
That brings the question, It was Dragon Quest VII or the FF XII demo?
1up: How do you feel about the performance of the Dragon Quest series so far in the U.S. since the release of DQ VIII? What do you think is the key to making DQ IX a hit in America?
RI: We found Dragon Quest VIII made fine results, but the following series of remakes performed less than we expected. For Dragon Quest IX, I believe it is important to deliver customers something fundamental that answers the fundamental questions such as “what is Dragon Quest” and “what is an RPG?”
1up: The first we saw of Dragon Quest IX made it look like a real-time action game. Obviously, the final result is more traditionally turn-based. Why the change? Will you ever explore that alternate design, or was it simply discarded forever?
RI: We gave that older design up. In order to realize multiplayer, at first we considered an action-based battle system. But we decided it could hardly realize the simple but strategic and thrilling battles, which are a tradition of Dragon Quest. We developed turn-based multiplayer as a test and it gave us a fresh sensation of multiplayer fun based on familiar feelings – so we changed our focus to a turn-based system.
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