Dragons — Dogma
Itsuno intended to create a game that didn't feel like a chore, focusing on organic exploration and a physical world where you can climb massive monsters to strike their weak points. Evolution of the Series
The concept for Dragon’s Dogma was first pitched by Itsuno in , long before technology could support its massive scale. He envisioned a single-player game that felt like an online experience through the Pawn system —AI companions that learn from other players' actions and bring knowledge back to your world. Dragons Dogma
Your "Main Pawn" isn't just a follower; they develop traits and tactics based on how you play. Itsuno intended to create a game that didn't
An article on —a series that grew from a cult classic into one of Capcom's core pillars—reveals a development history as unique as its gameplay. Directed by Hideaki Itsuno, the franchise is built on the philosophy of creating a "simulated world" rather than a traditional scripted RPG. The Vision Behind the Cycle Your "Main Pawn" isn't just a follower; they