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Dragon Quest IV: Chapters of the Chosen
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==Development== As the Erdrick trilogy had reached a definite conclusion with the twist ending of {{DQ3}}, [[Yuji Horii]] decided that ''Dragon Quest IV'' would begin a new story unconnected to the previous games, musing that it could be the start of a new trilogy<ref>ใใกใ้, November 1989</ref>. Development on the title began in February of 1988, followed by a tour of Spanish castles to get into the proper mindset for crafting a fantasy world. ''IV'''s development began with the intent of exploring [[artificial intelligence]], which was a growing trend in Japan at the time. Meetings on the topic were held from FebruaryโJune 1988<ref>ใปใปใปใปใปใปไปๅใคใญใคใญใจๆฐใใใใจใซใใฃใฌใณใธใใฆใพใใใฉใใชใใงใใใกใฐใ่ฆๅดใใใจใใใฏใฉใใงใใ? ๅ ไบ: ใใฃใฑใAIใงใใใใใงใใใใใฎใซ1ๅนดไปฅไธใใใฃใฆใพใใใใใจใซใใAIใไฝฟใใฃใฆใใใใจใฏใๆๅใใใปใจใใฉๆฑบใพใฃใฆใใใงใใใญใใใใพใงใพใใ'88ๅนดใฎ2ๆ้ ใใไผ่ญฐใๅใใฆใๅปถใ ใจไผ่ญฐใ็นฐใ่ฟใใใใใงใใ ๆๅใฎใใกใฏใใปใจใใฉAIใฎใใจใฐใใ่ฉฑใใใฃใฆใใใใงใใญใ ๅ ไบ: ใใใงใใใฉใใชๆนๆณใใใใใฃใฆใใใฎใไฝๅใ่ฉฑใๅใฃใฆ่ฉฐใใฆใใฃใฆใ6ๆใฎๆฎต้ใงใใใใ ใจใใใใฎใใใฃใจใงใใใใฃใใใงใใใใฎๅพใใญใฐใฉใ ใซ็งปใฃใใใใชใใงใใใฉใๅฎ้ใซใใญใฐใฉใ ใใใๅฑฑๅใใใใใชใ่ฆๅดใใใฆใ1ๅนดไปฅไธใใใใฃใจๆใใพใใใ''Dragon Quest IV Master's Club'' page 4, ISBN4-7966-0084-1</ref>, in which the team also reflected on player feedback from ''III''. As a result, the gameplay flow was streamlined, with changes including a simplified [[Command Menu]] and the return of the door-opening command, changed to automatically select the highest-tier key for the player<ref>ๅ ไบใใใฆใไปใพใงใๅธธใซๅ้ฟใ็ใใใฆใฒใผใ ใไฝใฃใฆใใพใใใญใ ๅ ไบ: ๅ้ฟใฎไธญใงใ็นใซใไธๆบใฎ้จๅใ็ใใใพใใญใใชใใจใใใใใฉใใใใฃใใจใใใใใฏใใ็จๅบฆ่ชๅใใกใงใๅ็ไผใ้ใใใใใใใงใใใฉใญใใใใใใๆๅณใงใฏไปๅใใณใใณใไฝ็ณปใใใใซไฝฟใใใใใใใคใใใงใใใซใฎใไฝฟใใฎใใใใฉใใใใจใใใใใใฃใ้จๅใใในใฆๆนๅใใพใใใใใ''Dragon Quest IV Master's Club'' page 6, ISBN4-7966-0084-1</ref>. The save points were also moved from castles to [[church]]es placed close to town entrances; because the kings and queens of each region no longer saved games, the developers were able to flesh out those characters' personalities<ref>''Dragon Quest IV Master's Club'' page 9, ISBN4-7966-0084-1</ref>. The party's artificial intelligence system, written by series veteran Manabu Yamana with an emphasis on player convenience, took approximately a year to be fully implemented. Because Horii considered it tedious to switch characters in and out of the wagon to learn monsters' weaknesses, Yamana programmed the AI