The bottom line
Japanese RPGs are a simplified, accessible console version of Western computer RPGs, which themselves descend from Dungeons & Dragons. That shared ancestry explains why the two traditions still look related even though hardware and audience pulled them apart.
Key takeaways
- Early computer games were attempts to turn Dungeons & Dragons into code. 0:46
- D&D came out in 1974, the same era as PLATO mainframes, teletypes and UNIX, and the same geeks used both.
- A random number generator stood in for the 20-sided die, and numbers tracked experience and hit points.
- Wizardry and Ultima, both from 1981, brought RPGs to a mass audience on home computers. 2:39
- Wizardry offered a party in a ten-storey wireframe dungeon, while Ultima offered an open world with quests and a hunger system.
- Almost every Western computer RPG franchise traces back to this pair, and both had huge followings in Japan.
- Dragon Quest copied that Western formula and made it simple enough for console players. 7:51
- Yuji Horii loved Wizardry and Koichi Nakamura loved Ultima, so combat came from the first and the overworld from the second.
- Manga-style humour and Akira Toriyama's art made it approachable, and sequels sold millions.
- The East and West split came from hardware and audience. 12:08
- Console limits and a wish for accessibility pushed Japan toward a set hero and a story, while Western RPGs stayed on computers for a hardcore crowd who design their own character.
- Dragon Quest's success convinced publishers to greenlight Final Fantasy, Phantasy Star and Digital Devil Story.
- The influences kept crossing between East and West. 13:39
- D&D was translated in Japan in 1985 and shaped the first Final Fantasy's character classes and elemental attacks.
- Nakamura copied Rogue to make the Mystery Dungeon series, which now has more than 30 games.
Dragon Quest is like a distillation of a distillation of a distillation of Dungeons & Dragons.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 Programmers turned Dungeons & Dragons into code
Early computer games set out to copy a tabletop game, and some already went well beyond it.
- Early programmers tried to make the computer a digital dungeon master. 1:07
- Gary Gygax and Dave Arneson built D&D from miniature wargames and epic fantasy novels.
- One dungeon master invents quests and creatures for a group of players.
- Some early games had story quests and the option to recruit monsters.
- Others let dozens of players team up on one network of machines.
- Colossal Cave Adventure dropped combat and went on to shape adventure games, Sierra and Infocom.
- Rogue used procedural generation to make endless new dungeons.
2:06 Home computers and the two games of 1981
Home computers gave RPGs an audience, and Wizardry and Ultima started a wave of copies.
- Wizardry and Ultima came from different roots. 2:39
- Home computers arrived in 1977: the Apple II, Commodore PET and TRS-80.
- Woodhead wanted a single-player game as cool as the PLATO dungeon games, squeezed onto an Apple II.
- Garriott knew D&D but not the mainframe games.
- Beneath Apple Manor and Temple of Apshai came first but did not spark much interest.
- Ultima's quests came from Lord British, and its world was called Sosaria.
- Garriott's earlier tries were teletype games and Akalabeth: World of Doom.
- Their success quickly produced rivals and heirs. 4:20
- Cranford made Maze Master (1983) and The Bard's Tale (1985).
- Might and Magic (1986) and Dungeon Master (1987) cite both games.
- Bard's Tale studio Interplay later made Wasteland and Fallout, and published Bioware's first RPGs.
- Ultima Underworld inspired Deus Ex and The Elder Scrolls.
5:08 Japan copies the West, then moves to console
Japanese players loved Western RPGs and made their own, but the genre needed a console to take off.
- Japan's first home computers brought Western RPGs and homemade imitations. 5:08
- Early adopters like Satoru Iwata played imports on Western machines.
- A 1985 Computer Gaming World dispatch called fantasy RPGs the pinnacle of Japanese admiration.
- Japanese-language copies included Dungeon, Mugen no Shinzou and The Black Onyx, by Henk Rogers.
- 1984 brought action RPGs like Dragon Slayer and Tower of Druaga.
- Miyamoto said The Legend of Zelda drew on The Black Onyx and Ultima.
- Horii and Nakamura brought Western games to the Famicom. 6:53
- Horii made Portopia Serial Murder Case after reading about Western text adventures.
- The pair ported it to the Famicom, using a command list instead of a text parser.
- Portopia is seen as the defining visual novel and inspired Hideo Kojima.
- They then did the same for the RPG, releasing Dragon Quest in spring 1986.
7:56 Dragon Quest strips the formula down
| Wizardry | Ultima | Dragon Quest | |
|---|---|---|---|
| Combat | Turn-based menu | Dungeon monster encounters | Wizardry-style menu, big sprites |
| World | Ten-storey wireframe dungeon | Open land of Sosaria | Ultima-style map, tile towns |
| Character | Build and equip a party | Single hero | Name only, fixed stats |
| Platform | Apple II | Apple II | Famicom |
Dragon Quest kept the look of its Western models but cut their choices.
- Dragon Quest turned Wizardry and Ultima into a menu, a name and fixed stats. 8:27
- Battles use a menu of options and large colourful sprites.
- Castles and towns are single tiles on the map.
- The only character choice is your name, and the levelling is straightforward.
- Toriyama turned Horii's slime sketch, a retread of Wizardry's boring blob, into a mascot.
9:29 Fever and offspring
Dragon Quest became a national event and a template others bent.
- The Dragon Quest craze was cultural, not legal. 9:34
- Enix agreed on its own not to release games on school days.
- No law forced it, despite the story.
- The government-law story is a myth.
- Dragon Quest XI still launched on a Saturday in Japan.
- Other designers answered Dragon Quest by bending its formula. 11:00
- Shigesato Itoi wondered why popular RPGs all had swords and magic, so he made the parody Mother.
- Sweet Home copied the command list and turn-based battles.
- Sweet Home's planned 3D remake became Resident Evil.
- Final Fantasy proved JRPGs could sell abroad, far more than Dragon Quest did.
11:47 Why the two traditions split
Distance from D&D explains why only RPGs are divided by geography.
- Western designers drew straight from D&D, while Japanese designers drew from copies of copies. 12:56
- No Japanese platformer or Western racing game exists as a category.
- Western creators still played D&D in great numbers.
- The Tower of Druaga's maker picked up D&D on a business trip to America.
- Japan was never D&D-free: nothing is ever that cut and dry.
13:48 A tangled web
RPG history is a web of cross-influence, so the genre needs several design icons.
- Rogue shows how one obscure game spread both ways. 14:20
- Nakamura took a colleague's obsession, a weird PC game from America, as his model.
- Mystery Dungeon adds random generation and permadeath.
- Spin-offs feature Final Fantasy, Pokemon, Etrian Odyssey and Dragon Quest.
- In the west, indie designers remixed Rogue's core ideas.
- Five games earn design-icon status for the RPG. 15:11
- They are D&D, Ultima, Wizardry, Dragon Quest and Rogue.
- Robert Woodhead calls such games nothing but rings in the chain that bind all games together.
- The series otherwise picks single games.
In the growth library
Game Maker's Toolkit, creator of Game Maker's Toolkit. Traces how Dungeons & Dragons passed through Wizardry and Ultima into Dragon Quest, and shows how hardware limits, audience and local culture pulled Japanese and Western RPGs apart. The worked example is Dragon Quest, which merges Wizardry's combat with Ultima's overworld, simplifies both, and gets manga art from Akira Toriyama.
More from Game Maker's Toolkit · The whole library, and ask it anything