Forum - View topicThis Week in Anime - Dungeons & Dragons & Wizards
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An Unchosen One
Posts: 199 |
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I'll never understand why Dragon Quest stayed popular when it was really only good early on in console RPG history; and even then, there were other games were pushing forward in ways DQ never has, from FF having villains that weren't just generic demon lords to Megami Tensei having demon fusion as the main way to improve the party. And then you get to the 16-bit era, where both V and VI are barely worth playing in the face of other, better RPGs, and things haven't changed in that regard for later consoles.
Even if you want a basic/simple experience, there are better options. I truly do not get the appeal of this series beyond Toriyama's designs. |
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mdo7
Posts: 8207 Location: Katy, Texas, USA |
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Wow, I never thought I would see TWIA would entered a history lesson on how JRPG got it's origin from western RPGs games like Wizardry and Ultima. If some of you played those 2 games series (from the early days) and compared it to the NES/Famicom version of Dragon Quest/Warriors, you'll see a lot of similarities. I do appreciate ANN and TWIA for exploring this little known (or maybe for some, unknown) history of JRPGs.
To be honest with you, I do somewhat agree with you on that. I kept wondering why JRPGs (not all) kept staying in it's well generic 2D turn-based (well there have been some that do real-time) gameplay and I kept wondering why most JRPGs didn't evolved or learned from current western RPGs gameplay like I never seen a open-world JRPG that plays like Bethesda's The Elder Scrolls, or Fallout. I have seen some western RPG titles made by indie developer that outdo their mid-tier or generic JRPG titles when it comes to gameplay and innovation. I'm not sure why Japanese developers aren't taking inspiration from those when long time ago they did using Wizardry and Ultima as inspiration. But anyway, it's a nice history lesson, and I appreciate TWIA crew for doing that. |
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enurtsol
Posts: 15195 |
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And there's this too: "The Epic Meeting in the history of RPG ── Yuji Horii (Dragon Quest) and Robert Woodhead (Wizardry) Discuss the Origins of their Series"
Horii specifically didn't want Dragon Quest/Warrior to be so Japanese:
Also, the NES got an Ultima game Quest of the Avatar |
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An Unchosen One
Posts: 199 |
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For starters, 2D JRPGs aren't all that common anymore, and most of the ones that are get made that way specifically to evoke nostalgia for that era of games. As for turn-based combat, why would there be any need to move to real-time? Putting aside that there are people who aren't good at action games, there's been a lot of evolution over the decades, from Final Fantasy's ATB to visible and manipulable turn orders to Shin Megami Tensei's press turn mechanic, and even basic turn-based combat can still be enjoyable with a good character progression system. |
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FinalVentCard
ANN Reviewer
Posts: 919 |
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I'm too lazy to bring it out ATM, but as for Wizardry being so balls-hard--that was by accident!
I learned this from Jeremy Parish a few years back at Portland Retro Game Expo. Put simply: folks in Japan were hungry for RPGs, but because so many of the major RPG franchises (Rogue, Wizardry, Ultima) were both in English and on hardware that wasn't released in Japan, they were unavailable to most enthusiasts. There was this genuine mystique about the genre. Dragon Quest wasn't the first RPG released in Japan, but it was one of the first ones that was widely available. And having Toriyama's artwork, after he had made himself a superstar of a household name off the back of Dr. Slump, just made the games even more of a draw. It's true that other games are way more daring with regards to mechanics than Dragon Quest, but it's a lot like Doom in that way: the basic experience is just that fun on its own, and trying to bolt on newer, trendier mechanics just overcomplicates it. Again, for most people in Japan, Dragon Quest was their first experience in playing an RPG, and it's an experience that families have come to share with each other. So there's actually a lot of resistance to any kind of "update" to Dragon Quest. It's my experience that fans in Japan don't expect every game in a given series to be a huge evolution, just to feel like it's part of the brand. So there's no desire for Dragon Quest to reinvent the wheel, it just needs to play like Dragon Quest. It's fair to find Dragon Quest kinda dry, but even if the mechanics are simple (asset management, mostly), the games themselves are plenty fun. DQ3's job system is tons of fun, the vocations in 6 and 7 are nice and crunchy and the skill point system in 7 and 8 allow for tons of experimentation as well as a mix of narrative character development with mechanical development (like the Hero literally becoming more "heroic" as you invest points into his Courage skill and learn traditional "hero" moves like Zap, or Jessica learning to use Puff-Puffs in battle through her Sex Appeal skill). That, and it's mostly the stories people love. Sure, DQ5 and 6 aren't as mechanically deep as Romancing SaGa or even Final Fanasy 5... but folks really love the story of DQ5's hero, his relationship with his father, and how he starts a family of his own. It's fair if you don't like them, but people come to the DQ series from a different angle than you. It's the narratives that suck them in and keep them there. |
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Zendervai
Posts: 263 |
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Yeah, I really like the series and while the gameplay usually has some fun wrinkles in it, what keeps me around is how incredibly charming the series is, especially once the translations got up to snuff. You also get stuff like, yeah, the series tends to be kind of simple in terms of narrative, but that means they don't really overcomplicate things.
