#all the characters were vaguely “inspired” by archetypes from hp but like. if they not badly executed
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manchblack · 1 month ago
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seeings posts abt how shitty jkr and harry potter are again (rightfully) and it's reminding me of the ocs/story plot i made specifically out of spite for how badly hp fumbles it's characters and tropes
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morshtalon · 6 years ago
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Dragon Quest
What would be the consequence in the videogame industry if Dragon Quest never existed?
For those who somehow don’t know yet, Dragon Quest, released as Dragon Warrior overseas due to some complications with trademarks, while there is some controversy as to what was truly entirely pioneered by it, is credited as the first game to embrace and present the common tropes we associate with classic, console jRPGs today. Even if those credits can be contested, however, it still bears undeniable meta importance within the zeitgeist of japanese gaming, and countless upon countless games can have their origins traced back into DQ’s legacy...
For example, Mr. Shigesato Itoi would use it as direct inspiration for his mother series (the first game bearing many similarities to Dragon Quest with some fresh coatings of paint), which later went on to itself inspire a certain game called Undertale, don’t know if you’ve heard about it?
For further example, there’s this one series called Final Fantasy that basically owes every aspect of its existence to Dragon Quest, considering most of its own games are improvements and twists on mechanics taken from DQ’s own installments. How’s that one doing now?
Also, if you scroll down a bit, you’ll come across my Lufia 1 review. Give it a read while thinking about this, if you could.
In any case, it’s interesting to form this “genealogy” and view just exactly how powerful an impact one thing can have within its medium.
That said, it is essentially a 1986 game with few guidelines driving its design, drawn from its own inspirations in the Wizardry and Ultima series of western RPGs, which can have their lineage traced back to dungeons and dragons, which emerged from tabletop wargames, which... anyway, I digress. Nowadays jRPG gaming has evolved into something far, far apart from DQ’s idiosyncrasies, going on to develop idiosyncrasies of its own, and therefore with modern eyes the game doesn’t even feel like it belongs in the same place. I’ve read reviewers having trouble distinguishing nostalgia from things that are actual merits of the game, and the answer to the question of whether it is an antiquated piece of vaporware belonging in a museum or the aforementioned different approach to concepts that have drifted away over the years is difficult to answer with that state of mind. The first time I played DQ to completion was in 2018, so bearing absolutely no nostalgia for it, I will aim to answer this question in the clearest manner possible.
Dragon Quest is the story of one lone dude with historically inaccurate viking headwear on a bloodline-driven quest to square off against a not-ancient (!!!) evil dude, who took an incandescent lightbulb (that really has no point being there at all), painted it black so the light wouldn’t shine through the coating and that resulted in the land being overrun with monsters conveniently spread out from his fortress to the hero’s starting position in a balanced scaling level of difficulty, in order to provide the hero with the opportunity to build up his muscles and learn healmore eventually because you can’t win the game without it. In the way, there are no plot surprises, there are no rivals, heck, there aren ‘t even any friends (though there is one quite friendly character), you have one major goal given to you right at the start that never changes and one minor one that’s entirely optional and also pretty much given to you at the same point, a cute little world to explore, a few puzzle-esque minor hoops to jump through in order to reach the final dungeon (which together probably don’t amount to half an hour) and tons and tons and TONS of level grinding to do. But how does it execute it all?
Depending on what you’re looking for, holding dragon quest up to scrutiny with the most recently released wizardry or ultima at the time is akin to comparing a book to a movie: many of the complexities and raw content of the formats being used are eschewed in favor of a simpler, trimmed-out experience with a more visual approach (which is humorous now considering the intense density of text contained in DQ in comparison to modern games). Yuji Horii intentionally designed the game to be an experience that newcomers would find easy to learn but veterans would still dive into the intricacies of the mechanics. There is only one party member, only one enemy per battle, only 2 stats besides HP and MP, spells are few and perform simplistic effects, equipment follows a straightforward progression with no multiple choices to he found and the list goes on. To that end I must say I don’t agree with the second part or Mr. Horii’s statement: of course there ARE people who dissected the entire game and have figured out, mattered and exposed every single assembly line there is about this product, but only liminal knowledge of the mechanics is required for one to complete the game, and there is an at best marginal need to even know what’s going on in order to play it with reasonable success; there is just THAT little to it. The most complex strategies involved in the battles amount to casting sleep or stopspell beforehand to prevent enemies from murdering you if you are at a suboptimal level and otherwise wailing away until one or the other gives in.
