Necronopticous
12-06-2005, 09:43 AM
So I've been playing Dragon Quest VIII and I've got to say I'm enjoying it a million times more than I originally thought I would. I think they've made a whole load of healthy changes that really make this installment in the series more enjoyable than any of the previous ones. In fact, I'm over 20 hours into the game and last night was the first time I felt dissapointed about any aspect of it, so bear with me while I explain and exemplify just why.
This thread isn't about Dragon Quest VIII, but I'm making this thread because the part I just passed is a perfect example of what I'm trying to get at. First of all, for those of you who've not played Dragon Quest VIII, without getting too deep, the plot basically revolves around chasing an evil jester to serve him up some overdue justice for a whole bunch of wrongdoings. As you're probably well aware, when you're are chasing him the game is loads of fun because you get the feeling that you're getting somewhere and that the game is progressing. The way I see it, in a perfect RPG you'd be working toward that main goal at every hour you spend on the game unless you choose to pursue some other end. For the most part, for the 20+ hours I've played of Dragon Quest VIII has been pretty good about that, which is why I couldn't get my mind around just WHY they decided to write in the part of the game I played last night. Here's the rundown.
Like I said, the object of the game is to catch this evil jester, in attempting to do that you learn that he has travelled across the sea to the western continents.
Now you must find means to cross the ocean.
A guy back in town tells you he heard a legend about an abandoned ship in the middle of a desert.
Now you must seek out the abandoned ship.
When you find the ship you realize you have no way to get it to the ocean, as it is stranded in a desert. Your team members suggest that you go to the monster-overrun castle library to try and discover means to get the ship to the sea.
Now you must fight your way to an abandoned library.
When you finally get there you meet a wizard who agrees to grant your wish to move the ship to the sea. As luck would have it, the instrument he's using for the magic breaks and he asks you to find him a better instrument.
Now you must find an instrument...
After an extensive backtracking search of the previously visited locations you find that the instrument is a treasure at a castle you previously helped in the game. Still appreciative, the king agrees to give you the instrument...but oh! of course...it's been stolen!
Now you have to go after the thieves
At this point I was really expecting the thief to have amnesia and have forgotten where he put it, forcing you into another meaningless stretch of game-time. Luckily after the boss battle here you're finally able to clear out the long list of convoluted extra plotpoints to finally get means to cross the ocean.
In my opinion, this is awful, unfun, and lazy writing on the part of the game designer. People constantly ask me why I hold the Square and the Final Fantasy series so high and it's because they're generally free of lazy video game production like this. It's really nothing against Dragon Quest VIII or any other game in specific, but why do developers feel the need to require the player to endure coil after coil of overwrought meaningless tasks that do nothing to promote or further the story?
Do you have an opinion on this?
(Yes this is long but listen, I'm a huge dork.)
This thread isn't about Dragon Quest VIII, but I'm making this thread because the part I just passed is a perfect example of what I'm trying to get at. First of all, for those of you who've not played Dragon Quest VIII, without getting too deep, the plot basically revolves around chasing an evil jester to serve him up some overdue justice for a whole bunch of wrongdoings. As you're probably well aware, when you're are chasing him the game is loads of fun because you get the feeling that you're getting somewhere and that the game is progressing. The way I see it, in a perfect RPG you'd be working toward that main goal at every hour you spend on the game unless you choose to pursue some other end. For the most part, for the 20+ hours I've played of Dragon Quest VIII has been pretty good about that, which is why I couldn't get my mind around just WHY they decided to write in the part of the game I played last night. Here's the rundown.
Like I said, the object of the game is to catch this evil jester, in attempting to do that you learn that he has travelled across the sea to the western continents.
Now you must find means to cross the ocean.
A guy back in town tells you he heard a legend about an abandoned ship in the middle of a desert.
Now you must seek out the abandoned ship.
When you find the ship you realize you have no way to get it to the ocean, as it is stranded in a desert. Your team members suggest that you go to the monster-overrun castle library to try and discover means to get the ship to the sea.
Now you must fight your way to an abandoned library.
When you finally get there you meet a wizard who agrees to grant your wish to move the ship to the sea. As luck would have it, the instrument he's using for the magic breaks and he asks you to find him a better instrument.
Now you must find an instrument...
After an extensive backtracking search of the previously visited locations you find that the instrument is a treasure at a castle you previously helped in the game. Still appreciative, the king agrees to give you the instrument...but oh! of course...it's been stolen!
Now you have to go after the thieves
At this point I was really expecting the thief to have amnesia and have forgotten where he put it, forcing you into another meaningless stretch of game-time. Luckily after the boss battle here you're finally able to clear out the long list of convoluted extra plotpoints to finally get means to cross the ocean.
In my opinion, this is awful, unfun, and lazy writing on the part of the game designer. People constantly ask me why I hold the Square and the Final Fantasy series so high and it's because they're generally free of lazy video game production like this. It's really nothing against Dragon Quest VIII or any other game in specific, but why do developers feel the need to require the player to endure coil after coil of overwrought meaningless tasks that do nothing to promote or further the story?
Do you have an opinion on this?
(Yes this is long but listen, I'm a huge dork.)