The vignette structure most of them have (where each town or region has its own problem to solve and it builds up into a bigger narrative) also results in some simple but effective storytelling because you get to care, at least a little bit, about almost everywhere you go. A lot of towns in other RPGs are just kind of there because there needs to be shops and an inn periodically, or the event in the town is not particularly important. But in the vast majority of the Dragon Quest series, you actually help make things better as you travel across the world, and once the big world threatening plot comes into focus, you know characters from the whole game world and you know the towns they're in. I'm playing DQ VII right now and one thing that's pretty clear is that even though you're saving all these regions, you can't undo the actual disaster, you just make sure it doesn't completely land. And in one case, you can't even do that. And that's before getting into the art design and atmosphere of the series. If it's not your cup of tea, that's fine, but there is a spark to the series that I can't really find anywhere else. |
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An Unchosen One
Posts: 199 |
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That's about two different demographics, though; most enthusiasts were so because they were PC players, and Japan had no shortage of its own RPGs on PC. Sakaguchi Hironobu has even said that the main reason he never tried making one himself until after Dragon Quest released was because he didn't think it was feasible for the Famicom to handle RPGs, with pre-FF Square only ever porting one to the MSX2, itself a PC. Your citing of Parish makes it sound like DQ was the first RPG made in Japan (which goes against what he himself has discussed on his YouTube channel), but it wasn't even the first popular one, just the first that Famicom owners played. Also, when I say different demographics, I mean age groups as well. PC players seem to have ranged to teens, while most who played Dragon Quest or FF or any other early JRPG were kids, probably none of whom would've known a thing about Wizardry or D&D.
The original Doom has aged a lot better, though; it's different enough from later FPS games that Doom clones have made a comeback in recent years, while Dragon Quest is unseasoned chicken in comparison to much of what came after it, so this comparison falls flat. Anyway, I'm not even suggesting that every game be a huge step forward, just that it do something other than rehash ideas from decades-old PC RPGs. Building on ideas is perfectly fine, but it always seems like the developers of any given game in the series just streamlines them without doing anything more interesting, keeping it in a perpetual state of being just a beginner RPG series (even though Pokemon has long overtaken it as the premier beginner RPG franchise).
Other games absolutely trounce it on that front, though. No DQ game has ever come close to the quality of different class systems in many other RPGs, while skill points are such a staple in the genre that it's one one of the reasons I found VIII bland.
This is honestly the most shocking claim you make in the whole post, because the stories suck. Some are even insultingly bad (the dialogue in the HD-2D remakes of the first two games in particular is unbearable). If anything, the narratives are emblematic of the core issue for the series: Horii is keeping it stuck in an outdated template. One effect of that is it being prevented from having good stories, with even the best ideas constrained enough to make it at least seem like Horii lacks talent as a storyteller. |
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Joe Mello
Posts: 2557 Location: Online Terminal |
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Fluwm
Moderator
Posts: 1609 |
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Dragon Quest has quite a few things going for it to "explain" its popularity. So much so it often feels like the question should be... why does the popularity need to be explained away in the first place?