so that any battle information would be automatically passed to every party member, which pleased Horii, as he considered it immersive to imagine the party members sharing advice among each other<ref>ๅ ไบ: ใใจใญใใฟใใชใ่ชค่งฃใใฆใใใใใใชใใใงใใใใ ใใฏ่จใฃใฆใใใใใใงใใใใจใใฐ8ไบบใใพใใใญใใงใใใฉใคใฐใใๅบใใฆๆฆ้ใใฆใฆใใใผใใฃใฏ้ฆฌ่ปใฎไธญใซใฐใใใใใจใใ ใใใใผใใฃใฏใใใฎใขใณในใฟใผใจๆฆใใฎใฏๅใใฆใ ใจใใๅ ดๅใงใใใใผใใฃใฏใใกใใ้ฆฌ่ปใฎไธญใใไปใพใงใฎๆฆใใ่ฆใฆใใใใจใใ่จญๅฎใฎใใจใซๅญฆ็ฟใใฆใใใใงใใใใใฏใใผใใฃใฆ่จใใจใ1ไบบใใคๅบใใฆๅญฆ็ฟใใใใฎใฏใใซใใจๆใฃใใใใชใใงใใใ ใใใใใผใใฃใจใใฆ่ฆใใกใใใ1ไบบใฎ็ฅ่ญใฏใฟใใชใฎ็ฅ่ญใจใใใใใชใๅญฆ็ฟๆฉ่ฝใซใใกใใฃใใใงใใญใ็ตๆ็ใซใฏใใใงใใใฃใใจๆใใพใใใใใฃใฑใใใใใใใฎใญใฃใฉใฏใฟใผใๅคใซๅบใใฆใไฝๅใๅใใขใณในใฟใผใจๆฆใใฎใฃใฆใใซใใงใใใใ''Dragon Quest IV Master's Club'' page 5, ISBN4-7966-0084-1</ref>. This emphasis on convenience also allowed party members in the wagon to obtain the same amounts of experience as the active characters<ref>้ใซใไธญใซใใไบบใฏๅญฆ็ฟใงใใชใใจใชใใจใๅฟ ็ถ็ใซๅคใซๅบใใญใฃใฉใฃใฆๅบๅฎใใใพใใใญใ ๅ ไบ: ใใใชใใงใใใญใๅฝนใซ็ซใคใญใฃใฉใฐใใไฝฟใใใจใซใชใใใใๅฝนใซ็ซใใชใใญใฃใฉใฏใใคใพใงใใฃใฆใ่ฒใใชใใใๅฝนใซ็ซใใชใใพใพใซใชใฃใกใใใงใใใใใใใใๅฐใใพใใใใญใ้ฆฌ่ปใฎไธญใฎใญใฃใฉใ็ต้จๅคใใใใใใฃใฆใใใฎใใใใฎใใใชใใงใใ''Dragon Quest IV Master's Club'' page 5, ISBN4-7966-0084-1</ref>. The AI feature in the final chapter was deliberately not implemented for the protagonists in the first four to allow the players to empathize with the characters as they controlled them, and to keep players from being bored by not having any influence during battle<ref>ใใ1ใค็ฎ็ซใฃใฆๆฐใใ่ฆ็ด ใจใใฆใ5็ซ ๆงๆใฎในใใผใชใผใฃใฆใใใฎใใใใใงใใใฉใใใใใใฉใใใฆใทใใชใชใ5ใคใซๅใใใใงใใ? ๅ ไบ: ใใใใคใญใใช่ฆๅ ใใใใใงใใใใพใใใกใขใชใผใๅขใใใถใใฮIใใใ้ทใ่ฉฑใซใชใใใใ ใจใใใใใใจใIIIใใ้ทใ1ๆฌใฎ่ฉฑใฃใฆใใใฎใฏใใใฃใใใใใผใ ใจๆใฃใใใใงใใ้ทใใถใใ็ต็คใซใชใฃใฆใใฌใใใจใใใกใใใใใใชใใใจใญใใใใ ใฃใใใในใใณในใใณใจๅบๅใฃใฆใ1ๆฌ1ๆฌใฎ่ฉฑใใจใใฆใฏใใใปใฉ้ทใใชใใใฉใๅ จไฝใฎใใชใฅใผใ ใจใใฆใฏๅทใใใใใใจใใๆนๆณใใจใใใจๆใฃใใใงใใใใใงไฝ็ซ ใใซๅใใใใจใใใฎใๅบใฆใใใใงใใญใใพใใใใใจไธฆ่กใใฆAIใไฝฟใใจใใใใจใซใชใฃใใใงใใใญใAIใงไปฒ้ใๅๆใซๅใใจใใใ ใๅใใใๅๆใซๅใใใใใใใใใพใๆๆ ็งปๅ ฅใใงใใชใใใใใชใใใจๆใฃใใใงใใไฝใๅคใชใใจใใใฃใฆใใใใฌใคใคใผใฏใใใซ่ฆใใใใซใใใฟใณใๆผใใฆใใใ ใใใใชใใใจใญใใใฃใฑใAIใใใใใใใจๆใใใฎใฏใใใฎAIใฎใญใฃใฉใซๆใๅ ฅใใใงใใชใใจใใใชใใใใงใใใญใใใใใใใ็ซ ใซๅใใใฎใจๅใใใฆใๆๅใฏAIใใใชใใฆใใใใใใฎใญใฃใฉใซๅฏพใใๆใๅ ฅใใใคใใ้จๅใซใใใใฃใฆใใใ่ใใใใใงใใใณใคใใฏใใใชใคใใ ใจใใใใจใใใใฃใฆใใใ5็ซ ใซใชใฃใฆใใAIใงๅใใใฆใใๆฅฝใใใใจๆใใใงใใใญใ''Dragon Quest IV Master's Club'' page 5, ISBN4-7966-0084-1</ref>. The game's storyline, with self-contained chapters leading up to a greater finale, came about because Horii did not want to overwhelm