Dragon Quest: Difference between revisions

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===Influence on the Video Game Industry===
===Influence on the Video Game Industry===
Before the release of Dragon Quest, the video game marketplace consisted of fast-paced, reflex dependent action titles. The majority of these were originally developed as arcade quarter-munchers, and retained the immense difficulty of such even when ported to a home console. Storytelling was sparse, if text was even programmed into a game, and titles relied on the player's imagination to fill in the gaps.
Before the release of ''Dragon Quest'', the video game marketplace consisted of fast-paced, reflex dependent action titles. The majority of these were originally developed as arcade quarter-munchers, and retained the immense difficulty of such even when ported to a home console. Storytelling was sparse, if text was even programmed into a game, and titles relied on the player's imagination to fill in the gaps.


When [[Yuji Horii]]'s dream project proved to be a smashing success, the entire perception of what a video game could be changed. Countless RPGs flooded store shelves to cash in on the newfound hype surrounding the genre, and action titles began to experiment with deeper plotlines and character interaction instead of merely pushing level complexity.
When [[Yuji Horii]]'s dream project proved to be a smashing success, the entire perception of what a video game could be changed. Countless RPGs flooded store shelves to cash in on the newfound hype surrounding the genre, and action titles began to experiment with deeper plotlines and character interaction instead of merely pushing level complexity.
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