work and design are made by [[Akira Toriyama]] of ''[[Dragon Ball]]'' fame, who also worked on ''[[Chrono Trigger]]'', ''[[Tobal No.1]]'', and ''[[Blue Dragon (series)|Blue Dragon]]''. This is the last game in the series to belong to the [[Zenithia]] or the [[Tenkuu no Shiro]] (Castle in the Sky) trilogy.


After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs and adventure games employed in the 90's. By introducing the concept of the Upper and Lower worlds within the first ten minutes of gameplay, Horii avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end.
After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs and adventure games employed in the 90's. By introducing the concept of the Upper and Lower worlds within the first ten minutes of gameplay, Horii avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end.
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