Is it possible, then, that one of the pivotal and more dearly beloved games in history only achieved its success due to favorable circumstances and a nice (at the time) coating of paint hiding an otherwise non-daring and understimulating product?
...Yes. It is entirely possible. It’s happened many times before with other media, and it’s happened many times since. So is the game a piece of shit? Well... that’s a more complicated answer.
You see, with many future dragon quest games; there’s always something or other I can pinpoint as being  a particularity pioneered or otherwise codified and popularized by dragon quest. For example: 2 made popular the common party member progression utilized in many RPG’s throughout time; 3 brought party customization and archetypes (mostly reworked from its blood fathers) into the mainstream; 4 had that AI controlled party member thing and a creative chapter-based method of storytelling (not to mention having a plot back in the day), and so on. Up until now, I hadn’t been able to do the same for the first installment; as previously showcased, the game doesn’t really have innovation, it’s just a simplified version of older stuff.
Then it hit me: the keyword I’ve been looking all along is structure. It’s so obvious to me now that it baffles me I hadn’t thought of it beforehand.
Allow me to illustrate: Ultima barely knew what to even do with its numbers. Levels didn’t serve any purpose for at least 2 games, HP was gained extremely arbitrarily and so were weapons, dungeons also served little to no purpose and there were more red herrings in the game than not-red herrings. Wizardry was more functional but no less loose; party members were these transient things that sort of mattered but sort of didn’t, stats rose and fell in a completely arbitrary fashion and it was once again difficult to discern any practical function in them whatsoever (there are still discussions nowadays about what exactly they do, with only at best vague answers based on more common sense things). Dragon Quest, in its simplicity, had a clear-cut, very obvious flow, everything does exactly what you think it does, nothing is ever lost arbitrarily and items and equipment are beseeched and acquired in 100% non-obtuse, sensical and understandable fashion with no need for peripherals outside the game. This set the base for further development and complexity as the series went on without ever losing track of the main, core design principle of “anyone could pick this up and spend very little time internalizing the concepts herein”. As the complexity began to accumulate, Horii’s statement forged its path to full realization, and along with Dragon Quest, basically every single jRPG followed suit in its advances.
Therefore, this game’s -practical- importance is still, in my opinion, entirely credulous and valid; it’s a stepping stone and a filter, in its reductiveness refashioning dated concepts and sculpting the mindset of players for the ushering in of a new, refined design philosophy, one which would be built upon by its own successors too, but also its peers, all collectively working to fully inject and transform RPG gameplay into the idiossyncratic identity it retains in electronic gaming to this day.
So, that’s all nice and good to discuss, but what is one’s emotion and response when actually playing the game?
There’s no way to answer this question outside of 100% personal input, so in my humble opinion, it’s enjoyable-ish for the right mindset. I already went into it knowing that I would have to appreciate some stuff more conceptually than practically, and I did in fact get enthralled by its offbeat quirks, for what it’s worth. The game really is one “big” item collection puzzle, almost a simplified King’s Quest if you took out the battles, and this worldwide exploration quest would go on to dominate early DQ’s core mindset, with 5 being the first one to break away from it and offer a more linear progression. Frankly, I really enjoy the fact that these old games can get away with disregarding logic sometimes in favor of making the puzzles more interesting (i.e. abusing map boundaries to circle around city walls and access a secret area), and I’m glad the precedent, for a while, was set with DQ, without going overboard with oblique design the way point and click games usually did - perhaps as a byproduct of the memory being busy handling the RPGness of it - and becoming far more fun for it. As previously stated, there is a lot of level grinding, and nothing can really prepare you from the hours of boredom walking left and right waiting for a random encounter, which does act in the game's detriment, but the remakes have softened up the chore I guess so there’s always that option.
Synthesizing the museum piece and actual game aspect of it, Dragon Quest, to me, deserves a 6 out of 10. It is, unfortunately, too simplistic to warrant any higher a rank, and focuses far too much of its time on gameplay that isn’t fun, almost enough to surprise me that the game fared so well, being so intimidating with its earlygame grinding. As I said, however, its importance hoists what fun the gameplay does have into bearably numbing status, and it will give you a feeling of accomplishment when you do strike that death blow against the final boss, like you completed an initiation ritual. I’d recommend it if you’re a genre enthusiast, but you probably already played it if you are so...
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