Like, yes, the Western Fantasy setting is precisely as exotic in Japan as it isn't over here, but that setting is probably the least of the series' selling points. The accessibility of its systems and mechanics makes it very accessible to players of all ages, making it an ideal entry point for the genre; the art style isn't just evocative, it's iconic, and the series is as legendary for Toriyama's designs as anything else; there's a ton of humor -- of joy, really -- packed into the moment-to-moment gameplay that makes it nearly impossible to play any of these games without constantly smiling; an art style and sense of humor that's juxtaposed beautifully with the often tragic or melancholy storytelling, with just enough of the fantastical in it to be evocative of those darker fairy tales from before "happily ever after" was invented; and perhaps most crucially of all, each game in the series is very consistently all of those things. With any new Dragon Quest game, you know what you're getting -- and for all the perceived conservatism of the games' design, this is a series that *does* take risks -- sometimes very big risks, sometimes risks that completely reshaped the entire industry. And for all the other JRPGs that "do it better," I don't think any of them could be argued to do it consistently better. And I feel like you can get a pretty good feel for what makes the series popular simply by... picking up any of the games and playing 'em for a bit. These games are beloved by so many people for so, so many reasons. There's no real mystery here, they're just really good games.
On a related note: I recently found myself curious on the class names used in the early DQs and FFs, and whether or not they were specifically rooted in the contemporary D&D classes, and found myself diving down a rabbit hole that led to some interesting places, like: https://atlasofmystara.com/appendix-j/rules-cyclopedia/ There's quite a lot there to dig through there, but even just looking at the images is pretty fascinating. That manga-style art for the rulebook, in particular, features the now-iconic (nevermind ubiquitous) elf-girl design that Deedlit would later capitalize on. And the halflings are adorable little chibis! Several character designs also sport headbands, which, I wonder, might help explain why they seem so oddly common in fantasy anime/manga. But, sadly., there's a clear deficiency of gigantic, wing-like shoulder armors. Guess that was a later invention. |
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An Unchosen One
Posts: 199 |
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Taking something for granted such that it's never questioned is never a good approach.
Most of that is just plain made up. Accessible to all ages, sure (Square Enix is known to have made sure each game has gotten the lowest age rating since CERO was formed), and Toriyama's art/designs are a given, but the rest of that is pulled right out of where the sun don't shine, especially the part about risks.
Even if there weren't (and there really are, including ones where the worst are still better than the best of DQ), a series with a roller coaster of quality is still worth more than one that's consistently mediocre.
"Really good" is a massive stretch. They're decent beginner games is all. |
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Zendervai
Posts: 263 |
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I'm just going to say that it's really hard to learn why something has appeal when you've already written it off completely. If it's not your thing, that's fine. You don't have to play it. But you're verging on "I think it's bad and all the people who like it are wrong" here when the reality is just that it's not your thing but it is the thing of a lot of other people.
You not liking it and other people liking it are things that can coexist no problem, and aggressively demanding that people explain why they like it so that you can attempt to debunk it using pretty much all subjective standards is, honestly pretty rude. And yeah, the series actually did take some pretty big risks. Like, Dragon Quest VIII was much higher budget than usual for the series, and DQ VII had its absurd length and really late release. Dragon Quest III's class system was pretty genre defining and no one had done anything like it before. IV has the unusual chapter structure that I think only Wild Arms has even slightly attempted to copy and V is one of the earlier games that's designed to be a generational saga and it also refined monster catching in a way that Pokemon took obvious inspiration from. It might not be your cup of tea, that's fine, but that doesn't mean that everyone who likes it is wrong to do so. You might not think they're good, but other people do. That doesn't mean you're wrong, that just means they're not your thing. And that's fine, but it also means it's not great to rain on everyone else's parade. |
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That Little Rapscallion
Posts: 142 |
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I read a lot of Dragon Quest's audience these days are the same people who grew up with the older games as kids today don't seem to be all that into it anymore. It's not surprising Dragon Quest has kind of fallen off and younger players are into other games. It's definitely definitive and formulative to the JRPG genre and you can still find plenty of traces to it among later games but it's also not surprising people wouldn't be all that into it anymore. I'll just say it's not surprising to see the Persona, Hoyoverse, and Pokemon games getting more attention especially from the younger crowds.
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