players with a single long campaign that was twice as long as ''Dragon Quest III'''s. He also wanted to examine the lives of the Hero's companions before they joined forces, a deliberate contrast to the blank slates created at [[Patty's Party Planning Place]] in ''III''<ref>"What was the inspiration for dividing ''Dragon Quest IV'' into five stand-alone chapters?" Horii: In ''Dragon Quest III'', you went on an adventure with three companions, but these characters were simply created from scratch by the player. I thought it would be interesting to explore the lives of your comrades, which became the inspiration for ''Dragon Quest IV''. Nintendo Power issue 230, page 55</ref>. The chapter structure was also intended to ease players into the structure of a ''Dragon Quest'' game and the AI system<ref>็ขบใใซ1็ซ ใชใใใใคใญใคใญใช้ขใงๅ ฅ้็จใซใใใใฟใชใจใใๆใใฏใใพใใญใ ๅ ไบ: ใใ ใใใใพใใใฉใฏใจใใใฆใใกใใฃใจใคใพใใชใใฎใงใใใคใใณใใคใใฆใฟใใใจใใ(็ฌ)ใกใใฃใจใ ใNPC(ใใณใใฌใคใคใผใญใฃใฉ)ใฎ็ทด็ฟใใใใใใใใฆใใใงใใใญใ''Dragon Quest IV Master's Club'' page 6, ISBN4-7966-0084-1</ref>, as Horii believed the systems had evolved too fast between the previous games. Due to this, Chapters 1 and 2 were intentionally structured similarly to {{DQ}} and {{DQ2}}, with its simple combat and three-man party respectively. Chapter 1's simplicity proved an ideal place to introduce players to AI-controlled allies through Healie the healslime. Chapter 2 proved to be the most difficult to balance, with the continent of [[Terrestria|Maestral]] receiving mountainous terrain to increase encounter rates and [[Zalenagrad]] getting a conspicuous sign post warning players to level up before moving forward with their journey<ref>ไปใฎใจใใ2็ซ ใพใงใใใใฆใใใฃใใใงใใใฉใไปๅใฏ็ตๆงใคใใณใใๅคใใใงใใญใ2็ซ ใชใใฆใใใชใใคใใณใใใใฃใใใใฆ...ใ ๅ ไบ: ใใใงใใญใ2็ซ ใฏใใฉใณในใฉใใใใฃใใ่ฆๅดใใพใใใใจใใใฎใฏใ็บใฎๆฐใๅคใใใฎใงใใใใ้ฃใฎ็บใพใงใฎ่ท้ขใใใพใใชใใฆใใใฟใใใจ1ๅใใจใณใซใฆใณใใใใซ่กใใฆใใพใๅฏ่ฝๆงใใใฃใใใงใใใ ใใใงๆๅใฎ็บใซใๆณจๆใฎใกใใปใผใธใใใฃใใใใใใใชใใงใใญใ ๅ ไบ: ใใฎใตใฉใณใฎ็บใฎๆญฆๅจๅฑใซใฏใขใชใผใใ่ฃ ๅใงใใโใใฐใใฎใ ใ"ใๅฃฒใใใใซใใใ....ใๅฐๅฝขใใขใณในใฟใผใซไผใใใใใใใซๅฑฑใๅคใใใใใจใใใใใชใใจใใใใพใใใใงโใใฐใใฎใ ใโใ่ฒทใใใใซๆฆใฃใฆใใใจใใกใใใฉๆฌกใฎๆใซใใฃใฆใๅคงไธๅคซใชใฌใใซใซใชใฃใฆใใใจใปใปใปใปใปใปใ''Dragon Quest IV Master's Club'' page 6, ISBN4-7966-0084-1</ref>. Because the chapter structure meant that the series staple of gathering sacred artifacts (like the [[5 Sigils]] and the [[Six Orbs]]) could no longer be implemented, the [[mini medals]] were created as a replacement to satisfy players that enjoyed the collection aspect<ref>้ฑๅๅฐๅนดใธใฃใณใ issue 45, page 8, 1989</ref>. The slot machines and monster-betting cards expanded on similar minigames from ''II'' and ''III'' respectively; the betting cards were suggested to programmer Kazuya Asano. Asano wanted the monster arena to be based on more than pure chance, thus he tested each monster's winning probability to ensure every monster had a chance to win a battle and assigned the odds accordingly<ref>ใใจใใซใธใใใใใใฆใใใฃใใใงใใใฉใใใใฏใชใใใใใใใใใใชใใใจๆใใพใใ ๅ ไบ: ใใฃใใๅใฃใฆใใงใใใ ใปใปใใใฏ็ตถๅฏพใใใใพใใใ** ๅ ไบ: ใใใใใใฏใฏใใใใพใงใใฅใณใฝใใใ็ใฃใฆใใใใจใฏๆใใชใใฃใใงใใใ ็นใซๆ ผ้ๅ ดใใๅใใใชใขใทใญใคใใใใชใใใชใฃใฆๆใใใใใใงใใ...ใ ๅ ไบ: ๅใฏใฉใณใใ ใงๅฏพๆฆใซใผใใไฝใฃใฆใใใงใใใฉใไปๅใฏๅใใฃใฆใใ็จๅบฆใฎใซใผใใ็จๆใใฆใใใใงใใใงใใชใใบ(ๅ็)ใใกใใใจ่จญๅฎใใฆใใใใ ใชใใบใ่ชฟในใใฎใใใใชใๅคงๅคใ ใฃใใจใใ่ฉฑใ่ใใฆใพใใใฉใ ๅ ไบ: ใใฅใณใฝใใใฎๆต ้ใใใฃใฆใใไบบใใใใใงใใใฉใๅฝผใใใใฃใกใฎในใฟใใใไฝใฃใใซใผใใไฝๅบฆใใใใใฆใฟใฆใ็ขบ็ใ่จ็ฎใใฆใใชใใบใไฝใฃใฆใใใใใงใใใ **ใจใใใใจใฏ้ใซ่จใใฐใใใใ ใ็ขบใใใฆใใใใใใใใๅ็ใ้ซใใจใฏใใฃใฆใใๆฑบใใฆๅใฆใชใใจใใใใใงใฏใชใใงใใใญใ ๅ ไบ ใใใงใใๅใคใใจใใใใพใใๅใค็ขบ็ใ0ใฃใฆใใใซใผใใฏใชใใงใใ''Dragon Quest IV Master's Club'' page 7, ISBN4-7966-0084-1</ref>. Development of ''Dragon Quest IV'' wrapped up in August of 1989, with focus shifting to {{Dragon Quest V}}'s planning stage after a two month break. Chunsoft struggled to fit the game on to the cartridge despite having twice as much memory capacity as ''Dragon Quest III'', with Koichi Nakamura admitting that only a scant 100 bytes remained by the end of development<ref>IVใฏใฉใใชใใงใใใใIIIใฏ2ใกใฌใงใจใฉใๅคงๅคใ ใฃใใฃใฆ่ใใฆใใพใใใฉใ ไธญๆ: ๅคงๅคใฏๅคงๅคใงใใใใฉใ็กไบใซใฟใคใใซใๅ ฅใใพใใใใ(็ฌ)ๆฐใใคใใใๆฎใฃใฆใชใใชใใฆไบใฏใชใใใฉใใพใจใใชใใญใฐใฉใ ใ็ตใใใปใฉใ็ฉบใใฆใชใใงใใๅ จ้จใง100ใใคใไฝใ็ฉบใใฆใใใช? ''Dragon Quest IV Master's Club'' page 11, ISBN4-7966-0084-1</ref>. In a December 1990 interview with Famitsu magazine promoting ''Dragon Quest V'', Horii revealed that he intended for {{Psaro C}} to join the Chosen at one point, but the scenario was scrapped due to the strict memory limit<ref>โ ใใคใฏใVใใฎไธปไบบๅ ฌใฏใในใโใญใงไบบ้ใซๅพฉ่ฎใใใจใใใปใปใปใปใปใใใใชใทใใชใชใๆณๅใงใใใใงใใใฉใใงใใ?ใใใใใใใงใฏใในใโใญใใใใใใใ ใใจใใๆ่ฆใ่ณใซใใพใใใใ ๅ ไบ: ใชใใปใฉใใขใคใใขใจใใฆใฏใใใใใใญใๆฌๅฝใฎใใจ่จใฃใกใใใจใใโใญใฏ้ไธญใงไปฒ้ใซใชใไบๅฎใ ใฃใใใ ใใใงใใๅฎน้ใฎ้ขไฟใงใฉใใฉใๅใใใฆใใพใฃใฆใใงใ็ตๅฑใใใใใใจใซใชใฃใใฎใใใกใ้ No. 117 December 21st 1990, page 43</ref>. Whether this original scenario was revived for chapter 6 in the 2001 {{PlayStation}} remake or remained scrapped in lieu of a new story altogether is unknown.
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